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Walter's lunar path needs something


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So I know I've brought it up a few times but I decided it should get it's own thread as it stands it feels like there's no reason to use the lunar path for Walter considering cursed rounds more or less deal equivalent damage while offering none of the utility that the shadow path offers. I'm just not sure what should be done to fix it as I can understand the hesitation to raise their damage.

11 minutes ago, Mysterious box said:

So I know I've brought it up a few times but I decided it should get it's own thread as it stands it feels like there's no reason to use the lunar path for Walter considering cursed rounds more or less deal equivalent damage while offering none of the utility that the shadow path offers. I'm just not sure what should be done to fix it as I can understand the hesitation to raise their damage.

I don't understand the hesitation to raise their damage.

Walter is especially weak to planar mobs as if he wears his pinecone hat, he loses planar defence... therefore he takes increased sanity damage from them, leading to terrorbeaks during awkward moments, leading to death.

To combat this, lunar affinity rounds should be, without a doubt, the most powerful rounds he can acquire... 

I like the idea of shadow affinity being more accessible (pure horror rounds can be crafted pre-rift) but lunar affinity being stronger late game, we see this thread in winona/wurts affinities and I like it!

But yeah i agree, gotta pump up those lunar numbers klei!

27 minutes ago, Mysterious box said:

So I know I've brought it up a few times but I decided it should get it's own thread as it stands it feels like there's no reason to use the lunar path for Walter considering cursed rounds more or less deal equivalent damage while offering none of the utility that the shadow path offers. I'm just not sure what should be done to fix it as I can understand the hesitation to raise their damage.

i havent played the beta so i don't know, but do lunar rounds have a small chance of spawning a gesault like the crown does when it makes contact with an enemy resulting in an extra hit? if it doesnt that would be nice to have

1 hour ago, Gashzer said:

I don't understand the hesitation to raise their damage.

Walter is especially weak to planar mobs as if he wears his pinecone hat, he loses planar defence... therefore he takes increased sanity damage from them, leading to terrorbeaks during awkward moments, leading to death.

To combat this, lunar affinity rounds should be, without a doubt, the most powerful rounds he can acquire... 

I like the idea of shadow affinity being more accessible (pure horror rounds can be crafted pre-rift) but lunar affinity being stronger late game, we see this thread in winona/wurts affinities and I like it!

But yeah i agree, gotta pump up those lunar numbers klei!

I figured people were against the idea of buffing the damage so I figured going a different route with it was the call but I'm not against actually making it the dps rounds as dps vs utility is a good trade off.

1 hour ago, gaymime said:

i havent played the beta so i don't know, but do lunar rounds have a small chance of spawning a gesault like the crown does when it makes contact with an enemy resulting in an extra hit? if it doesnt that would be nice to have

No it spawns a vine to attack like Wormwood's skill but it's less often than the cursed rounds tentacle.

Maybe lunar aligment could give something to Woby, to separate it from Shadow aligment just being rounds.

That or, a small boost against shadow creatures on the moonglass rounds, considering that the material is supposed to have some magic lunar properties and that its used for the glass cutter which is specially good against shadow creatures, it kind of makes sense. That way it would also give Walter something for early game.

Or another idea I just had is, maybe lunar aligment giving you a way to upgrade the Pinetree Pioneer hat with the CC Crown? That would be a little crazy but like, crown is lunar, also the best item for Walter on endgame...

You know, I wish I knew what the brilliance rounds did. Whatever it's doing now, is not enough lol.

That aside, it does just feel like taking it for husk rounds, which is just a little bit more expensive then it's alternate pure horror rounds, which are easier to get and more effective in general, so yeah; it needs a little bit more, but I couldn't tell you what- except that just increasing the damage shouldn't be the way.

 

please someone tell me what brilliance rounds do for the love of god.

4 hours ago, MisterBilly said:

You know, I wish I knew what the brilliance rounds did. Whatever it's doing now, is not enough lol.

That aside, it does just feel like taking it for husk rounds, which is just a little bit more expensive then it's alternate pure horror rounds, which are easier to get and more effective in general, so yeah; it needs a little bit more, but I couldn't tell you what- except that just increasing the damage shouldn't be the way.

 

please someone tell me what brilliance rounds do for the love of god.

Brilliance rounds make enemies take about 5 more planar damage from planar attacks realistically since the only thing the lunar path does is give you more damage but not enough to outpace cursed rounds there's sadly no point in ever picking the path when icker rounds give you a better slow and pure horror gives you powerful damage over time...

Brilliance rounds get better with other players as you'd buff their damage too. Maybe just buff brightshade husk rounds

EDIT: making them proc more often would be good enough I think. Switching between both lunar rounds for maximum dps is quite fun

34 minutes ago, Juanasdf said:

Brilliance rounds get better with other players as you'd buff their damage too. Maybe just buff brightshade husk rounds

EDIT: making them proc more often would be good enough I think. Switching between both lunar rounds for maximum dps is quite fun

Idk I felt that way at first but the more I compare the two it feels like even then the  shadow alignment just has much more of a advantage between the enhanced slow of icker rounds and crowd clearing ability of pure horror rounds. Your really just trading that out for doing slightly more damage than cursed rounds if you buff the vine spawns to around cursed round's spawn rate.

provide a set bonus for lunar bullets with brightshade helm
this set bonus buffs the debuff from pure brilliance rounds from 5 damage to 10 damage
it also buffs the damage of brightshade rounds by 10%, and makes it so that tunneling vines take 1 less hit to spawn them
if lunar is lacking in the sense that it doesn't
klei please there is genuinely no reason for the affinity ammos to only match thulecite rounds at best, post-rift melee weapons are so much better than their pre-rift counterparts... all this does is cause shadow walter to outdamage lunar walter because he can stack stronger slows enabling him to get more consistency out of thulecite rounds, not to mention pure horror rounds are obtainable pre-rifts

there's such a huge imbalance between the two its kind of insane

59 minutes ago, Juanasdf said:

I havent personally tried the icker rounds, but the slowdown rounds were way more than enough to slow enemies to kite them easily. So to me the lunar side is better. I do wish they would up its dmg a little bit tho

Icker rounds means you don't need to cast slow as much on stronger enemies since it lasts much longer it also stacks if for whatever reason you need them even slower. Pure horror rounds on the other hand deal an additional 90 damage over time on top of the initial attack and stacks also when fired from the thulecite frame the additional 90 damage is given to all enemies hit by the aoe burst. This means if you use 3 stacks of it on a horde each monster in the horde is taking 270 damage over the tick duration making it potentially the best horde killer round for certain situations and/or a great option for melee supplemental damage. In it's current state the brilliance rounds just adds 5 damage on to the attacks of planar weapons which is lackluster even in a group and husk rounds again have dps comparable to cursed rounds which don't even cost a skill point let alone a alignment path. I don't really know where balance should lie damage wise for these I feel like both the lunar rounds need buffed to make up for all the utility you lose for leaving behind the shadow path.

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