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The problem with the wolfgang rework.


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I wanna start of by saying that as far as the rework goes, i kinda like it. The gembell alows you to stay mighty 24/7 and the gym is just a luxery for massive mightyness gains in like a few seconds. He gets to have no speed reduction when using some items, And the speed nerf never bothered me since i always tame a beefalo in my world as early as i can. 

 

No. The problem that i have isnt with the rework, its what it means for wolfgang as a whole. I want you all to remember all the other reworks and dlc charecters that were added to the game. The changes that were made to those reworked charecters removed some of the more tedious aspects of their perks and added some new engaging perks that encouraged people to play those charecters. 

For wendy, it was a better more responsive abigail ai with a team dammage buff. 

For webber, it was the ability to carry spiders in and out of the caves, changing them and giving more controll over them. 

And i could still go on for every rework. Winona's catapults, wigfrid's songs, willow's bernie, woodie's transformations and so on...

But what do we have to say for wolfgang? What did they add to make you want to play as wolfgang? 

If i were to write about this rework in the future, what would i write? 

Thats the problem. Thats the reason why i think this rework is laking in comparison to the other reworks and with the rework Releasing tommorow and klei keeping silent about it, im only wishing the best for our Russian strongman. 

In the meantime Feel free to ignore my opinion or embaress me with a typo or something i forgot to mention. 

 

Edit: a new hotfix is out and now tools do their work faster in mighty form and i love that. Ok maybe this rework is sick. 

22 minutes ago, bagherthegamer said:

But what do we have to say for wolfgang? What did they add to make you want to play as wolfgang? 

If i were to write about this rework in the future, what would i write? 

Constant double damage that can be easily maintained for long periods of time without needing to snack every 5 seconds.

No longer having triple hunger drain which in multiplayer settings could cause problems.

Engaging and scaling gameplay in line with the other survivors with new objectives and goals instead of just eating carrots and berries on day 1 to unlock crazy faceroll stats (to many people this is in fact an improvement).

Unique interactions with niche general use items which adds depth to his character and gameplay.

Faster gathering on a combat character.

Throwing dumbells. 

———

that was really easy by the way. 

21 minutes ago, Ohan said:

Constant double damage that can be easily maintained for long periods of time without needing to snack every 5 seconds.

No longer having triple hunger drain which in multiplayer settings could cause problems.

Engaging and scaling gameplay in line with the other survivors with new objectives and goals instead of just eating carrots and berries on day 1 to unlock crazy faceroll stats (to many people this is in fact an improvement).

Unique interactions with niche general use items which adds depth to his character and gameplay.

Faster gathering on a combat character.

Throwing dumbells. 

———

that was really easy by the way. 

Fluctuating damage and speed values was engaging in intense battles

Hunger drain was only 3x in mighty form which was used only when needed. Plus food is everywhere 

Engaging gameplay (build gyms where needed, and stare at lift animation)

Row strong, harvest strong (critical chop), lift strong (which from a technical standpoint moving faster already did)

Throwing dumbbells (neat)

2 minutes ago, Ohan said:

U can like it or not like it i dont really care anymore, ive seen the most sane arguments vehemently refuted by people clinging onto food -> faceroll gameplay :roll:

Welcome to the world, where everyone has their own opinion and its valid. You can roll your eyes as much you like but thats the way it is, respect for others comes in handy here.

1 hour ago, Ohan said:

Constant double damage that can be easily maintained for long periods of time without needing to snack every 5 seconds.

No longer having triple hunger drain which in multiplayer settings could cause problems.

Engaging and scaling gameplay in line with the other survivors with new objectives and goals instead of just eating carrots and berries on day 1 to unlock crazy faceroll stats (to many people this is in fact an improvement).

Unique interactions with niche general use items which adds depth to his character and gameplay.

Faster gathering on a combat character.

Throwing dumbells. 

———

that was really easy by the way. 

Bruh i literally say this in the start of the thread. I dont hate new wolfgang i just think there should have been more. Idk maybe your right and i need to just accept this. 

Beggers cant be choosers i guess. 

49 minutes ago, bagherthegamer said:

Bruh i literally say this in the start of the thread. I dont hate new wolfgang i just think there should have been more. Idk maybe your right and i need to just accept this. 

Beggers cant be choosers i guess. 

Wanted to point out that I think some players are really trivializing the 2x damage wolfgang does in mighty form. You guys do realize that this effectively cuts the hp of everything in half right? 

 

10,000+ hp off crab king/bee queen/dragonfly, 50,000+ hp off misery toad stool, etc. But that's not enough right?

2 hours ago, totestoto said:

Wanted to point out that I think some players are really trivializing the 2x damage wolfgang does in mighty form. You guys do realize that this effectively cuts the hp of everything in half right? 

 

10,000+ hp off crab king/bee queen/dragonfly, 50,000+ hp off misery toad stool, etc. But that's not enough right?

Having 4 people collectively fight makes bosses hp 1/4 what's your point?  Wolfgang is meant to have an easier time handling enemies by himself, that doesn't make it just a cakewalk though when you're the only target of everything.

Most players aren't gonna be soloing bosses Wolfgang or not

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