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an idea for Wes skill tree


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I know that Wes is a joke character, and that he's supposed to be something... unique in the game. Everyone know this at this point.

But if every character is getting their own skill tree, it wouldn't be interesting if the skill tree for Wes would give the option for the player to make him actually become an interesting playable piece? Or even, made him worse ! I mean a flexible skill tree.

I just love Wes as a character, and the concept of him beying a mimic, I absolutely adore every little thing in his design and aesthetic. I think it would be a valid option if the player wants to use Wes as they want to and made him become something flexible with his (such cool) balloon abilities. I mean this in a way that, he's just TOO COOL to be only something that the concept is just making things way harder... He could still have this, if someone would go for a challenging hard build.

28 minutes ago, rkiwor said:

But if every character is getting their own skill tree, it wouldn't be interesting if the skill tree for Wes would give the option for the player to make him actually become an interesting playable piece? Or even, made him worse ! I mean a flexible skill tree.

I just love Wes as a character, and the concept of him beying a mimic, I absolutely adore every little thing in his design and aesthetic. I think it would be a valid option if the player wants to use Wes as they want to and made him become something flexible with his (such cool) balloon abilities. I mean this in a way that, he's just TOO COOL to be only something that the concept is just making things way harder... He could still have this, if someone would go for a challenging hard build.

Take a look at this user's skill tree concept for Wes, its really cool and it looks like what you are trying to describe. 

I think it’d be interesting if we had blessings in disguise, like if he was fighting a mob in the caves a boulder goes to fall on him, but he can dodge it and make it fall on the mob
something like what’s in Milo Murphy’s Law where he adapts to the natural force of unluck inextricably bound to him to his advantage

I also was inspired by his favorite food being a dish that can only be made by Warly, to come up with the idea of skills with abilities that can only be used when around certain characters

I also think it would be awesome if you could make living balloons Like balloon versions of the mobs he makes balloon balloons of to have slightly less damage and will die after one hit or something like that

11 hours ago, Cheggf said:

Klei has had 11 chances to make an actually interesting skill tree and they still haven't so I doubt they'd start with Wes.

To be fair, ignoring unbalanced stuff, Walter's skill tree is what a skill tree should be. Agree that the rest of the cast have awful skill trees... more than a year and they will need to rework what they have done if they want to deliver quality

6 hours ago, WilsonHiggs said:

To be fair, ignoring unbalanced stuff, Walter's skill tree is what a skill tree should be. Agree that the rest of the cast have awful skill trees... more than a year and they will need to rework what they have done if they want to deliver quality

Walter has one of the least bad skill trees but I still don't think it's super. Skill trees give them opportunities to flesh the characters out in every direction more, they could be doing things like adding extra powerful perks that come with drawbacks to play around so you have more to think about than just "This is useful and the other stuff is completely worthless" or "This is better than the other options". But what ends up happening with all of them, Walter's included, is that their skill tree is just a second character refresh except you choose 2/3 of it to actually get and then the other 1/3 is just nonexistent.

Walter's skill tree has some actual thought to it that goes further than just "This doesn't suck so I'm taking it" since all of his stuff seems pretty good, but I still don't find the whole idea that interesting in its current form. 

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