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A collection of all my Walter's improving/balance ideas. (Slingshot modifying; Rounds rebalance; Woby's immersion&flavor)


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Slingshot modify:

1. Change the slowing effect of purple gem round from stackable to unstackable; increase its' amounts a little. (the result should be far lesser than 2 stacks of old effect)

2. Adding short-distance "shotgun" attack to a specific frame - the "shotgun" attack would make every (not only for slowing, but same for others) effect of rounds being stackable in per shoot, upper limit is 3 stacks, and the special effect triggered by shotgun would decrease the duration into 70% of original effect. (They only stack with each other if all of them from one shoot of the shotgun. They won't stack each other from different shoot if the original effect was unstackable.)

3. Decrease the range of charge shoot a little. Buff the range bonus of every bands, and ensure those range bonus work for special attack of frames. (both charge shoot and shotgun shoot)

Rounds rebalance:

1. Nerf the duration of icker rounds from 60 seconds to 40 seconds.

2. Buff the duration of pure brilliance rounds from 30 seconds to 40 seconds.

Woby's balance / flavor improvements:

1. Adding 0.5 days cooldown and 20 hunger cost for the "Woby here Woby there" per use. 

2. Change the hunger bar mechanic of small Woby - to make small Woby lose her hunger by times in a much slower speed than big Woby. (This aiming for improving the immersion).

3. Adding a cost to the drying rack ability of Woby - players should craft a "Woby's drying rack set" by costing 3 ropes, 2 charcoals and 3 twigs for Woby before active this ability. Change the recipe of Drying Rack of base kit from 3:2:3 cost into 1:1:3 (rope : charcoal : twig)

4. Adding the tenacity skill of Woby back - it could makes Walter could suffer a little bit more damage (2 extra hits) before Woby drops him down. Have a 1 mins cooldown.

27 minutes ago, Steorra said:

3. Nerf the brightshade rounds tentacle spawn chance from 50% to 20% (for keeping it as same as wormwood).

Brightshade rounds don't have a 50% chance to spawn a tunneling vine... I do not think you've ever used this ammo...
Brightshade rounds pick a number and use that number as a counter, decreasing with every shot fired until the counter reaches 0 which will cause a tentacle to spawn. This means that Walter can't have two tunneling vines spawn in a row or that close to each other. Brightshade rounds can barely match Thulecite rounds as is, so they should be buffed instead because they're only obtained after beating celestial champion.

32 minutes ago, Steorra said:

Change the slowing effect of purple gem round from stackable to unstackable; increase its' amounts a little. (the result should be far lesser than 2 stacks of old effect)

I don't understand what's wrong with slow-down ammo stacking with itself, could you elaborate?

4 minutes ago, Catuna_ said:

I don't understand what's wrong with slow-down ammo stacking with itself, could you elaborate?

A lot of people's issue with the slow down rounds stacking is the fact that it causes the mob or giant to be too slow to catch up. Because of that, Walter can just hold down the attack button with his slingshot while the giant/mob tries to reach him. It's not really engaging, which is why it's disliked.

7 minutes ago, Giovirtual79 said:

A lot of people's issue with the slow down rounds stacking is the fact that it causes the mob or giant to be too slow to catch up. Because of that, Walter can just hold down the attack button with his slingshot while the giant/mob tries to reach him. It's not really engaging, which is why it's disliked.

Why not ask for the removal of the stacking property of the ammos, rather than nerfing slow-down in particular? slow-down rounds by themselves don't slow down mobs enough to where Walter can "infinitely" hold f... All this does is incentivize it further because the slowing effect is underwhelming otherwise.

4 minutes ago, Catuna_ said:

Why not ask for the removal of the stacking property of the ammos, rather than nerfing slow-down in particular? slow-down rounds by themselves don't slow down mobs enough to where Walter can "infinitely" hold f... All this does is incentivize it further because the slowing effect is underwhelming otherwise.

1. No other ammo type has that stacking property aside from maybe the ice rounds and the pure horror rounds. Pure Horror rounds have the excuse of being end game items, whereas slowdown rounds don't and are easy to access.
2. Incentivize is the exact reason why people don't like the slow down rounds. It makes so the best strategy for playing Walter is to not interact with the giant and instead run away and fire your slingshot from afar. Yes, you do have to run away at some point and can't hold F infinitely, but you are still not interacting with the bosses' kiting patterns and are instead holding F, which is not fun for a lot of people.

