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Walter's skill tree and how to make his fights more engaging


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With Walter's ammo economy and power increasing design issues of some bosses means that fights become simply too simple and boring to beat,his slingshot + ammo design could be a way to address this:

Icky Rounds are very powerful even with the promised yield reduction,specially considering that you can still easily get 20 bottles of goop over a single icker wave,it needs some sort of downside in application ,currently it is similar to Maxwell's cages but with considerably less attention and skill needed.

I suggest that when used it has a chance of causing the player to splash themselves with it and slowing themselves down for a short time,or needing a fully charged attack to be fired,but any interaction would suffice to make it an interesting ammo instead of invalidating any boss without considerably ranged attacks.

Shadow type rounds ,be it dreadstone or the upcoming horror rounds should increase in damage with lower sanity ,in that scenario players will be rewarded but will be more vulnerable to interacting with shadow creatures, when multiple creatures are involved skill would be rewarded to those who can skillfully survive them.

These are just examples but currently they serve to show that gimmicks and downsides are needed for ranged characters in the game to avoid issues of Walter being a character that just stays out of range and auto attacks ,slowing rounds also exacerbate some of  that issue.

 

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