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Poll: Are you against a changed inspiration system and affinity unlock?


poll  

96 members have voted

  1. 1. Are you against making inspiration be unlocked on a per world basis (so that you need to gain insperation for every world you play on)

    • no im not against it
      38
    • yes i am against it
      55
    • other (comment)
      3
  2. 2. Are you against making affinities be unlocked on a per world basis (so that you need to kill celestial champion or fuelweaver to unlock the respective affinities)

    • no im not against it
      49
    • yes im against it
      44
    • other (comment)
      3
  3. 3. Would you enjoy some skills being locked behind in-game actions (such as wigfrid needing to blow a beefalo horn to get a skill)

    • Yes
      49
    • No
      19
    • Other
      3


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Affinities should be locked once- PER CHARACTER (instead of just how it is now kill CC & AFW once and they unlock for everyone)

Skill Perks I see as not being too different from the character Refreshes which gave them new Abilities right out the Spawn Portal on Day 1 anyway.

I would absolutely HATE having to re-unlock character skills per world.. that’s just stupid.

And it’s not just because I don’t like it, there’s also a LORE Reason why it’s stupid.. 

These characters, every death they’ve ever had is a canon story loop, you live, you learn, you die, you live again with new found knowledge from your previous death, when players use the Celestial Portal to switch characters- The character goes to another version of the same constant.

Therefore it makes sense for these skills to be retained through multiple playthroughs.

Affinities on the other hand.. is the powerful end game perk you get rewarded from defeating one of the end game bosses, so it would make sense to lock these ONCE PER CHARACTER, but not per world.

 

In its current implementation, I don't think locking insight and/or affinity skills to each world would fit well with the skills we already have.

Here are some examples:

  • Woodie's "Weregoose Mastery" skill has the potential to scout the map very quickly at the start of the game, but sees very little use once the world is mapped out. Limiting this by day count would largely kill its niche.
  • Woodie's "Lunar Renegade" skill would be largely pointless if you couldn't unlock it until AFTER finishing the moonstorms.
  • One of the main applications for Wormwood's "Lunar Cultivator II" skills is to make exploring the caves early easier by using lightbugs. If it's locked behind Celestial Champion, you can no longer do that early.
  • Wormwood's "Lureplant Crafting" skill allows you to get a lureplant before spring. If it was locked to inspiration, you could get at the earliest by day 30, which only saves 6 days.

Making inspiration locked per world is pretty stupid actually, Woodie rework is basically his skill tree and most of his perks are pretty early gameish, with his skill tree he is on-par with other good characters, without it he's lackluster. Wolfgang without his skilltree is already a really good character, with his skilltree he's just better (Not that much better because Klei is probably aware that he didn't need much more) I guess you can guess where I'm trying to get to

Tho locking the inspiration abilities is ok I guess? If they are actually viable and unique good or whatever? If it feels like you are being rewarded for being at the late game I don't really see that much of a problem, Willow herself isn't that much in need of that blue flame anyways but it is actually good and cool, but the ones that are just like Woodie's one which is basically a QoL perk it should not be locked by a final boss thing.

i dont think it should be locked behind rifts (unless its something a little unbalanced for early game), but i do think a lot of the affinities could be tied to progression in the form of craftable items (for example: wormwood gets to craft saladmanders, his form of helpful allies, but only after he farms to get dragonfruit. he's rewarded for farming with this affinity.)

i'd prefer stuff like woodie's lunar affinity unlocking an iridescent amulet to block his curse rather than just being able to effectively disable his only downside from day 1

I used to be part of the once per world camp, but keeping consistent with the spirit of the game being a roguelike at it's roots, insight being carried over for good is better for new players. 

There are those who would say that Wigfrid is the most "unbalanced" character, however much I would disagree, but she has the most balanced skill tree in general.

 

Her early game with max insight is almost the same character as any other, but she starts to get juicier from mid/late game.

Most others are beasts in the early game, but I digress.

 

I got talk no jutsu'ed and now I think permanent insight is a good choice. 

I'd be against it if they kept the same method of acquisition of points. However, I'd like it if they were gained through specific tasks for each character in each world, sure, I like the feeling of progression. It just makes sense to have a system that rewards you the more time and effort you put in a world, but the only requirement being spending X amount of hours... I don't like it.

11 hours ago, xhyom said:

Woodie rework is basically his skill tree

No offense to the devs but I still think this was a stupid idea because pre skill tree (refresh lite) Woodie is crappy meaning that many new players will just feel like he sucks before they unlock good Woodie and pick someone else if cheesing the insight counter isn't allowed on their platform.

If they were to change it so you actually earn your skill points I wouldn't mind so long as it isn't tied to a day count however the affinity skills should remain unlocked between servers the current system more or less favors pc players who can cheese the requirements.

Unless they give a separate update to characters like Woodie, Willow, Winona and Walter, to at least bring their base skillset to the level of others', no thanks.

Right now, for characters like Woodie and Willow, the trees act as a long awaited (at least by me) fix to their main flaws, while also expanding on their kit and bringing them on the similar level to the likes of Maxwell (which, tbh, I'd prefer if they nerfed Maxy a little and set the norm somewhere in the middle, but whatevs). This isn't perfect, but in the end it does make it so these characters are fun and enjoyable to play, so works for me. 

