Gi-Go Posted April 22, 2024 Share Posted April 22, 2024 Walter is community's least favorite character. In my opinion most of his perks and downsides are completely fine and don't need a change. The real problem with Walter is that his main and the most unique perk is terrible. While having mental disorder, cheap beefalo and personal Chester is cool, Walter is above all else a ranged combat character. But for some reason devs insist that all range weapons must suck - including slingshot. When it comes to buffs people usually ask for more ammo, faster shooting, or longer range, but I think the core problem is slighshots pitiful damage per shot. Let's look at his arsenal. Pebbles. Spoiler The weakest of available ammo, pebbles are made from rocks and serve as a cheap damage option, for when you haven't obtained a proper weapon yet. Their role is equivalent to that of an axe, yet they deal 17 damage instead of axe's 27. This means Walter cannot use these things to one shot something as simple as birds or rabbits, and even the weakest basic enemy like a spider will need 6 shots to go down. Shovel is not, and never was a weapon, but it's dps is somehow better. I believe their damaged should be 25, to at the very least be viable at hunting. Don't tell me shooting rocks is not lethal. Gold rounds. Spoiler Very cheap, weak ammo, made from gold nuggets. These serve as slingshot's casual damage, used for your day to day fights. Their role is equivalent to that of a tentacle spike/shield of terror/hambat. They deal spear damage however, which means they can't pass 50 threshold, and regardless of what the devs may think, 34 is not standart damage value - it's below average. I think 50 damage is more appropriate for a casual weapon. Marble rounds. Spoiler Expensive ammo with an average 51 damage. Without farming it, marble will run out rather quickly, and farming marble is pretty yikes. It's a lot of effort for a rather mediocre damage source, and I can't imagen anyone actually crafting beans, planting them, waiting for marble to grow, mining it before it shrinks, crafting these rounds, and then proceeding to fire them at bee queen for 15 minutes straight. Sounds like nightmare. In my opinion, these should do 125 damage at least, to one shot weak mobs including monkeys. If that seems like too much, I remind you that Wanda deals 140+ damage by farming nightmare fuel - which is done by NOT farming sanity sources. Cursed rounds. Spoiler These are the best damage ammo Walter has to offer. Crafted from 1 thulecite shard and 1 nightmare fuel, these rounds deal 51 damage on impact, and have a 50% chance to spawn a tentacle that might land 2 hits with 34 damage each. I'm not a fan of these rounds since they preform best on immobalized targets, which means ideal strategy is to cheese the boss. Slow-down rounds don't seem to help tentacles land their hits at all. Speaking of tentacles, are they glitched, or is it intended for them to do 1 attack and then do nothing untill they dispawn? If I were to buff these I suppose I'd make the tentacles stick around longer and accumulate their damage. If they gonna encourage cheese then they might as well be good at it. As a side note, I think thulecite pieces should be craftable just like regular thulecite. Crafting walls and then smashing them is just awkward. Melty marbles. Spoiler In case someone didn't know, you can actually use trinket_1 as ammo for the funny. They can only stack to 40, deal fresh hambat damage (59), and are extremely expensive. They can be farmed from broken clockworks with a 25% drop rate. I understand that they are not meant to be viable, but I still think they should be the best minus the price. I think they should fire 3 projectiles per 1 trinket (because of the sprite) with each dealing 125 damage for a total of 375 per shot. Walter could have a skill tree perk that helps him farm these from clockworks. Poop pellets. Spoiler Support ammo meant to cause a distraction. All they do is drop agro. And they don't even work unless the target is Walter himself. They should instead cause panic like fire or shadow sneak do. It would make sence for both gameplay and logic reasons. Also, it would be funny if they'd drop player sanity in pvp. Freeze rounds. Spoiler You can make 10 of these fron 1 moon rock and 1 blue gem. Redundant. You get the same freezing value from crafting ice staff instead. I think they should be as powerful as mutated deerclops, instantly freezing anyone they hit. Slow-down rounds. Spoiler Crafted from 1 moon rock and 1 purple gem, these rounds are support ammo for boss fights. They are all right, but I personally think they are too boring. Instead of slowing down movement speed by 33% for 30 seconds they should slow down everything a target does. I did a little damage test fighting medium tree guards (3000 hp) to see how much difference the fire rate makes, and here is the result from slowest to fastest (no animation canceling): marble rounds (59 sec) Regular spear (54 sec) Melty marbles (50 sec) Cursed rounds with slow-down rounds (45 sec) unlucky? Cursed rounds (40 sec) Tentacle spike (36 sec) Hambat (32 sec) Cursed rounds with stationary target (31 sec) Thulecite club (28 sec) Dark sword (27 sec) And this is assuming the character dosen't have damage modifier, which any decent character should have. In conclusion, I think slow fire rate is good enough of a downside to a ranged weapon, and adding low damage per shot to it made slighshot not viable/fun to use. I don't really care if slingshot damage gets buffed via skill tree or by default, but it definitely needs to happen. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/ Share on other sites More sharing options...
