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Will Walter Get Skill Reimbursements?


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When Wendy lost her flower frock and the evil flower skill was combined into the other skills, Wendy was given 4 more skills.Screenshot_20241207-160249-018.png.5363359471ca941dc4839855aa410611.pngimage-69.png.da1d79ed7629354038593f845fd54442.png

 

(I couldn't find a picture of the pre-consolidated Walter tree, just imagine the Woby tree was 10 different skills)

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However, Walter had 4 of Wobys skills consolidated and didn't receive more afterwards. I was wondering will the tree get more skills for Woby later on in the beta or will it be refining of the current skills in the tree?

(I am very appreciative of the bq handle being added to the glommer goop skill,that one makes a lot of sense and is better than making it cost a new point)

I really like the tree, I just wanted to know if the delayed Woby stuff would be more skills. Ty for making such cool stuff for Walter to play around with Klei.

I feel like what Walter needs the most currently is new perks that play along him being a boy scout and condense the ammo tree, projectile pro being 2 skills is still just ridiculous, Walter has the least amount of skills to choose from ANY other character, his slingshot and upgrades are doing perfectly fine imo, it does a LOT of damage and gives a crap ton of utility, he just needs some more love on the tree itself via new boyscout perks and hopefully some projectile tweaks/new projectiles because just having 3 different flavors of slowdown as utility rounds is very boring

1 hour ago, Tarnishedmax said:

I feel like what Walter needs the most currently is new perks that play along him being a boy scout and condense the ammo tree, projectile pro being 2 skills is still just ridiculous, Walter has the least amount of skills to choose from ANY other character, his slingshot and upgrades are doing perfectly fine imo, it does a LOT of damage and gives a crap ton of utility, he just needs some more love on the tree itself via new boyscout perks and hopefully some projectile tweaks/new projectiles because just having 3 different flavors of slowdown as utility rounds is very boring

we will die before they ever consider remaking walter to be an actual boyscout

1 hour ago, Tarnishedmax said:

I feel like what Walter needs the most currently is new perks that play along him being a boy scout and condense the ammo tree, projectile pro being 2 skills is still just ridiculous, Walter has the least amount of skills to choose from ANY other character, his slingshot and upgrades are doing perfectly fine imo, it does a LOT of damage and gives a crap ton of utility, he just needs some more love on the tree itself via new boyscout perks and hopefully some projectile tweaks/new projectiles because just having 3 different flavors of slowdown as utility rounds is very boring

8 points for different ammo is wack. Also why Wendy get a basket for all her toys but Walter cant have his marble sack for all his ammo

7 minutes ago, Soul7k said:

8 points for different ammo is wack. Also why Wendy get a basket for all her toys but Walter cant have his marble sack for all his ammo

They said that 'marble sack' is another layer of inventory management that they think would be inconvenient in combat, so they compensated by buffing ammo stack to 120. Personally I think the reasoning is silly, I appreciate the ammo stack buff but let us have the option of using inventory.

1 hour ago, _mylilsunshine_ said:

They said that 'marble sack' is another layer of inventory management that they think would be inconvenient in combat, so they compensated by buffing ammo stack to 120. Personally I think the reasoning is silly, I appreciate the ammo stack buff but let us have the option of using inventory.

sure it would be inconvenient if used in combat but its not to use in combat its for freeing up my inventory when I am doing other stuff, then pulling out what I need when i need it. the big stacks are nice, but if they are gonna give us up to 8 on top of what we already have shots then i would like some space management

2 hours ago, _mylilsunshine_ said:

They said that 'marble sack' is another layer of inventory management that they think would be inconvenient in combat, so they compensated by buffing ammo stack to 120. Personally I think the reasoning is silly, I appreciate the ammo stack buff but let us have the option of using inventory.

How does this even make sense???? just pull your ammo out of the bag when you are entering a fight? Wendy already changes elixirs a lot so why can she get a little basket but Walter cant??? genuinely mind numbling, how do you want me to conveniently use the ammo when its using 8 slots on my inventory

2 hours ago, IAmAFurrz said:

we will die before they ever consider remaking walter to be an actual boyscout

I know they probably just gave up with Walter but let me at least dream about it (˶ㅠ︿ㅠ)

I like training skills, but having a few out-of-training Woby skills could be nice too(like more max hunger and reduced hunger drain, perhaps? and/or Woby treats as someone suggested sometime ago. maybe something else).

5 hours ago, _mylilsunshine_ said:

They said that 'marble sack' is another layer of inventory management that they think would be inconvenient in combat, so they compensated by buffing ammo stack to 120. Personally I think the reasoning is silly, I appreciate the ammo stack buff but let us have the option of using inventory.

Why not upgrade Woby's inventory instead then? 

You could do a whole new skill line where woby replaces Walter's ammo when he's low or gives ammo when he runs out, working from left to right as placed in her inventory.

Instead of an ammo bag you could add interactions between the two around ammo management.

2 hours ago, Radicaljoe said:

Now that they made tier 2 badges cost 2 Woby points, I hope they give us the original 6 badge points. It takes 3 points to max out a badge set, so we could have 2 max Woby skills at once.

yea i think the original 6 would be nicer, though i would probably still double up on movement. The point system has a weird interaction with the advanced points in general. you literally cannot afford to invest more than 2 points into the 5 advanced nodes. to  be honest I kind of think it should be 8 points or even 10 that way if someone decides to invest all their points into training Woby they can at least equip all the level 2 options, or if not they can double up with some of the one pointers and 2 pointers they chose... I get the idea of specializing, but its literally a limited skill tree inside of an already limited skill tree and spending more than 2 points in advanced training is actually detrimental in the current build.

39 minutes ago, Soul7k said:

yea i think the original 6 would be nicer, though i would probably still double up on movement. The point system has a weird interaction with the advanced points in general. you literally cannot afford to invest more than 2 points into the 5 advanced nodes. to  be honest I kind of think it should be 8 points or even 10 that way if someone decides to invest all their points into training Woby they can at least equip all the level 2 options, or if not they can double up with some of the one pointers and 2 pointers they chose... I get the idea of specializing, but its literally a limited skill tree inside of an already limited skill tree and spending more than 2 points in advanced training is actually detrimental in the current build.

I think 7 badge points is the most we can go without making the swapping out of badges at the station to suit your needs irrelevant, but we certainly need more than 4.

10 minutes ago, flamboyant wolf said:

I think 7 badge points is the most we can go without making the swapping out of badges at the station to suit your needs irrelevant, but we certainly need more than 4.

even if we had 10 points so that someone could take all level 2 talents there would still be build diversity because you could chose to forego some level 2s and double up with level ones,  but yea i would take anything more than 4 at the moment.

  • i.e. 3 level 2 : 4 level one, 4 level 2 : 2 level 1

the reason i don't think it is redundant is you are sacrificing up to 5 skill points to do it.

58 minutes ago, Soul7k said:

even if we had 10 points so that someone could take all level 2 talents there would still be build diversity because you could chose to forego some level 2s and double up with level ones,  but yea i would take anything more than 4 at the moment.

  • i.e. 3 level 2 : 4 level one, 4 level 2 : 2 level 1

the reason i don't think it is redundant is you are sacrificing up to 5 skill points to do it.

I don't mean just build diversity, but the act of changing up the badges that are active, while in the world. Basically, the current system seems to encourage the player to activate the badges they want based on what they're planning on doing, which I think is good, though obviously could be improved. I feel like with the current amount of badges, 7-8 points would be the sweet spot, allowing to activate about 50% of badges at a take.

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