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New trees short review


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The new trees of wendy and walter are vastly improved from before with many of my issues with them solved.
I have zero issues with new walter skills and their roles ,they just execute their roles very well and provide you good value,woby now gets value over beefalo (side note make feeding beefalo while on top of them a bit slower to compensate for the value in combat otherwise good change).

On the ammo side I still think the quadruple stacking of slowdown rounds and also icker rounds just make for way too much combat value still,even without stagger from slingshot,icker rounds would still be very good even if they were just honey rounds with higher duration,currently the item creates the same issue with shadow merms where they have such a powerful effect that the numbers need massive change to make it work out specially over the other side.
Shockscrap ammo is still too niche so that skill is for now very unlikely to get picked,hard to craft and niche to use,shares the slot with honey ammo now but still kind of a weak proposition.
Slight number buff on pure brilliance round that's it for walter.

When it comes to Wendy the balance on gestalt and shadow abigail was really nailed down ,it is as good as I hoped for,and also finally help for Wendy off beefalo very nice.
Wendy skills synergize quite well with each other bonus points there.
Lastly I am curious to see some changes to the 3rd sisturn skill , it currently is not bad but also not very interesting as a pick, I suggest a strong tradeoff with a higher payoff, here are my suggestions:
Abigail takes player damage from bosses but cant heal from potions, has increased natural regen which is massively boosted when unsummoned.
This skill would basically remove the need for using a lot of healing potions on abigail and would allow for the player to use other potions instead and less potion refreshes on abigail,or...
Abigail takes player damage from bosses but cant heal from potions,the effects of defensive potions are boosted (unyielding draught ,vigor mortis ,distilled vengeance)

Besides icker rounds these are now mostly nitpicks,if wortox gets changes I would be curious but I do enjoy his tree already so no issues from me.

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I think with the addition of ranged combat as a combat method, slowdown shots are a necessary mercy. When you are kiting a creature, your damage is limited to how many shots you can get off before you need to move again, and this is compounded with how the best grips work, ramping up your dps as you shoot. Weaker slow = less shots = more kiting = longer encounter = tedium. The enemy will still fall the same way to a 30% slow or a 80% slow, the only part that changes is how long it has to take. Before now, that tedium aspect was so far in the red that it wasn't even worth using Walter's slingshot altogether, this has just now finally potentially changed.

Also as a side note, cursed and brightshade rounds become more and more useless the weaker slows become, preventing the tentacles from being able to land their hits.

In group situations: Slowdown/icker rounds as a group utility can be put up to debate I suppose, but when things like Winona's Shadow Special and Shadow Imprisonment from Maxwell exist, I think Walter's slowdowns are more "balanced" insofar as they cost more and negatively impact your team if they get too close and also get slowed.

1 hour ago, Argwarn said:

The new trees of wendy and walter are vastly improved from before with many of my issues with them solved.
I have zero issues with new walter skills and their roles ,they just execute their roles very well and provide you good value,woby now gets value over beefalo (side note make feeding beefalo while on top of them a bit slower to compensate for the value in combat otherwise good change).

On the ammo side I still think the quadruple stacking of slowdown rounds and also icker rounds just make for way too much combat value still,even without stagger from slingshot,icker rounds would still be very good even if they were just honey rounds with higher duration,currently the item creates the same issue with shadow merms where they have such a powerful effect that the numbers need massive change to make it work out specially over the other side.
Shockscrap ammo is still too niche so that skill is for now very unlikely to get picked,hard to craft and niche to use,shares the slot with honey ammo now but still kind of a weak proposition.
Slight number buff on pure brilliance round that's it for walter.

Spoke the words out of my mouthl

1 hour ago, Echsrick said:

no wortox?

Tbh i dont get why they didnt just release him during christmas if they are doing nothing to him.

Releasing the Krampus in christmas makes sense.

 

Even if they are, it is really small things.

3 hours ago, Argwarn said:

On the ammo side I still think the quadruple stacking of slowdown rounds and also icker rounds just make for way too much combat value still,even without stagger from slingshot,icker rounds would still be very good even if they were just honey rounds with higher duration,currently the item creates the same issue with shadow merms where they have such a powerful effect that the numbers need massive change to make it work out specially over the other side.

if you're saying that slow-down can stack up to 04, it's only 03 btw (source)

On 12/8/2024 at 4:10 AM, Catuna_ said:

What are the values on Walter's slows, and what's the max slow he can achieve? Honey is a 40% slow, Icker is a 70% slow and Slow-down rounds are 33.33% slows that can stack up to 3 times multiplicatively (up to about 71%), applying icker and 3 slowdown rounds will make mobs move at 8.7% (or a 92.3% slow) of their original movement speed. Further applying honey rounds turns this into a whopping 5.22% (or 94.88% slow) . In a way, he's a baby Maxwell.

  if you meant that stacking 03 slow-down AND icky on top, then yeah it's quadruple. but then again at that point you're setting up a lot just to do damage, i don't think it's that overpowered, just overkill

1 minute ago, _mylilsunshine_ said:

if you're saying that slow-down can stack up to 04, it's only 03 btw (source)

  if you meant that stacking 03 slow-down AND icky on top, then yeah it's quadruple. but then again at that point you're setting up a lot just to do damage, i don't think it's that overpowered, just overkill

Just makes it very easy to disable any boss that needs to walk towards you to hit you, it's just less interaction and more than it needs to be to work

Honey is already worth using so something that slows for almost double the amount is silly

At least Maxwell needs some skill to pull it off right 

9 minutes ago, _mylilsunshine_ said:

if you're saying that slow-down can stack up to 04, it's only 03 btw (source)

  if you meant that stacking 03 slow-down AND icky on top, then yeah it's quadruple. but then again at that point you're setting up a lot just to do damage, i don't think it's that overpowered, just overkill

Looking at all those values you're quoting separately sounds reasonable, it's just when you're stacking separate ammo slows together that things get crazy. 30% of original movement speed is fair for either (stacked) slow-down rounds or icker, 8.7% is insane.

2 minutes ago, Argwarn said:

Just makes it very easy to disable any boss that needs to walk towards you to hit you, it's just less interaction and more than it needs to be to work

Honey is already worth using so something that slows for almost double the amount is silly

At least Maxwell needs some skill to pull it off right 

I feel like you're saying these things without having actually played Walter yourself. Or compared how fast Walter kills something compared to using melee. Or actually considered the implications of what a slow accomplishes. And you're just looking at the number 94.88% and thinking "silly".

And yes Maxwell has a 100% slow, that can be indefinite on most creatures, and is AoE by default, and no it does not take skill it takes nightmare fuel.

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