chincer Posted April 22, 2024 Share Posted April 22, 2024 honestly my biggest issue with the slingtshot isnt even the damage, it is the massive delay before walter starts firing the first time, we are in a game where wanda have a massive damage whip and wolfgang two shot stuff and abigail just walks to a group of spiders and decimate them. a puny slingtshot is not in the slightest overpowered, just let me shot, move shot, with ease and make walter a proper kiter. not to mention the other issues walter have like the dependency on a beefalo which wouldnt be egregious if he wasnt the character with a personal beefalo. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710955 Share on other sites More sharing options...
Gi-Go Posted April 22, 2024 Author Share Posted April 22, 2024 2 minutes ago, chincer said: not to mention the other issues walter have like the dependency on a beefalo which wouldnt be egregious if he wasnt the character with a personal beefalo. Woby is good enough if you get marble armor. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710956 Share on other sites More sharing options...
ChintzyGnat Posted April 22, 2024 Share Posted April 22, 2024 My issue is the slingshot firerate tbh. Double it and give it to the next person Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710959 Share on other sites More sharing options...
BalkanCockroach Posted April 22, 2024 Share Posted April 22, 2024 31 minutes ago, ChintzyGnat said: My issue is the slingshot firerate tbh. Double it and give it to the next person What if the next person is Maxwell? Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710960 Share on other sites More sharing options...
goblinball Posted April 22, 2024 Share Posted April 22, 2024 2 hours ago, chincer said: honestly my biggest issue with the slingtshot isnt even the damage, it is the massive delay before walter starts firing the first time I really like the massive windup honestly, trying to find good opportunities to hit targets is fun, and makes the slingshot alot more risky and engaging than if you could safely shoot enemies as long as they were not right next to you. Making the slingshot less risky and interesting to use wouldn’t make it more fun, just more mindless. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710963 Share on other sites More sharing options...
Gashzer Posted April 22, 2024 Share Posted April 22, 2024 As a Walter main, woby is walters main and best perk. Powerful buffs to the slingshot should require teamwork from both of them either by just buffs that are applied to the slingshot while riding big woby or a completely new stronger slingshot maybe in the form a giant slingshot that can be attached to woby like a saddle. Edit: https://forums.kleientertainment.com/forums/topic/155564-walter-skill-idea-grass-ghillie-suit-for-stealth-slingshot-action/ My ghillie suit idea would boost the viability of the slingshot without breaking the game by boosting damage or fire-rate Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710964 Share on other sites More sharing options...
benfroyobro9381 Posted April 22, 2024 Share Posted April 22, 2024 I agree. I think Walter needs some form of attention in general. This game needs more combat diversity and it's a shame how mediocre Walter's slingshot is compared to even the weaker weapons. The slingshot's dps doesn't need to compete with the upper tier melee weapons, but at least as much as a spear or tentacle spike depending on the ammo. I think Walter would be perfect skilltree material, though his base kit could use some adjustments in general. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710968 Share on other sites More sharing options...
