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what do you want for WX's skilltree?


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i've seen some really cool concept posts before, but i just wondered what some people want in general for WX's skilltree

can be as simple as some small base-kit changes or as complicated as you'd like, you can even link a thread you've made if you have one before! for example, i've made a few suggestions in the past, like...

exo-skeleton attachments...

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or a way to combine circuits...

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and some that i don't remeber right now, oops

but enough of my crap! what do YOU want for their skilltree?

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I'd just want incentives to mix and match circuits instead of being encouraged to keep certain ones in, apart from stat circuits. If the special circuits acted more like temporary buffs and went on a cool down before being used again, I think it'd encourage people to swap to a different circuit combo while waiting for one to recharge, kinda like battle plugs in Mario and Luigi Brothership. Also, nice art.

I suggested this item during WX's beta, as a way to promote using circuits that aren't just night vision and speed, given the minimal space you have to plug circuits in.

Nerdy fact: this circuit idea stems from an actual electrical principle, mutual inductance. It is used in power transformers in the power grid, and it is how wireless phone charging works. The more you know :wilson_goodjob:

I'd like a circuit box to store the upgrades.(maybe repair them slowly in the box/when struck by lightning)

I'd also like either 1-2 more circuit space pegs/ a way to condense circuits down or combine them like you said.

A skill to recharge faster would be cool. 12 mins for a full charge is fine, but would be nice to not wait so long.

and lastly upgrades to some more underwhelming circuits like the electric one or new circuits entirely. An inventory circuit would be cool, Like Wilson's beard.

 

What if he could build his own robots?They could program them to do combat, mining, exploring, etc. You could algo control each of them (Max 3) together (like Jacob e Esau in Tboi), you could give weapons and armor to your robot arm.

Following the idea of robots, here's an skill for them

 

"Hardware Vision, Learn how to create an camera for your robots, open it to visualize the vision of your minion and control it."

9 minutes ago, SpaceBanana said:

What if he could build his own robots?They could program them to do combat, mining, exploring, etc. You could algo control each of them (Max 3) together (like Jacob e Esau in Tboi), you could give weapons and armor to your robot arm.

Following the idea of robots, here's an skill for them

 

"Hardware Vision, Learn how to create an camera for your robots, open it to visualize the vision of your minion and control it."

That does sound cool, and definitely feels in-character, but wouldn't that be stepping on Maxwell and Wurts toes a bit? 

Aside from new circuits and buffs.
Synergy with items made of junk and scrap, something that slowly consumes circuits to grant an effect, utilizing circuit durability in more interesting ways, a device for repairing circuits at some fiddly but minor cost (Like a hamster wheel which slowly turns animals in it into morsels cruelly but recharges your circuits. The hamster wheel has a winowna synergy where your rabbits/birds/spider torture machine can power winownas stuff, and it can also recharge the morning star a weapon made from great cruelty. I call it the wheel of evil.)

  • With circuit repairs, a rework of circuit power/durability might make sense, even if its a controversial take probably.


Say you had some clothing items or tool items that could take circuits, but actively did damage to the circuits, so you can temporarily equip low level circuits for profit and gain easily.
Say you had a multitool that actually used hunger, hardy, and handy circuits to fuel its many tool functions (Hunger/sanity/health each powering different capabilities,) but it has enough spare slots that you could give it a movement or a light circuit to in addition to its fuel for extra effects, and you could sort of weaponize it with stuff like the electric circuit.

  • Its weapon animation is specifically as a whip to make it so it can be balanced around not being WX's best weapon in most circumstances, instead it uses hot, cold, and electric circuits to exploit the circumstances as a utility. So you could whip gunpowder when its hot to make a boom, chill enemies to make a get away..... The electric version gets an extra damage bonus when wx themself is shorting out so it is a good weapon in desperate times.
  • Perhaps the effect of doing greatly increased electric damage when wet could be a global phenomenon to all electric weapons.
  • The balancing feature being is that it can't usefully equip half of wx's best circuits due to not having too many slots, and it passively chews through durability on utility circuits on use so putting treasured circuits in it is dangerous.
  • Some assumptions are made that certain second fiddle circuits get buffed lower slot costs, mind you, this idea would need a circuit rebalance to properly work. or it might just have two slots that don't care about circuit size.

