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WX Buffs, Nerfs and Tuning


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Finally had a chance at testing out the beta and I was very pretty pleased with it, it appears the new UI also encouraged the team to not hold back in the added items department. WX was turned from a very bland character to a still pretty basic but "create your own sandwich" sort of character. As I said elsewhere, my only qualm with WX for the moment is the lack of any downsides at all and I think it could be improved by these already in circulation buff, nerf and tuning suggestions:

- 7 slots please. 7 seems like the perfect number as it doesn't allow for any more stacking of 2 slot and 3 slot circuits but instead allows for many more combinations to highlight the less useful modules. For example the illumination module can currently be coupled with the speed and stat increasing modules but this would pave way to using more combos with it like the temperature, dronemaster etc.

- In turn Nightvision should be made to require 5 slots. We dont have any 5 slot circuits anymore and this one is arguably the best circuit besides the speed buffs, while outshining illumination in everyway besides team use. As long as there are 7 electric sockets, this would be usable with all its current combos while illumination would be given an advantage over it, the ability to have more open slots and more customization- ie one can make use of a seasonal ability with it or one large one small hardy buffs to have better stats etc, opening way to much better option scaling rather than prefering the clearly superior circuit now.

- Stats should be lowered to 100 all like singleplayer. 150 all is a boring average, not leaving much uniqueness for our robot. At 100 all some low stats would actually show their faces like highly filling food not being ideal. Instead, comparatively lower stats all around would inadvertedly make the stat boosting circuits much more worth it while also balancing the 7th slot out by making room for the lesser health circuit for every current 6 slot combo. 150 all was probably a change made to make WX require less gears in the multiplayer environment or as a relic from an old beta as Hornette suggested so in all ways this would be a fitting change for the robot imo.

-Lastly wetness should actually have a profound effect on WX, not just an energy drain and then health drain. Above the wetness line of 20 wetness it should start periodically damaging WX 17 dmg + a percentage bonus based on any more wetness. Perhaps continually increasing wetness should also do passive zap damage like rain currently does outside of beta. And arguably sinking should immediately kill WX. These more profound effets of wetness would be in character and add a niche but considerable weakness to a character that currently functions as a base character that can be customized in an array of ways.

17 minutes ago, SinancoTheBest said:

Lastly wetness should actually have a profound effect on WX, not just an energy drain and then health drain. Above the wetness line of 20 wetness it should start periodically damaging WX 17 dmg + a percentage bonus based on any more wetness. Perhaps continually increasing wetness should also do passive zap damage like rain currently does outside of beta. And arguably sinking should immediately kill WX. These more profound effets of wetness would be in character and add a niche but considerable weakness to a character that currently functions as a base character that can be customized in an array of ways.

YES, I found it really odd that they made his water downside way more forgiving, even though it wasn't really a problem to begin with.

I think the meter should lose charge over the threshold like normal, but WX also loses health with each charge lost. Then WX would start taking double damage when out of charges.

I agree with pretty much everything here. If we do get that mythical 7th slot, then I'm fine with the Optoelectronic Circuit requiring 5. And I do want an actual downside to WX, so why not make wetness more impactful. The way I see it, a downside which affects the character's upside, is no downside at all. It's merely a catch to using the upside. And wetness takes really long to actually start damaging WX, and even then it's still very weak. Similarly to how Woodie's downside is the fact that he starves after his curses, which is more like a catch to using them than an actual downside, outside of Full Moon-forced transformations. Since his rework, his downside did get more impactful, because of Alter's little tantrums (perhaps a bit too impactful, if I'm being honest). But yeah, I would like to see an actual downside to just playing WX-78

I think the main problem with the WX rework is his new circuits are too OP for casual play, and he really hits a brickwall in terms of upgrades. infinate moggles that are easier to get than real moggles on day 1 is... Uh, intresting. Same goes with day 1 25% speedboost (why is it okay on WX?), and after you have made the most generally applicable circuits, there isn't much reason to switch especially since switching breaks the circuits and depletes charge.

I think instead of making there be more slots, the slots each circuit can take could be toned down and actually obtaining the circuits could be harder than letting jimmy scan a moleworm that's chasing a piece of flint I repeatedly pick up and put down for 30 seconds...

