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WX-78 Refresh coming from someone who's played a lot of WX-78


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This seems overpowered as hell, and I'm all for it. It's a single player game, so I have no problems with making yourself an overpowered immortal god, and this updates seems to do that. First off, I hope these upgrades can be left inside WX indefinitely, and will be assuming you can for the rest of this post. The moggles upgrade is awesome, but kinda makes the light one redundant since they cost the same amount of slots, but moggles is just straight up better unless you have team play, which if the bulb is meant for helping other players, thats fine.

The shock upgrade is a nice call back to the forge, not sure how useful it will be but im sure you could do some fun tank strats with it.

Health regen battery seems a little slow, but considering its infinite healing, I don't mind it that much.

Speed upgrades are very nice, big fan of permanent overcharge speed.

Love that the music box plays ragtime, not sure if it has any use like being a one man band, but it's still a fun battery.

Heat and cooling batteries seems useful, really not much else to say aobut them.

Glad gears are still usable as a med kit of sorts, they seem to be missing the classic gear eating sound though.

Overall pretty cool changes, I just wish there were more slots for circuits, but I get that there has to be some form of balancing for what is essentially the god mode of dst. I don't see any team related perks aside from the light aura circuit, which I'm fine with since it fits WX's whole shtick of hating people. Definitely gonna spend a while finding out my preferred loadout.

One last thing, clockworks still seem to be hostile, albeit what seems like with a smaller aggro range, not sure what the change "clockworks are less aggressive means"

Less Aggressive means exactly what you just described- they still attack you.. but they would attack anyone else faster than they’ll attempt to attack you.

Best way I can explain it is trying to calm down a Angry dog.. your probably still going to be bitten, but not as often as you would have before you started calming it.

26 minutes ago, Baark0 said:

The shock upgrade is a nice call back to the forge, not sure how useful it will be but im sure you could do some fun tank strats with it.

It still do damage with 100% invunerability armor like Snurtle shell or Bone armor. Not sure if it's worth the 2 slot but some interesting strat can be done i think.

 

29 minutes ago, Baark0 said:

One last thing, clockworks still seem to be hostile, albeit what seems like with a smaller aggro range, not sure what the change "clockworks are less aggressive means"

Its noticeable. I tried to analyse a damaged rook and we akwardly stared at each other until he finally decided to charge me.

47 minutes ago, Cheggf said:

What's the Together in the title for then?

What i meant is it isnt a competitive game, you can make the player powerful because there isnt an enemy team that will have to be at a disadvantage

10 minutes ago, Baark0 said:

What i meant is it isnt a competitive game, you can make the player powerful because there isnt an enemy team that will have to be at a disadvantage

The enemy mobs of the constant would be the ones at a disadvantage.

Just because a game isn’t PvP does NOT mean it doesn’t need to be properly balanced.

And if something is Over/Under performing then it should be tweaked to meet the developers expectations of what they want it to do.

Just check out Wendy with newest QoL update, I used to enjoy being my friends Savior against Hound Waves by just letting Abby wreck them all without my friends having to get involved in the Hound Attack, but NOW Hound Waves can have two Varglets quickly chew through Abby if those same friends, or Myself does not jump into the fight and Help Abigail in taking them down.

Balance will ALWAYS Outweigh being Overpowered & Broken.

45 minutes ago, Mike23Ua said:

The enemy mobs of the constant would be the ones at a disadvantage.

Just because a game isn’t PvP does NOT mean it doesn’t need to be properly balanced.

And if something is Over/Under performing then it should be tweaked to meet the developers expectations of what they want it to do.

Just check out Wendy with newest QoL update, I used to enjoy being my friends Savior against Hound Waves by just letting Abby wreck them all without my friends having to get involved in the Hound Attack, but NOW Hound Waves can have two Varglets quickly chew through Abby if those same friends, or Myself does not jump into the fight and Help Abigail in taking them down.

Balance will ALWAYS Outweigh being Overpowered & Broken.

The varglet change was to make hound waves less annoying, not because abigail made hounds irrelevant. If that was the case, houndius would be nerfed along with winona pults and teeth traps.

The only time things in pve games need nerfs are when they're excessively powerful. Take the daedalus stormbow in terraria, they nerfed the hell out of that item because it was too good, and even after the nerfs its still a really good item, just brought more in line so that it's not as strong as it was before. The devs couldve made it much weaker, but then the item wouldnt be fun, and in a non competitive pve game, fun is the most important thing.

The enemies of the constant are already at a disadvantage: you have a brain, you can dodge their attacks, you have access to damage reduction (sure they have much more hp than you, but you have plenty of healing options, and for the few mobs that can heal, there are ways to prevent them from healing), literal invincibility with enough bone armour, and you have significantly higher damage output than most mobs.

Yes balance is important, but imo letting something be strong because its fun outweighs the minority of people who will complain something is op. Take wortox, he's a strong character with potent upsides, people want him to be nerfed, yet he never really has been, because that would be less fun and pointless in a game meant to be played for fun. Take warly's goat jelly, the damage increase is great normally, but insane when things are wet. Do they nerf it? No, cause it's fun killing bosses in 2 minutes.

6 hours ago, Baark0 said:

The moggles upgrade is awesome, but kinda makes the light one redundant since they cost the same amount of slots

incorrect, the illumination one uses ONE extra pin compared to moggles, which makes no sense as one is clearly better than the other.

They should swap pins.

52 minutes ago, loopuleasa said:

incorrect, the illumination one uses ONE extra pin compared to moggles, which makes no sense as one is clearly better than the other.

They should swap pins.

oh, nevermind they fixed that, it is now 4 and 4 pins

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