Jakepeng99 Posted April 23, 2024 Share Posted April 23, 2024 14 hours ago, ChintzyGnat said: My issue is the slingshot firerate tbh. Double it and give it to the next person Still makes it too expensive. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1710996 Share on other sites More sharing options...
Masked Koopa Posted April 23, 2024 Share Posted April 23, 2024 I suspect that Walter will receive something akin to Woodie in which the tree serves to buff up his primary perks to be more useful rather than being comprised of random doodads like Wigfrid. I have... mixed feelings about this sort of arrangement personally. I think on one hand its probably better if the baseline perks for a character are good without a skill tree, but I also recognise that this attitude is born in part from me seeing skill trees as "extra" content. But eventually every character will have a skill tree and skill trees will simply be a part of the game. And at that point its less the character being weak and more the character starting off weaker but having a "better" skill tree. Which is really just a kind of character downside. I think the main concern is that it relies on the trees for the "worse" characters being disproportionately good to the point where they are on par with "better" characters who also have their tree. And the issue there is that Klei hasn't really buffed Woodie or Wilson or even really Willow to the level of power offered by someone like Maxwell or Wicker or Wanda. Wilson's tree is four perks that take up three slots each + a bunch of crafts, Woodie's is pick 1 wereform to make pretty good except Werebeaver is still kind of below average, Goose is heavily RNG based and only useful very early on so really it's just Moose. I really would prefer it if Klei put more effort into the baseline versions of characters, especially when the baseline perk is an item. Wigfrid's songs have been a pretty ergregious victim of skill trees being the way they are and I could easily see Walter's slingshot ammo going the same way. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711000 Share on other sites More sharing options...
Gashzer Posted April 23, 2024 Share Posted April 23, 2024 11 hours ago, benfroyobro9381 said: it's a shame how mediocre Walter's slingshot is compared to even the weaker weapons. Aye but everyone is forgetting how safe using the slingshot is compared to fighting in melee. As long as you have the rounds the majority of bosses cant touch you. Klaus wrecked, bee queen wrecked if you have cane+mag, deerclops wrecked, bearger wrecked, moose/goose wrecked, CC phase 3 wrecked as it becomes so ridiculously easy with Walter and slow down rounds help with phase 2 alot, antlion wrecked outside her sand pillars. Regular mobs like tentacles, pigs, big tentacles, slowly kite vargs to death without worrying too much about their hounds, ewecus, brightshades, the shadow rift trio all die very easily to the slingshot the balance is total fight time being longer and the cost of round manufacture. One of these downsides needs to stay. So if the slingshot gets skills to shoot faster, then amount of ammo per craft cant get buffed. If ammo per craft get buffed then firerate cant change. Damage of standard early game rounds shouldnt increase either. If slingshot damage is to increase it should be from a late game planar round only. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711003 Share on other sites More sharing options...
Gi-Go Posted April 23, 2024 Author Share Posted April 23, 2024 2 hours ago, Gashzer said: Aye but everyone is forgetting how safe using the slingshot is compared to fighting in melee. As long as you have the rounds the majority of bosses cant touch you. Klaus wrecked, bee queen wrecked if you have cane+mag, deerclops wrecked, bearger wrecked, moose/goose wrecked, CC phase 3 wrecked as it becomes so ridiculously easy with Walter and slow down rounds help with phase 2 alot, antlion wrecked outside her sand pillars. Regular mobs like tentacles, pigs, big tentacles, slowly kite vargs to death without worrying too much about their hounds, ewecus, brightshades, the shadow rift trio all die very easily to the slingshot the balance is total fight time being longer and the cost of round manufacture. One of these downsides needs to stay. So if the slingshot gets skills to shoot faster, then amount of ammo per craft cant get buffed. If ammo per craft get buffed then firerate cant change. Damage of standard early game rounds shouldnt increase either. If slingshot damage is to increase it should be from a late game planar round only. Noone is forgetting. It's just not relevant once you learn how to fight these mobs. Also, I'm surprised the guy who hates cheese loves the slighshot Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711009 Share on other sites More sharing options...
