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Increase Walter's Damage Based On Distance


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I would like Walter to have a skill that increases his damage with all weapons based on distance from the target.

By a lot.

Up to around 150% at melee range. 100% at, say, 14, or Gloomerang max range. Damage can scale down below 100% when exceeding this range if desired, but I don't know that it's necessary. It should not affect Beefalo, or ranged weapons while riding a Beefalo. It should only affect damage on-foot or on Woby. Any additional DPS can be added to this through a solid damage-over-time effect on a slingshot round, ideally.

Call it "Point-Blank" or something. It can have prerequisite skills, or have levels and require multiple Insight points to maximize damage.

A skill like this would address the risk/reward imbalance on this character and give him more options for combat. Nothing is stopping him from skipping this skill entirely, or continuing to use a slingshot on a Beefalo as safely as possible. He can keep that option. But he needs another option that provides significant amounts of reward.

He has one of the worst (if not actually the worst) in-combat downsides in the entire game in the form of sanity damage, but receives no benefit from putting himself in harm's range. I think this is a crucial flaw in the characters design, and it needs to be addressed in a radical way.

The damage of his slingshot rounds may need to be modified to incorporate this, but it should be decent the way it is, while also catching him up and surpassing Gloomerang damage when playing riskier.

I liked someone's idea for a slingshot frame or band that gave a triple shot, like a shotgun. The side pellets could do less damage, but it would mean that being close up to something with a big hitbox would do more damage. While also having utility for pelting groups of enemies.

This was buried in a giant "walter doesnt get enough attention" thread. Those ironically bury feedback.

37 minutes ago, Dingle said:

I liked someone's idea for a slingshot frame or band that gave a triple shot, like a shotgun. The side pellets could do less damage, but it would mean that being close up to something with a big hitbox would do more damage. While also having utility for pelting groups of enemies.

This was buried in a giant "walter doesnt get enough attention" thread. Those ironically bury feedback.

Yeah, I saw it in the other thread. I like the idea, but it would have to reliably hit all 3 rounds on bosses. But it would force him up close. My main problem is that it means he can probably do this on a Beefalo, which is not something I want to see in practice. I don't mind Woby much as a mount due to her limitations.

I like the idea, even though I like the current iteration of him just being someone who tries to maintain distance and cc to pelt with ranged dps.

I think it might be a little hard to use however, with how the slingshot has a long-ish start up time and all that, and think if they incorporated Wheeler's dodge mechanic from Hamlet, and added it so it made his next shot instant or something of the like, I think would make a pretty interesting combat gimmick. For a little bit at least lol.

1 hour ago, MisterBilly said:

I like the idea, even though I like the current iteration of him just being someone who tries to maintain distance and cc to pelt with ranged dps.

I think it might be a little hard to use however, with how the slingshot has a long-ish start up time and all that, and think if they incorporated Wheeler's dodge mechanic from Hamlet, and added it so it made his next shot instant or something of the like, I think would make a pretty interesting combat gimmick. For a little bit at least lol.

Yeah, the windup could use help especially if it's made more of an option for a secondary weapon for status and DoT. Another thread suggested a handle that lowers the startup and I love that.

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