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And what of Wolfgang?


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So when I joined these forums, the Wolfgang rework was a source of endless debate. Well, not really a debate... a lot of people just hated it and the only disagreement there was was about which specific way it should be fixed (and most thought just switching it back to the old wolfgang was the only acceptable answer). Dozens of threads, dramatic posts claiming people were going to stop playing until Wolfgang was fixed, insults thrown every which way, oaths of vengeance sworn, cats and dogs, living together.

This latest update brought a ton of changes to Wolfgang's new mechanics, including adding a new item and changing some fundamental aspects of how he works, yet it seems not one person is discussing what was previously the most pressing topic on the forums. Do people like these changes? Is this silence acceptance? Or are people just too focused on complaining about the new crafting menu to notice?'

Personally I really like all these new changes, they make Wolfgang a lot more forgiving and dynamic to use. Some of the changes are very unexpected, like how Wimpy Wolfgang now does well in heat but mighty does worse. What do you guys think?

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There has been no response probably for 2 reasons.  First off - most people who cared were in the beta which started late February, so this new release didn't bring any new information or surprise changes.  Secondly - Klei took what I felt was the most important criticisms and balanced them with their core beliefs on the balance of Wolfgang.  What they arrived on was great, you're no longer required to stop all game activity just to maintain mightiness.  You can maintain it through standard active play.  There was a little extra that got added, but then cut :\ It was a fun and challenging addition but was likely too difficult to balance in a way that was both meaningful yet not crippling.  Not that I don't think there is still room for improvement (there always is) but as he sits Wolfgang is in a great spot.

As an aside - Klei was not wrong that those who disliked the Wolfgang refresh were a vocal minority.  Wolfgang's play rates didn't drop off at all post refresh.  Still I feel the original design of Wolfgang was inherently flawed and I'm glad Klei honestly considered the feedback and made adjustments.  Sometimes arguments sound hostile, but we need to argue about things and let our points contend or we'll never know which is right.

2 hours ago, Lurdiak said:

it seems not one person is discussing what was previously the most pressing topic on the forums

There has been a ton of discussion about the rework in the beta forums as it was going on. It seems like most people are happy with him now.

2 hours ago, Lurdiak said:

Wimpy Wolfgang now does well in heat but mighty does worse

Does mighty do worse in heat?

16 minutes ago, dubious little said:

Yeah, you're hotter when mighty and colder when wimpy.

I know he has winter insulation when mighty and summer insulation when wimpy, the patch notes said so. But does he lose the insulation of the opposite type? The wiki is claiming that he gains 60 of both while mighty which isn't what the patch notes say. How much insulation does he even get?

6 minutes ago, Cheggf said:

I know he has winter insulation when mighty and summer insulation when wimpy, the patch notes said so. But does he lose the insulation of the opposite type? The wiki is claiming that he gains 60 of both while mighty which isn't what the patch notes say. How much insulation does he even get?

No idea! :D

Luckily in the beginning there was jumpstart in debates that lead to our long Wolfgang related campaign.

But as time went on there was hopelessness in the silence, cries on deaf ears, attrition took most away. 

Time doesn't stop for anybody and as we lost numbers klei gave hope through responses and another beta for the ui that is currently taken most of the heat as Wolfgang was tweaked on the sideline.

I don't think klei really wants to keep up this Wolfgang tweaking any further so any more suggestions are even less probable than when we started.

Which is pretty sad since the downside they introduced got scrapped pretty fast, it wasn't a particularly good one... but it was more interesting than the faster mighty drain we got now.

However mighty loss that couldn't be mitigated, animation stun-locks, with Wanda also existing. It was gonna be pretty hard for klei to make that feel "smooth" and "fun" without putting in more work. The increased speed to mighty loss is a quick and effective fix but I'm still saddened that the suggestions for mighty loss on hit weren't tried out.

Seems they focused a lot more on the complaints since Wolfgang has more options to build mighty now and his side perks are stronger. He feels closer to his original design of constantly working to upkeep his physique.

Wf is still annoying to play. They had the right idea when he was losing mightiness on hit but degenerated mighty much slower. Being mighty was no longer a chore, it was rewarding good play.

 

The fuckup was he lost way too much mighty on hit and no armor, not even marble which was now his specialty, prevented mighty loss.

 

Some tweaks to the mighty loss on hit were the only things needed, yet for some reason they messed that up and he is back to just being annoying and one dimensional.

I have a few problems with current Wolfgang:

  • Fighting in normal form to gain mightiness can have dire consequences with the animation stun happening when you change forms. What if you're close to being mighty, with low health and hunted by a couple of terrorbeaks or something, fighting them would stun you and potentially get you killed. You shouldn't feel punished for fighting.
  • "Wait, I'm just gonna get mighty first real quick."
  • The dumbbells and faster mightiness drain are not fun mechanics and he has become too much of a hassle for me to enjoy.