Gashzer Posted April 23, 2024 Share Posted April 23, 2024 40 minutes ago, Gi-Go said: Noone is forgetting. It's just not relevant once you learn how to fight these mobs. Also, I'm surprised the guy who hates cheese loves the slighshot Slingshot remains relevant. If you are just using the slingshot for everything then it can be troublesome but using it mixed with melee feels natural and fun. Example klaus' first phase its easy to kite melee but second phase with lunge is harder if you dont have any speed boosts. As Walter i melee him down to second phase then finish off with slingshot. I hate exploits, slingshot is not a cheese, its very fairly balanced right now. You can have easy fights with it at the cost of time and ammo. Fair trade. However it wouldnt take much buffing for the slingshot to go from a niche but fun utility tool working alongside melee, to straight up OP. Walter is my main but i really dont want his skilltree being all about his slingshot. Klei needs to focus more on Walter and Wobys relationship with any buffs to the slingshot being a connected skill to be used alongside big woby. Klei needs to give big woby powerful mounted skills to make it so no walter player would ever want to replace her with a beefalo at any stage of the game, early or very late. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711015 Share on other sites More sharing options...
Catuna_ Posted April 23, 2024 Share Posted April 23, 2024 A faster firing speed means that the slingshot stays more on the expensive side as klei want ranged options to be while giving quite literally the same damage boost. Pebbles not oneshotting birds is irrelevant as you can amass an infinite amount of gold from the ruins, or recycle your own gold from morsels dropped by birds. Buffing firing speed also means that you can get a lot more shots off in the same amount of time as if you dealt higher damage in a mob's attack period, resulting in more damage overall against fast targets for example as Walter almost never has the luxury of standing still to fire his slingshot. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711016 Share on other sites More sharing options...
Gi-Go Posted April 23, 2024 Author Share Posted April 23, 2024 1 hour ago, Gashzer said: Slingshot remains relevant. Give me some good exsamples of that then. Klaus exsample just proves my point further. You do know his lunge has a timer, right? You don't need speed boost you can just predict when he is gonna do it, and simply start dodging a second earlier. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711021 Share on other sites More sharing options...
Gashzer Posted April 23, 2024 Share Posted April 23, 2024 Just now, Gi-Go said: Give me some good exsamples of that then. Klaus exsample just proves my point further. You do know his lunge has a timer, right? You don't need speed boost you can just predict when he is gonna do it, and simply start dodging a second earlier. No you are proving that everyone who gets good at DST needs only to play wes. With your logic everyones perks become irrelevant. I dont need maxwells prison spell/ duelists to kill bee queen since i can do it as wes. However i find myself using the slingshot in pretty much all combat encounters in dst: Mushgnomes i smack with melee then finish them off with gold rounds after they form ring of spore bombs. Big woby plus gold rounds to kill big tentacles. Gold rounds does dark sword dps verse regular tentacles for easy monster meat for woby and spikes. Ice rounds can one shot freeze clockworks to more easily divide and conquer them and you can carry up to 6 slots of ice staffs per one slot of ice rounds which justifies me carrying them around. One ice staff isnt worth carrying around but 6 for 1 definitely is. If brightshades spawn too close to each other i use enlightened crown plus gold rounds to kill them off and finish last one with melee. Gold rounds to aggro nightmare werepig. Any other player has to go outta their way for a boomerrang or ice staff for same results and these items dont justify the slot they take up. Use thulecite/slow down rounds alongside 9 armoured bunnymen to mess up bee queen. Using mag/cane and road allows you to never get hit. Antlion you can kill from range which makes her mess up her pillar wall ring. It ends up spawning with holes in it so dodging the rest of her attacks while on big woby is so easy. If i spot a lone pig in the early game i smack it with spear and finish off with gold rounds for easy meat/skin. Great for finishing off running bunnymen too. Slingshot is great to use with followers. You can amass morsels from birds quickly to tame an army of pigs to kill hounds/spider queen while you sit back slinging away as they distract mobs. Can box yourself in a stone wall box during hound waves if you want and slingshot them freely from safety... more of a noob tactic for those who are bad at melee. Ice rounds are useful for crab king. Never have to juggle staffs. Thulecite rounds annihilate phase 3 CC. Walter is one of the best characters for rushing the entirety of CC quest line and killing it. Since he loses sanity on damage it makes him perfect for this fight. Slingshot becomes alot stronger once you have enlightened crown. Can stun lock nightmare creatures with slingshot. Using slingshot feels really nice when used with follower armies. Maybe klei should add skills to boost slingshot when fighting with others? Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711023 Share on other sites More sharing options...
