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Big book of suggestions for Walter


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Having tried out Walter for some time (with day 1 rifts active). i wanna make some suggestions for his skills.

Note that i am a newbie Walter player, so some ideas may be detached from what 1000 hour walter mains may desire.

SECTION 1: Ammo

- Moonglass rounds -

No issue here, they're an amazing ammo type that encourages you to visit the lunar grotto more, plus, with rifts active, moonglass can quite literally fall from the sky.

- Gunpowder rounds -

Honestly not that offensive of an ammo and I can see why someone would get it, but since easier sources of damage exist (IMO) I think this one could have an additional use.

SUGGESTION: Let it be fired at trees, rocks, thulecite statues, ect so that you may do labor with them. Perhaps at 1.5x moonglass axe efficiency for trees and 200% for rocks?

- Stinger rounds -

Undesireable due to moonglass ammo, BUT can easily be gotten due to snowballing using stinger ammo on bees.

SUGGESTION: Let it create a spike field where it lands (with a 3 second cooldown) similar to thumbtacks, which lasts for 2 minutes. This lets you slowly create a saw trap for enemies or bosses, who would constantly get damaged wherever they walk. Plus its an easy earlygame way to clear fuelweaver maggots.

- Honey rounds -

Rather easy to get, im not gonna compare it to icker ammo since its post rifts. The slow is decent if you use it with an alt fire.

Though giving it a support role could be fun, maybe inspired by honey poultice.

SUGGESTION: Let it be fired at players and friendly mobs to heal them.

- Scrappy rounds -

Getting the feather and scrap is ridiculously annoying to me, ive never had motivation to use this ammo. It could have a more creative way of dealing damage.

SUGGESTION: Let it ricochet between enemies up to 6 times, if there are only 2 enemies then it will ricochet 3 times, if there's 1 enemy then it will bounce to a random direction. Electric damage will make rounds ricochet 10 times.

This opens up strategies like using dummies to chain 3x72 damage on a boss, or using rock lobsters since they may straight up hide and recieve less damage.

- Pure brilliance rounds -

Honestly can't say much since ive been using shadow affinity ammos.

- Husk rounds -

Same as PB rounds.

- Icker rounds -

Now these are ridiculously good with day 1 rifts, but since they're usually lategame i can see how Walter would desperately need it.

- Dreadstone rounds -

Pretty good damage and you can save them sometimes, no issue here.

- Pure horror rounds -

Now these are amazing! and being paired with shadow gear its even better! No issue.

 

SECTION 2: Slingshot customization

Honestly i dont have any issue with the customization.

 

SECTION 3: Projectile pro I and II

They're QOL skills, but could be so much more.

Projectile pro I - In addition to more ammo, Walter's shot flight speed is 2x faster, making missing a shot rarer.

Projectile pro II - In addition to more ammo, Walter fires his first shot faster and possibly gets a marble bag for his rounds.

SECTION 4: Woby

- Agility -

A fine skill, though it could be buffed.

SUGGESTION: Woby's hunger will affect her speed less as the skill progressds. Also just buff the max speed a bit.

- Bravery -

Honestly just a boring skill that negates a downside.

Suggestion: The skill should let big Woby scare off some enemies (A.K.A make them panic.) though only the moment when Walter is bucked off. Enemy panic duration scales with badge progress.

- Sanity badge or whatever this was called -

Haven't used it, can't comment on it.

- Fetch -

Having a lazy forager but slow isin't that impressive, atleast to me.

SUGGESTION: Let Woby harvest from resource sources (I.E grass tuft, sapling, berry bush, ect.)

- Digging -

While not terrible, it IS boring.

SUGGESTION: Turn it into an animal hunt style minigame, but much shorter, the distance of where Woby wants to dig is decreased with badge progress.

 

SECTION FINAL: New skills!?

Some new skill ideas.

Glommer rounds - Rounds made of glommer goop, which when fired at an enemy, will make other mobs hostile toward it. Effect wears off after a while or when the enemy is hit enough. 

Serves as an upgrade to poop rounds.

Forager - Walter will get double harvest from plants that haven't been uprooted, with a chance for a third depending on his sanity.

Encourages Walters to use Woby's agility while harvesting wild resources. Plus good earlygame.

