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Winona Skill-Tree Suggestion Thread 18


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There has been a mountain of discussion on the newest skill-trees, so I decided I'd give writing down my own thoughts about Winona a go.

Overall, looking at the Skill-Tree as I whole, I think its fine, and servicable. It definitely empowers Winona into her own structure-based niche, but I feel it has missed an opportunity to further build on her non-structure character gimmicks.

I made a very messy quick mockup of my suggestion, ignore the really badly drawn skill icons. The purple circles are to highlight my suggested changes.
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First off, in keeping the skill tree at the same amount of skills, but wanting to include skills more focused on Winona as a character and not just her structures, I elected to cut out some of the catapult related skills. Given that a majority of her skills were catapult related, it seemingly made sense to swap some of those out for something more engaging with winona. The first skills in the fire-rate and aoe trees were shaved off to make room for the new skills.

We Can Do It 1: Whenever Winona performs a work action, such as Harvesting (Saplings, Grass, Berrybushes), Mining, Chopping, or Rowing, she will consume 5 hunger, and enter her hard working state. This is the same mechanic as her speed crafting perk, but extended to work actions, basically increasing her efficiency and speed for a short duration at the cost of hunger.

We Can Do It 2: Two possible routes for this. Either improve the efficiency and speed of the work actions of the previous perk, or extend it to combat actions, consuming some hunger to increase Winona's attack and movement speed for a short duration after attacking an enemy.

Additionally, I moved the spotlight related perks onto the second shelf, so that Shelf 1 was mostly about quality of life and character changes, shelf 2 was about structures, so the catapult, generator, and spotlight, and shelf 3 was about affinities.

For the last change. I am not sure if this should be its own skill, or a basekit change, but I also think Klei should give Winona a toolbox.
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Other characters have similar mechanics, such as wigfrid's Battle Call Canister, and when people think of Engineer, they usually think of them having a toolbox. With Winona's ability to pack up structures and carry them around in her inventory, she could really use a way to deal with having a large inventory bloat. Thats where I think the toolbox would shine. It could be limited to carrying some of her special resources, such as trusty tape, as well as actual tools, such as axes, pickaxes, shovels, ect. I imagine it would be 4 slots large, and could be carried on the hotbar.

My last idea conerns the Hotlight skill. I think it would be very interesting if Winona could also make it a Coldlight for Summer Temperatures, which would get the most utility out of the structure. The temperature of the light could be modifyable with the Remote Control, as currently that only interacts with Catapults. Having a spotlight toggle as one of the options that switches it from producing heat, to producing cooling endothermic light would be a lot of fun.

These are my ideas to really refine and complete her skill tree. I don't think she needs much more than this, and the purpose of these tweaks is to just give her skill tree some interaction with her as a character instead of only focusing 100% on her structures.

I would love to hear feedback and comments down below. Thanks for reading.

15 minutes ago, GreenBowers said:

For the last change. I am not sure if this should be its own skill, or a basekit change, but I also think Klei should give Winona a toolbox.

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This picture is so funny, she has a toolbox right there yet nothing similar in game... where did this missing toolbox go? Did WX steal it? :(

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