Gi-Go Posted April 23, 2024 Author Share Posted April 23, 2024 26 minutes ago, Gashzer said: No you are proving that everyone who gets good at DST needs only to play wes. With your logic everyones perks become irrelevant. I dont need maxwells prison spell/ duelists to kill bee queen since i can do it as wes. It's like you're not even thinking about what others say before replying. Some perk make the fight a lot easier, faster, and cheaper. Compare that to slingshot which makes the fights more expensive, take longer, and slightly easier. Why say that all the perks suck just because your main's is? Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711024 Share on other sites More sharing options...
Gashzer Posted April 23, 2024 Share Posted April 23, 2024 3 minutes ago, Gi-Go said: It's like you're not even thinking about what others say before replying. Some perk make the fight a lot easier, faster, and cheaper. Compare that to slingshot which makes the fights more expensive, take longer, and slightly easier. Why say that all the perks suck just because your main's is? I dont play walter for the slingshot tho... you are right it is his most sucky perk even tho i like it for what it is. The problem is with the community is that everyone sees Walter as the ranged damage character when he defo is not. Big woby, wobys inventory (S-tier perk btw for a game that requires you to hoard things) no sanity drain from auras and even the camper tent are all alot better perks than the slingshot. As long as you wear pinecone hat and body armour Walter plays the same if not better than alot of other characters for melee combat. No sanity drain from bosses makes walter one of the best characters for rewarding good kiting. That right the "ranged" character is better suited for close range combat for any sanity draining bosses. As long as you got the kiting skill. Annoys me so much. Its like the community dont play Walter at all or they completely mess up in understanding his perks and how best to use them. Like taming an ornery for walter is the same as taming an ornery as wolfgang... completely unnecessary. You have big woby guys!! You are playing the one character that shouldnt tame a beef! Absolute madness. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711029 Share on other sites More sharing options...
grm9 Posted April 23, 2024 Share Posted April 23, 2024 13 minutes ago, Gashzer said: I dont need maxwells prison spell/ duelists to kill bee queen since i can do it as wes it'd be faster and more efficient to do that as maxwell though, so there's still a reason to play as maxwell, characters that are only good for newbies e.g. pre buff wortox are fine, but walter isn't good for newbies because he loses sanity after getting hit, so him having a perk that's only useful for newbies is pointless 16 minutes ago, Gashzer said: Mushgnomes i smack with melee then finish them off with gold rounds after they form ring of spore bombs you can just make it explode and finish them off 16 minutes ago, Gashzer said: Big woby plus gold rounds to kill big tentacles you can just fight them normally, it isn't hard 17 minutes ago, Gashzer said: Gold rounds does dark sword dps verse regular tentacles for easy monster meat for woby and spikes it's better to get monster meat from spiders and use something better than tentacle spikes 18 minutes ago, Gashzer said: Ice rounds can one shot freeze clockworks to more easily divide and conquer them and you can carry up to 6 slots of ice staffs per one slot of ice rounds which justifies me carrying them around. One ice staff isnt worth carrying around but 6 for 1 definitely is probably only useful for mining 2 statues that are too close to bishops to mine them without aggroing in 8 statues 2 bishops setpiece since you can use fire in other scenarios 24 minutes ago, Gashzer said: If brightshades spawn too close to each other i use enlightened crown plus gold rounds to kill them off and finish last one with melee you could also just kill them normally 24 minutes ago, Gashzer said: Use thulecite/slow down rounds alongside 9 armoured bunnymen to mess up bee queen. Using mag/cane and road allows you to never get hit most characters have better strats for BQ 25 minutes ago, Gashzer said: Antlion you can kill from range which makes her mess up her pillar wall ring. It ends up spawning with holes in it so dodging the rest of her attacks while on big woby is so easy can also just kill it normally 26 minutes ago, Gashzer said: If i spot a lone pig