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So about Woodie's curse skill tree...


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So I've been thinking about this for awhile and the more people I talk to and the more comments I read I can't help but feeling that maybe this needs to be addressed because this could become a trend in future skill trees as well. So I feel like everyone agrees that Woodie's wereforms aren't very good without the skill tree and that the skill tree fixes that we're all on the same page here at least right? Well there's kind of my problem a whole section of his skill tree is dedicated to making sure his base kit is worth using, no not post endgame but in the early game. Sure he has some perks nice perks alongside that in the skill tree but I can't help feeling like it kind of takes the choice out your hands on how to use skill points.

Take someone like Webber for example imagine if instead of his refresh you had to invest a skill point into each individual spider for them to be able to gain their current infinite loyalty and then another skill point to be able to befriend nurses while giving him some other new perks off to the side it.

Maybe I'm over thinking it maybe not but what do you all think?

1 hour ago, Mysterious box said:

Take someone like Webber for example imagine if instead of his refresh you had to invest a skill point into each individual spider for them to be able to gain their current infinite loyalty and then another skill point to be able to befriend nurses while giving him some other new perks off to the side it.

Maybe I'm over thinking it maybe not but what do you all think?

This is a major fear of mine.

I'm not looking forward to what should be adjustments to the characters base kits being used as filler for unlockable skills.
Someone had joked that they'd tie Willow's lighter being unbreakable to a skill point and now I'm sort of worried they'd actually do that, aha.

A good chunk of some of the recent skills sort of feel like they should be basic changes to the characters, as well. I hope they end up keeping it interesting.

I think you get enough points to sort of compensate that, and in the lower tiers of perks they tend to add the most basic needed stuff.
With the Willow example, If there is a "fire affinity" tree, an unlimited  lighter would probably be tier 1 point, so regardless if you want to focus on that or not, you will most likely get it unless you hyper focus on something new and flashy she gets.

It would also depend on the playstyle. EG: let's say another player probably doesn't value the starting lighter as much because their playstyle involves quickly crafting crock pots and lanterns and throwing away the lighter. That player now has the freedom to get all their points into the "super-Bernie skill tree", so their Bernie has a rocket launcher AND does a little polka dance.

As for Woodie, I could assume that probably most people will get all 4 tiers of the idols boost, but maybe I'm overestimating that way to play the game and someone will have a super fun or strong gameplay going all in the lumberjack perks instead, using the idols sparingly in the early game only, as they always worked (and still do).

I see the skill trees as their way to add power or rework slightly some characters in a more flexible way.

If they were to change all forms at once then people would feel like it is a too much, but since you can get a limited amount of things this not only serves to limit the power a player can get from the character but a gauge on what people actually like.

 

Imagine if most of current Walter perks were skill points instead, the campfire story , the sanity around trees, cooking speed on campfire, buy everyone completely ignore them because the skill points for "woby store 9 items" and "Walter can build a portable tent" are just infinity better.

This gives the developers a reason to change the other perks base on stadistic of use if they even have those metrics. While also allowing players to ignore the parts that are bad AND even ignore the entire skill tree because they done like it

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