 

I'm trying out Wanda now, she's not as fun as pre-rework Wolfgang, but she's better and more convenient I guess

1 minute ago, ArubaroBeefalo said:

you are being punished for not managing the meter, the only thing you have to worry about playing wolf

Should we gain mightiness in normal form if we don't want to transform to mighty in the middle of a fight? Or rather, should we get stunned from transforming to mighty if we're fighting? It just doesn't feel thought through to me.

1 minute ago, Mangrove said:

Should we gain mightiness in normal form if we don't want to transform to mighty in the middle of a fight? Or rather, should we get stunned from transforming to mighty if we're fighting? It just doesn't feel thought through to me.

you can control when to hit so the transformation frames happens during the "cool down" time of the enemy's atack (i was in this situation against a worm because i perform poorly so i needed to control when to hit to dont get punished) and in situation with enemies that dont let you transform safely (hounds, terrorbeaks and monkeys) is just your fault for not being mighty in a dangerous time

is the only realistic downside this character has and offers a lot of upsides, i dont see how this niche situation is unfair when can easily controlled by the player

1 minute ago, ArubaroBeefalo said:

is the only realistic downside this character has and offers a lot of upsides, i dont see how this niche situation is unfair when can easily controlled by the player

I'm just peeved at a mechanic that's supposed to help me (gaining mightiness from fighting), punishing me instead by stunlocking me. It was introduced as a way to gain mightiness without the need of the dumbbell, but now you don't want to use it and you're back on the dumbbell again anyway. 

1 minute ago, Mangrove said:

I'm just peeved at a mechanic that's supposed to help me (gaining mightiness from fighting), punishing me instead by stunlocking me. It was introduced as a way to gain mightiness without the need of the dumbbell, but now you don't want to use it and you're back on the dumbbell again anyway. 

it was introduced to reduce the use of dumbbells (but with the pasive drain you use them more outside of working and fighting...) and to keep the meter up not to completly ignore dumbbells. Why would you fight in normal form on purpose? you lose dps

being stuck in a dangerous situation is the only real downside, easy to prevent, wolf has

if you wanna use the fighting raising meter mechanic just wait until 74 points, let the enemy atack and keep atackng so you reach 75 while the enemy is loading their next atack, simple 

Is mightiness really all that tough to keep up now? I honestly don't mind forgoing the walking cane and just walking with a dumbbell in hand in the normal day to day stuff, especially if I am expecting a fight like in the ruins. I think it's a fair trade to not get the bonus movement speed in exchange for essentially permanent double damage.

1 minute ago, Dr. Safety said:

Is mightiness really all that tough to keep up now? I honestly don't mind forgoing the walking cane and just walking with a dumbbell in hand in the normal day to day stuff, especially if I am expecting a fight like in the ruins. I think it's a fair trade to not get the bonus movement speed in exchange for essentially permanent double damage.

only if you hunger is lower than 150 and you arent fighting or working

in the ruins for example, you dont hve to worry about your hunger but walking or being in base, if you want to be mighty, you will need to eat or use the dumbbells more often

17 minutes ago, ArubaroBeefalo said:

Why would you fight in normal form on purpose?

Why would you waste durability (edit: or your time) on the dumbbell if you can gain mightiness fighting? :) 

17 minutes ago, ArubaroBeefalo said:

if you wanna use the fighting raising meter mechanic just wait until 74 points, let the enemy atack and keep atackng so you reach 75 while the enemy is loading their next atack, simple 

My problem is not that I don't know how to circumvent this problem, it's that I need to circumvent this problem. But if you enjoy it as a feature and not a problem that's ok. I just have an aversion to gameplay interruptions like the dumbbell

33 minutes ago, ArubaroBeefalo said:

being stuck in a dangerous situation is the only real downside, easy to prevent, wolf has

No, it is not. He suffers from a hard sanity drain. And in the middle of a boss or hound fight you can be insane and have to fight against shadows too, specially in the early 20 days.

36 minutes ago, Cannoli said:

No, it is not. He suffers from a hard sanity drain. And in the middle of a boss or hound fight you can be insane and have to fight against shadows too, specially in the early 20 days. But this things you just know playing him, of course is never your case. 

image.thumb.png.f625119403c2a541843de1e305aaa591.png

the sanity drain is negated by having a follower (mobs, critters and even kitcons which arent noisy)

edit: even if you edit the message the imnature, as always, content of your comment still showing in the quote

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