in the early game i smack it with spear and finish off with gold rounds for easy meat/skin could've just killed it using an axe 26 minutes ago, Gashzer said: Gold rounds to aggro nightmare werepig. Any other player has to go outta their way for a boomerrang or ice staff for same results and these items dont justify the slot they take up you can just make it attack once and attack it after that, if you won't miss the 1st hit it won't attack you again right after that and if you think that you can miss, you can start walking to the side right after hitting it 28 minutes ago, Gashzer said: Slingshot is great to use with followers. You can amass morsels from birds quickly to tame an army of pigs to kill hounds/spider queen while you sit back slinging away as they distract mobs or you could just kill them normally 29 minutes ago, Gashzer said: Ice rounds are useful for crab king. Never have to juggle staffs they don't deal damage so idk how are they better and you can kill CK without ice staves, it isn't that hard, just row away from the geysers 30 minutes ago, Gashzer said: Thulecite rounds annihilate phase 3 CC. Walter is one of the best characters for rushing the entirety of CC quest line and killing it. Since he loses sanity on damage it makes him perfect for this fight still faster to kill it normally if you're including preparation time, woby is good for replacing beefalo/wolfgang for carrying altar pieces and speedboost but not slingshot, enlightenment is only an issue in case of p3 since gestalts spawn out of broken crystals and it's sanity aura increases your sanity by more in comparison to p1 and p2 since it doesn't have collision and sometimes flies into you 37 minutes ago, Gashzer said: Can stun lock nightmare creatures with slingshot it's faster and cheaper to kill them normally Just now, Gashzer said: No sanity drain from bosses makes walter one of the best characters for rewarding good kiting there are only 2 fights in which sanity drain is relevant 1 minute ago, Gashzer said: Like taming an ornery for walter is the same as taming an ornery as wolfgang... it isn't, since walter doesn't have a damage multiplier 1 minute ago, Gashzer said: You have big woby guys!! You are playing the one character that shouldnt tame a beef! beefalo is better if you're going to play during late game since it's faster and doesn't require spending anything to ride it Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711030 Share on other sites More sharing options...
Gashzer Posted April 23, 2024 Share Posted April 23, 2024 2 minutes ago, grm9 said: it'd be faster and more efficient to do that as maxwell though, so there's still a reason to play as maxwell, characters that are only good for newbies e.g. pre buff wortox are fine, but walter isn't good for newbies because he loses sanity after getting hit, so him having a perk that's only useful for newbies is pointless you can just make it explode and finish them off you can just fight them normally, it isn't hard it's better to get monster meat from spiders and use something better than tentacle spikes probably only useful for mining 2 statues that are too close to bishops to mine them without aggroing in 8 statues 2 bishops setpiece since you can use fire in other scenarios you could also just kill them normally most characters have better strats for BQ can also just kill it normally could've just killed it using an axe you can just make it attack once and attack it after that, if you won't miss the 1st hit it won't attack you again right after that and if you think that you can miss, you can start walking to the side right after hitting it or you could just kill them normally they don't deal damage so idk how are they better and you can kill CK without ice staves, it isn't that hard, just row away from the geysers still faster to kill it normally if you're including preparation time, woby is good for replacing beefalo/wolfgang for carrying altar pieces and speedboost but not slingshot, enlightenment is only an issue in case of p3 since gestalts spawn out of broken crystals and it's sanity aura increases your sanity by more in comparison to p1 and p2 since it doesn't have collision and sometimes flies into you it's faster and cheaper to kill them normally Again, using the slingshot feels better than dealing with the kiting for these mobs. Even if its abit slower. Normal people dont play to speedrun things. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711032 Share on other sites More sharing options...