If they just locked trees to a per world basis, without changing anything else, these characters would just kinda suck for a while, which isn't very fun (not to mention the early game skills getting significantly worse, like Woodie's carving skills or Wigfrid's rider 1 and 2 etc). 

1 hour ago, skile said:

Unless they give a separate update to characters like Woodie, Willow, Winona and Walter, to at least bring their base skillset to the level of others', no thanks.

Right now, for characters like Woodie and Willow, the trees act as a long awaited (at least by me) fix to their main flaws

This feels like the main problem for me, to be honest. Some characters already have a good base and just get expanded upon by their skill trees, meanwhile others like Willow and Woodie had a problematic/lackluster rework so that they need the skill tree to be good.

The best course of action would have been to fix the characters that have problems post-rework in the first place, and then expand on the skill trees. Because right now, it's a little inconsistent how some characters basically have their skill trees be a fix to their rework, so they need the skills available all the time, while others only get buffs, which makes them too powerful with their skills available all the time.

 

Disclaimer: When i say "problematic/lackluster", i don't mean to say their reworks were bad. The main issue with the imbalance of reworks is the time frame they happened. When we had the first character reworks, they had a simple and clear goal in mind: fix characters that were widely agreed upon to be flawed (Winona, Willow, Woodie and Wendy)

These reworks had nothing wrong by themselves, they had a goal and they accomplished it. The problem however, is that with every character being reworked, Klei had to start "fixing" the other characters who were not broken, and so the reworks that followed were much more focused on making the characters better, stronger and/or more useful. So we got characters who were already in a good spot being buffed even further. And that, as a consequence, made them, once again, rise above the first few, who "only" received fixes in their reworks.

1 hour ago, ECS.98 said:

This feels like the main problem for me, to be honest. Some characters already have a good base and just get expanded upon by their skill trees, meanwhile others like Willow and Woodie had a problematic/lackluster rework so that they need the skill tree to be good.

The best course of action would have been to fix the characters that have problems post-rework in the first place, and then expand on the skill trees. Because right now, it's a little inconsistent how some characters basically have their skill trees be a fix to their rework, so they need the skills available all the time, while others only get buffs, which makes them too powerful with their skills available all the time.

 

Disclaimer: When i say "problematic/lackluster", i don't mean to say their reworks were bad. The main issue with the imbalance of reworks is the time frame they happened. When we had the first character reworks, they had a simple and clear goal in mind: fix characters that were widely agreed upon to be flawed (Winona, Willow, Woodie and Wendy)

These reworks had nothing wrong by themselves, they had a goal and they accomplished it. The problem however, is that with every character being reworked, Klei had to start "fixing" the other characters who were not broken, and so the reworks that followed were much more focused on making the characters better, stronger and/or more useful. So we got characters who were already in a good spot being buffed even further. And that, as a consequence, made them, once again, rise above the first few, who "only" received fixes in their reworks.

Honestly if klei hadn't gone as far as they did with Maxwell's refresh the skill trees wouldn't have even been needed overall only Willow and Winona needed refresh level touch ups it could be argued Warly could have used some more early game special dishes that didn't require farms but otherwise everyone else really just needed stat tweaks and not many of them even needed that. Ironically because Wilson didn't really reach the newest standard Klei has unwittingly or maybe intentionally left him to become the next Winona and Willow potentially sparking a wave 3.

If you asked before others started getting theirs, I'd vote for some vastly differing changes to the system.
It's too late for that.

HOWEVER! I NEED better ways of actually getting insight points. Seriously! Waiting 'x' days is a slog!
Reward people for surviving! For playing, for doing unique different and fun things in the game!
I already don't feel good using skills because they seem like easy power-buffs without much 'earning' them, so why not make actually getting the points for the skills be a bit more interactive and fun?

1 hour ago, Mysterious box said:

Honestly if klei hadn't gone as far as they did with Maxwell's refresh the skill trees wouldn't have even been needed overall only Willow and Winona needed refresh level touch ups it could be argued Warly could have used some more early game special dishes that didn't require farms but otherwise everyone else really just needed stat tweaks and not many of them even needed that. Ironically because Wilson didn't really reach the newest standard Klei has unwittingly or maybe intentionally left him to become the next Winona and Willow potentially sparking a wave 3.

I think what is really going on is Klei is using DST as sort of I guess you can say a “testing platform” for a hopefully not so distant future installment into the franchise.

Right now what they’re currently doing is adding to a characters playstyle & personality to gauge what their players think of the changes, and they tweak those until the fanbase is pretty satisfied with them.

so without turning this into a Massive TLDR Instead of having characters with No personality, that all overlapped in Playstyle, Klei is focused on giving them an actual identity, with new lore & a unique playstyle. So WHEN (not if..) Klei finally decides to create a new Dont Starve game: instead of having these blank slates of characters they will already have established a foundation of what fans expect that character to be like & can build onto it from there.

Such as for example: Instead of just giving Wolfgang 2x damage, they now know players would expect fun perks while buff when they create a new DS with new ideas.. Or a Willow who gets fun fire powers. Etc..

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