Dog whistle - Walter unlocks a dog whistle, which may controll Woby's forms.

The way it works is that it makes Woby ignore her hunger and turn small. When the whistle is blown again Woby will start checking her hunger and grow big depending on if she's fed enough.

 

 

 

 

8 hours ago, marshyds said:

Undesireable due to moonglass ammo, BUT can easily be gotten due to snowballing using stinger ammo on bees.

SUGGESTION: Let it create a spike field where it lands (with a 3 second cooldown) similar to thumbtacks, which lasts for 2 minutes. This lets you slowly create a saw trap for enemies or bosses, who would constantly get damaged wherever they walk. Plus its an easy earlygame way to clear fuelweaver maggots.

As mentioned before these are probably going to be the main aoe ammo type of players since most people don't reach the lunar island so as a alternative I think this should be what happens when you fire it in the thulecite frame alt fire.

8 hours ago, marshyds said:

Pure brilliance rounds -

Honestly can't say much since ive been using shadow affinity ammos.

- Husk rounds -

Same as PB rounds.

My comments on these for klei would be these need buffed they only offer damage and not enough to truly outpace cursed so there's no incentive to use lunar.

 

I more or less agree with the rest.

2 hours ago, Mysterious box said:

As mentioned before these are probably going to be the main aoe ammo type of players since most people don't reach the lunar island so as a alternative I think this should be what happens when you fire it in the thulecite frame alt fire.

since stingers are less magical than most items i think it wouldnt work out. 

Just now, marshyds said:

since stingers are less magical than most items i think it wouldnt work out. 

Then it should probably be a different craft as again the lunar island isn't very accessible so unless they remove the station requirement for glass rounds stingers should stay as a casual alternative.

1 minute ago, Mysterious box said:

Then it should probably be a different craft as again the lunar island isn't very accessible so unless they remove the station requirement for glass rounds stingers should stay as a casual alternative.

moonglass rounds can be prototyped now...

Just now, marshyds said:

moonglass rounds can be prototyped now...

I know but that requires a person to find the lunar island and build the station how casual players even know how to find the lunar island?

I feel like you guys are overestimating people and I l don't mean that as a knock against people it's not a easy task for most.

In the spirit of pushing back against the tide of the Wendy threads to promote our boy:

  • merge the projectile pro skills into 1. It's a bit ridiculous to pay 2 skill points to increase the amount of ammo produced by 10, and Walter's tree already focuses so heavily on the slingshot that I don't have the spirit to suggest additional features for them
  • Give Walter something for the ocean. So far, on land above and below ground, Walter is a capable scout with Woby to ride on. At sea, that vanishes. Let Woby swim, let Walter row better, let him be able to reuse boat patches or whatever--I don't know, just something so that the exploration playset doesn't fizzle out once you set foot on a boat.
  • It's also kind of weird that Walter, who is always on the move, has to set up immobile training boards to assign Woby's badges. Let him be able to use them on her collar instead.
  • Oftentimes, when Woby goes to dig something up, she will run a slight distance away from Walter before doing so. In situations where she's going into a grove of trees or somewhere else where you can't see, you may not notice that she has in fact dug something up. I would suggest that she return to Walter with her dug-up item in her mouth to make it clearer.
2 hours ago, Chewabacca said:

 

  • It's also kind of weird that Walter, who is always on the move, has to set up immobile training boards to assign Woby's badges. Let him be able to use them on her collar instead.

THIS! THIS IS THE THING THAT HAS BEEN BUGGING ME! i couldnt quite place what was feeling a bit off but you are totally right, the rest of his kit is for nomadism but the trainer is immobile. let him knock it down like the tent to be put up where needed

On 12/11/2024 at 2:01 AM, marshyds said:

Having tried out Walter for some time (with day 1 rifts active). i wanna make some suggestions for his skills.

Note that i am a newbie Walter player, so some ideas may be detached from what 1000 hour walter mains may desire.

SECTION 1: Ammo

- Moonglass rounds -

No issue here, they're an amazing ammo type that encourages you to visit the lunar grotto more, plus, with rifts active, moonglass can quite literally fall from the sky.

- Gunpowder rounds -

Honestly not that offensive of an ammo and I can see why someone would get it, but since easier sources of damage exist (IMO) I think this one could have an additional use.