1 hour ago, hhh2 said:

think the main problem with the WX rework is his new circuits are too OP for casual play, and he really hits a brickwall in terms of upgrades. infinate moggles that are easier to get than real moggles on day 1 is... Uh, intresting. Same goes with day 1 25% speedboost (why is it okay on WX?), and after you have made the most generally applicable circuits, there isn't much reason to switch especially since switching breaks the circuits and depletes charge.

I suppose the design philosophy behind new WX is giving him access to a customizable plate of passive perks that effectively nullify some gameplay challenges. This manages to nerf its previous height of power but makes its gameplay fun and interesting by making most perks very easily accessible. I don't think the developpers will be changing this basic direction they took with the rework and so far it seems to be getting pretty positive reactions.

However they alter the functionalities of individual circuits, there will be a meta-preferred combo so I don't think it's important to dwell on how great some effects of the circuits are compared to others. Still, I believe these suggestions of the thread can serve to add ample variation to how WX is played and how circuits are seen. 7 slots would make 2 speed + heat/stats/regen/music much more enticing options with flat 100 stats making stat circuits more encouraged, opening alternatives to nightvision + speed. If nightvision is then made to require 5 slots, then it could legitimately be challenged by the illumination circuit + a stat 'normalization' through hardy or a proposed tier 1 hunger circuit.

Some further suggest the pliers to remove a chosen circuit or the last inserted circuit and I think that'd also be a helpful change in promoting lesser meta circuits as they can be switched out without constant damage to the preferred baseline circuits.

2 hours ago, hhh2 said:

I think the main problem with the WX rework is his new circuits are too OP for casual play, and he really hits a brickwall in terms of upgrades. infinate moggles that are easier to get than real moggles on day 1 is... Uh, intresting. Same goes with day 1 25% speedboost (why is it okay on WX?), and after you have made the most generally applicable circuits, there isn't much reason to switch especially since switching breaks the circuits and depletes charge.

I think instead of making there be more slots, the slots each circuit can take could be toned down and actually obtaining the circuits could be harder than letting jimmy scan a moleworm that's chasing a piece of flint I repeatedly pick up and put down for 30 seconds...

I don't think this is op at all. Yes he can get buffed easily, but thats his only real perk. Other characters can have double dmg day one or other utility perks so he needs his stats to be buffed. 

Also: For every rework people say it's op and later only a few people play that character. WX is fun and he has some strong tools, but he is not even close to op in my opinion. He is finally fun to play so let's not destroy this. 

Of course he needs some minor tweaks and there are already some really good ideas out there. 

7 hours ago, SinancoTheBest said:

- Stats should be lowered to 100 all like singleplayer. 150 all is a boring average, not leaving much uniqueness for our robot. At 100 all some low stats would actually show their faces like highly filling food not being ideal. Instead, comparatively lower stats all around would inadvertedly make the stat boosting circuits much more worth it while also balancing the 7th slot out by making room for the lesser health circuit for every current 6 slot combo. 150 all was probably a change made to make WX require less gears in the multiplayer environment or as a relic from an old beta as Hornette suggested so in all ways this would be a fitting change for the robot imo.

 

A boring average? they are stat numbers, I don't think it matters.

Happy Easter Everyone! I shall keep a shopping list of the changes I want to see implemented before the rework is released (likely on April 28) to see how much of it will be lucky to be implemented. 

▢ 7th Charge Slot

▢ 100 Base Health

▢ 100 Base Hunger

▢ 100 Base Sanity

▢ Separated backpack layout not obstructing the charge meter

▢ Circuit Extractor removing circuits individually

▢ Electric Milk charging the charge meter

▢ Charged Volt Goat zaps charging the meter

▢ Milkmade Hat boosting the charging speed when worn

▢ Optoelectronic Circuit uses 5 nodes

▢ Gastroexpansion Circuit Tier 1.0

▢ Navigation Circuit

▢ Dronemaster Circuit buffs

▢ Electrification circuit dealing proper electric damage

▢ Wetness damage begins above 20 wetness even with charge

▢ Proportionately higher wetness damage above 20 wetness

▢ Return of small continuous wetness damage from increasing wetness

▢ Instant Deadly 100 Wetness

▢ New and creative circuit(s)

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