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Walter suggestions, highly opiniated.


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While I like that Klei is trying to make his slingshot more appealing to players so far, but I think too much of his skill tree leans into that. And some of the ammo doesn’t make that much sense as far as I see it, so Walter is highly allergic to bees, meanwhile you have 2 ammo types that come directly from bees, I have 2 proposals here, instead of having honey rounds have Phlegm rounds, overall same effect or you could have it so small mobs are stuck into place and big ones such as bosses either take multiple rounds to get stick or simply don’t work. I suggest it have a small aoe. (Yes I know this is a nerf in some ways, from the scarcity of Phlem (will get into that later) Another ammo suggestion is small water balloon rounds (Initially I had thought about a water gun but let’s keep the slingshot), could be used to make targets wet, put out fires or even make small puddles (not ones where you can get water from but the ones that can grow into ice if it’s winter or you have a Ice Crystaleyezer) These are my 2 rounds suggestions.

Wobby, I really like the idea of teaching Wobby stuff, however giving him flat stat boosts are boring, like the amount of dmg you need to take to get buckled off is increased, speed increase and the sanity one. While I don’t have a replacement for all of these I have a idea I would like to share, Bobby being able to sniff more hunts and identify the animal we are hunting before reaching it.I have 2 ideas on how this could be implemented.

1st: So let’s say you decide to do a hunt and you complete it, Wobby can then sniff another set of tracks straight away.

2nd: During a hunt Wobby may detect a branching path of tracks from a different creature, giving the player the choice to pick which target he wants to hunt. The Identification of the creatures can be done when he finds the branching tracks.

 

Wobby’s fetch skill, I don’t know how to make this one better besides saying make Wobby being able to collect grass from grass turfs and way more than once per grass you pick. I don’t know if this would be too strong or not but perhaps when you die and if you had a telltale heart in your inventory Wobby could fetch it and revive you.

 

Wobby’s Dig skill: Reduce the cooldown between digs at the start. You can can make the maximum frequency half a day or still 1 per day, but at the start don’t make us wait between 3 days or more for a single dig.

 

Random Ideas for skills that I had but need more thinking (These aren’t that boy scout related btw):

1st:Wobby skill that enables him to use the existing beefalo saddles, this way you could still get the speed bonuses, the ones that give armor could be used to make Wobby be able to take more damage before bucking you off and the dmg ones I have no idea as of right now.

2nd Super niche but a skill that allows big Wobby to transport you and another player, perhaps also have the functionality that if you are riding Wobby you could select a point in the map and he by himself would start to run towards that marked point. If you press you movement keys during this you would take control again.

3rd Somehow use Big Wobby to transport already built structures to another place.

 

Let me know what other ideas you have come up with.

1 hour ago, gaymime said:

you can already make and throw water balloons as a default thing available to everyone?

Yes, but the downsides to those are stack size, range of the throw and it can only wet players and DF, nothing else.

4 hours ago, WM2MIL said:

Yes, but the downsides to those are stack size, range of the throw and it can only wet players and DF, nothing else.

I was actually gagged when I realized I couldn't manually wet Toadstool (pause) for the Morning Star. What's even the point of a water balloon then!

It'd be nice if they could just find some work around to letting water balloons able to actually make mobs wet.

It'd be good for literally everyone! Except Willow. It'd still be pro-synergy since you can have others throwing balloons when in a group, too.

8 minutes ago, -Variant said:

It'd be nice if they could just find some work around to letting water balloons able to actually make mobs wet.

It'd be good for literally everyone! Except Willow. It'd still be pro-synergy since you can have others throwing balloons when in a group, too.

i wish water balloons could wet mobs since forever but i doubt they gonna do that soon enough so at least Walter should be able to do it, i love electric stuff its so sad its only usable on spring

 

I would be happy to have another character who can make mobs wet who isn't Wickerbottom (or M*xwell.)

I've seen a lot of players be completely unknowledgeable about Water Balloons not working on mobs, and throw them at bosses with Volt-Goat Jelly to no success. Seems like there was some misinformation about them spread, somewhere, at some point, though it would be logical that they actually worked this way.

27 minutes ago, Tarnishedmax said:

I really love the idea of water balloon rounds to modify wetness on stuff, it has a synergy with the shock ammo and also just benefits everyone else like a voltgoat jelly Warly or Wigfrid

Yeah, it will make all those situational electric weapons into a solid combo with Walter party

10 hours ago, WM2MIL said:

Yes, but the downsides to those are stack size, range of the throw and it can only wet players and DF, nothing else.

it is for putting out fires and smoulders and wetting objects to keep them from catching fire(for a short while). didn't know you cant wet mobs tho' i've only used them for passive things

7 hours ago, _mylilsunshine_ said:

I was actually gagged when I realized I couldn't manually wet Toadstool (pause) for the Morning Star. What's even the point of a water balloon then!

Currently the point of water balloon is to calm the dragonfly lol. 

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