SUGGESTION: Let it be fired at trees, rocks, thulecite statues, ect so that you may do labor with them. Perhaps at 1.5x moonglass axe efficiency for trees and 200% for rocks?

- Stinger rounds -

Undesireable due to moonglass ammo, BUT can easily be gotten due to snowballing using stinger ammo on bees.

SUGGESTION: Let it create a spike field where it lands (with a 3 second cooldown) similar to thumbtacks, which lasts for 2 minutes. This lets you slowly create a saw trap for enemies or bosses, who would constantly get damaged wherever they walk. Plus its an easy earlygame way to clear fuelweaver maggots.

- Honey rounds -

Rather easy to get, im not gonna compare it to icker ammo since its post rifts. The slow is decent if you use it with an alt fire.

Though giving it a support role could be fun, maybe inspired by honey poultice.

SUGGESTION: Let it be fired at players and friendly mobs to heal them.

- Scrappy rounds -

Getting the feather and scrap is ridiculously annoying to me, ive never had motivation to use this ammo. It could have a more creative way of dealing damage.

SUGGESTION: Let it ricochet between enemies up to 6 times, if there are only 2 enemies then it will ricochet 3 times, if there's 1 enemy then it will bounce to a random direction. Electric damage will make rounds ricochet 10 times.

This opens up strategies like using dummies to chain 3x72 damage on a boss, or using rock lobsters since they may straight up hide and recieve less damage.

- Pure brilliance rounds -

Honestly can't say much since ive been using shadow affinity ammos.

- Husk rounds -

Same as PB rounds.

- Icker rounds -

Now these are ridiculously good with day 1 rifts, but since they're usually lategame i can see how Walter would desperately need it.

- Dreadstone rounds -

Pretty good damage and you can save them sometimes, no issue here.

- Pure horror rounds -

Now these are amazing! and being paired with shadow gear its even better! No issue.

 

SECTION 2: Slingshot customization

Honestly i dont have any issue with the customization.

 

SECTION 3: Projectile pro I and II

They're QOL skills, but could be so much more.

Projectile pro I - In addition to more ammo, Walter's shot flight speed is 2x faster, making missing a shot rarer.

Projectile pro II - In addition to more ammo, Walter fires his first shot faster and possibly gets a marble bag for his rounds.

SECTION 4: Woby

- Agility -

A fine skill, though it could be buffed.

SUGGESTION: Woby's hunger will affect her speed less as the skill progressds. Also just buff the max speed a bit.

- Bravery -

Honestly just a boring skill that negates a downside.

Suggestion: The skill should let big Woby scare off some enemies (A.K.A make them panic.) though only the moment when Walter is bucked off. Enemy panic duration scales with badge progress.

- Sanity badge or whatever this was called -

Haven't used it, can't comment on it.

- Fetch -

Having a lazy forager but slow isin't that impressive, atleast to me.

SUGGESTION: Let Woby harvest from resource sources (I.E grass tuft, sapling, berry bush, ect.)

- Digging -

While not terrible, it IS boring.

SUGGESTION: Turn it into an animal hunt style minigame, but much shorter, the distance of where Woby wants to dig is decreased with badge progress.

 

SECTION FINAL: New skills!?

Some new skill ideas.

Glommer rounds - Rounds made of glommer goop, which when fired at an enemy, will make other mobs hostile toward it. Effect wears off after a while or when the enemy is hit enough. 

Serves as an upgrade to poop rounds.

Forager - Walter will get double harvest from plants that haven't been uprooted, with a chance for a third depending on his sanity.

Encourages Walters to use Woby's agility while harvesting wild resources. Plus good earlygame.

Dog whistle - Walter unlocks a dog whistle, which may controll Woby's forms.

The way it works is that it makes Woby ignore her hunger and turn small. When the whistle is blown again Woby will start checking her hunger and grow big depending on if she's fed enough.

 

 

 

 

 

This is nearly perfect

the dog whistle, glommer rounds, and stinger round changes especially.

also hard agree on the ocean perks, he definitely needs something to make it more engaging

The already-implemented dreadstone round 50% chance to survive impact would be an amazing improvement if combined with the suggestions to allow Woby to fetch in her larger form and to let Walter access her inventory while mounted on her.

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