I personally do not care about the rounds balancing at all. If Klei felt it was too strong, they will nerf it. I'm just stating why others may dislike it.

1 hour ago, Catuna_ said:

Brightshade rounds don't have a 50% chance to spawn a tunneling vine...

I was got this info from huijiwiki of DST. If it's outdated or wrong I'm sorry. Let me edit it.

9 hours ago, Giovirtual79 said:

1. No other ammo type has that stacking property aside from maybe the ice rounds and the pure horror rounds. Pure Horror rounds have the excuse of being end game items, whereas slowdown rounds don't and are easy to access.

slows stack with each other. that's kinda the point that people are trying to make
the argument is that walter's can slow mobs down by 82.7% / 94.8% (rifts) by combining slowdown AND honey and/or icker. Now, this could seem as a pretty big issue to people and that's fair enough. But the solution is not nerfing slow-down rounds as this does nothing but put more emphasis on slow stacking since the slow would be too low without it otherwise. Instead, one could suggest that slowing effects just don't stack at all, and/or that icker and honey get reworked in some way or form.
Slowdown rounds themselves are as good as icker after shooting a target thrice (minus the duration), which in practice (as in gameplay) they do not slow down bosses significantly enough for Walter to start ignoring combat as people claim
I do not care for slow stacking mechanic, in fact I advocated for reworking honey and icker a couple times by now. But for people that do, it is important to recognize where the issue stems from and how to fix it.

9 hours ago, Giovirtual79 said:

2. Incentivize is the exact reason why people don't like the slow down rounds. It makes so the best strategy for playing Walter is to not interact with the giant and instead run away and fire your slingshot from afar. Yes, you do have to run away at some point and can't hold F infinitely, but you are still not interacting with the bosses' kiting patterns and are instead holding F, which is not fun for a lot of people.

As I stated above a 70% slow with the ramping mechanic of some grips and the slingshot's inability to stun bosses as frequently really makes it so that you can't just hold f forever without finding some type of cheese, I do understand being frustrated about a boring combat style but I also think that melee for Walter is a readily available option that's still very viable especially for people who have played Walter before the skill tree. You can use slow/freeze/pure horror rounds to support your melee a little bit or just use moonglass exclusively for aoe but I still wouldn't mind if Klei leaned more into more unique utility like panic ammos rather than 3 separate slowing rounds.
 

2 hours ago, Catuna_ said:

slows stack with each other. that's kinda the point that people are trying to make
the argument is that walter's can slow mobs down by 82.7% / 94.8% (rifts) by combining slowdown AND honey and/or icker. Now, this could seem as a pretty big issue to people and that's fair enough. But the solution is not nerfing slow-down rounds as this does nothing but put more emphasis on slow stacking since the slow would be too low without it otherwise. Instead, one could suggest that slowing effects just don't stack at all, and/or that icker and honey get reworked in some way or form.
Slowdown rounds themselves are as good as icker after shooting a target thrice (minus the duration), which in practice (as in gameplay) they do not slow down bosses significantly enough for Walter to start ignoring combat as people claim
I do not care for slow stacking mechanic, in fact I advocated for reworking honey and icker a couple times by now. But for people that do, it is important to recognize where the issue stems from and how to fix it.

As I stated above a 70% slow with the ramping mechanic of some grips and the slingshot's inability to stun bosses as frequently really makes it so that you can't just hold f forever without finding some type of cheese, I do understand being frustrated about a boring combat style but I also think that melee for Walter is a readily available option that's still very viable especially for people who have played Walter before the skill tree. You can use slow/freeze/pure horror rounds to support your melee a little bit or just use moonglass exclusively for aoe but I still wouldn't mind if Klei leaned more into more unique utility like panic ammos rather than 3 separate slowing rounds.
 

Like I said, I don't really care about the balancing of the rounds, so this will be helpful for the op. At the end of the day, if Klei feels they need to be nerfed, they will nerf the ammo. Then again, I'm more of a player who plays Walter in a team rather than solo, so it might be it. I'm just listing why some people will dislike the slowdown rounds. There probably are better solutions to the slow down rounds, I'm just not intelligent enough to list them.

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