grm9 Posted April 23, 2024 Share Posted April 23, 2024 5 minutes ago, Gashzer said: Again, using the slingshot feels better than dealing with the kiting for these mobs. Even if its abit slower it doesn't, holding F if they're distracted isn't fun and simply dealing less damage and hitting less times after dodging isn't fun 5 minutes ago, Gashzer said: Normal people dont play to speedrun things how is speedrunning related to this? is doing something that isn't unfun and inefficient speedrunning? why is speedrunning bad? why do people always bring up speedrunning even when talking about characters that are irrelevant for it and not talking about the most efficient way to do something? Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711033 Share on other sites More sharing options...
Gi-Go Posted April 23, 2024 Author Share Posted April 23, 2024 3 minutes ago, Gashzer said: I dont play walter for the slingshot tho... you are right it is his most sucky perk even tho i like it for what it is. The problem is with the community is that everyone sees Walter as the ranged damage character when he defo is not. Big woby, wobys inventory (S-tier perk btw for a game that requires you to hoard things) no sanity drain from auras and even the camper tent are all alot better perks than the slingshot. As long as you wear pinecone hat and body armour Walter plays the same if not better than alot of other characters for melee combat. No sanity drain from bosses makes walter one of the best characters for rewarding good kiting. That right the "ranged" character is better suited for close range combat for any sanity draining bosses. As long as you got the kiting skill. Annoys me so much. Its like the community dont play Walter at all or they completely mess up in understanding his perks and how best to use them. Like taming an ornery for walter is the same as taming an ornery as wolfgang... completely unnecessary. You have big woby guys!! You are playing the one character that shouldnt tame a beef! Absolute madness. Yeah, the main purpose of characters is subjective. I personally determine it by looking at the character design, and picking the most original perk that bounces off of other perks, and not just by looking at the strongest, the best or my favorite. What made me think Walter is a range combat character is the fact that no other character has exclusive range weapon, with a whole tab dedicated almost entirely to ammo. His sanity loss on hit also implies the idea of staying away from tanking or kiting. On top of that, Wobby is also designed to help Walter keep distance, and her fear mechanic is also intended to punish players for getting hit (getting in range of attack). And of course, removal of melee option while riding Wobby was also intentional. As for Wobby herself, it's just a beefalo/chester alternative. Those can't be primary perks even if they are better. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711034 Share on other sites More sharing options...
goblinball Posted April 23, 2024 Share Posted April 23, 2024 16 minutes ago, grm9 said: Snip God this reply is just so anti-fun Who cares if “umm actually melee combat is more efficient than slingshot”, if the slingshot is fun to use and good enough for them then that’s fine, it doesn’t need to be optimal. you don’t need to shout “unoptimal, opinion invalid” at them. Feels like I’m watching an edgy Rick video… Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711035 Share on other sites More sharing options...
grm9 Posted April 23, 2024 Share Posted April 23, 2024 4 minutes ago, goblinball said: God this reply is just so anti-fun i don't have fun when holding F against a distracted enemy or kiting and dealing less damage per enemy's attack than i could've 4 minutes ago, goblinball said: good enough for them they're saying that as an argument about why slingshot shouldn't become better, which might affect what walter skill tree perks'll do, which'll affect everyone who are going to play as walter with skill tree Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711036 Share on other sites More sharing options...
Swiyss Posted April 23, 2024 Share Posted April 23, 2024 The most important thing is for the character to be fun AND challenging. In my personal view the worst thing going for walter is really the WAY things are implemented. We need quicker animations when kiting and more steady ways to control his movement while shooting, similar to what they did with willow. Link to comment https://forums.kleientertainment.com/forums/topic/155709-slighshot-ammo-need-buffs/#findComment-1711037 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.