Turning the bioscanlizer into a helmet that gives bio-data for landing hits with multiple different weapons, to give you an option for getting bio data without waiting for AI rng. Bigger enemies need more unique weapons to torture them with to get the full effect, and you get non-bio data bonus for using more weapons than you needed to get the bio data. (Possible warbis fusion later?)

Circuit storage to make the low level circuit swapping for beneficial effects less painful.

Evil experiments (To spite wagstaff) which let you fight karma enemies more easily, bonuses with items from karmic enemies, and abilities that let you be regarded as a true monster character (Just like how wortox can learn to be nice enough to not be a monster character anymore. No nice path, at best reluctantly neutral.)
His only positive/nice bonuses being targeted bonuses to reverse thievery, once again, to spite the pickpocket wagstaff who claims to be doing "good." These acts of charity would still be framed as evil and twisted profane experiments.

:grin: Removing a circuit doesn't damage it, or damages it less.
:( While I don't want it, I expect there to be new circuits added in the skill tree. (Instead of baseline.......)
:| Probably a water protection talent that increases the minimum wetness required to suffer injury from 15 to 20-30 depending on skill investment.
:love_heart: Lunar Alignment focuses on Alter and not Wagstaff.

7 minutes ago, Evelo said:

Probably a water protection talent that increases the minimum wetness required to suffer injury from 15 to 20-30 depending on skill investment.

I really hope they do not do this unless it itself is a circuit, I really hate when they try to remove downsides like this with the skill trees

Also WX doesn't at all need new circuits, he will probably get aligned circuits or whatever but his basekit circuits already have a lot of variety, it just isn't experienced much by a lot of people since there isnt a lot of experimentation done with circuits by most people

1 minute ago, YouKnowWho142 said:

I really hope they do not do this unless it itself is a circuit, I really hate when they try to remove downsides with the skill trees

Yeah, just can't think of anything else for WX. He is already pretty dang great as is.

Just now, Evelo said:

Yeah, just can't think of anything else for WX. He is already pretty dang great as is.

Currently WX is the only character with zero combat related perks, and based on their track record he will likely get something to improve on this in some way. Otherwise, he just needs some interesting flavor perks and circuit removal changes

I would love for him to have more depth beyond "Wilson clone who is encouraged to set and forget a few semi-permanent buffs at the start of the game and who also can't tank wetness". It's weird that I genuinely think pre-rework WX-78 had more depth since at least overcharges had to planned around in some way, but current WX just feels like the embodiment of fake player choice since so many circuits are so limited in usefulness and you're punished for trying to swap circuits

Just now, Guille6785 said:

I would love for him to have more depth beyond "Wilson clone who is encouraged to set and forget a few semi-permanent buffs at the start of the game and who also can't tank wetness". It's weird that I genuinely think pre-rework WX-78 had more depth since at least overcharges had to planned around in some way, but current WX just feels like the embodiment of fake player choice since so many circuits are so limited in usefulness and you're punished for trying to swap circuits

i mean, that just sounds like the way you play him. In my WX run i used a lot of different circuits, I didn't have any issue making new circuits (even if i wouldve preferred not having to). Old WX absolutely was NOT more in depth

4 minutes ago, YouKnowWho142 said:

i mean, that just sounds like the way you play him. In my WX run i used a lot of different circuits, I didn't have any issue making new circuits (even if i wouldve preferred not having to). Old WX absolutely was NOT more in depth

I didn't say you can't, I said you're punished for doing so

but at a certain point the fact that speed and hunger are the only remotely useful circuits + nightvision and thermal circuits depending on preference is an issue, having higher HP sounds cool but it means almost nothing without damage resistance, the sanity and beanbooster circuits are underwhelming and I can't even remember what other circuits he has

complexity isn't depth btw, putting on a thermal circuit before winter or summer starts isn't depth, neither is making a nightvision circuit at the start of the game for a ruins rush

This is part of why I want to try moving the charge from wx to the circuits, and make it so the circuits can sort of be invoked as a tool in addition or piece of equipment as a self buff.

This integrates the circuit cycling into the gameplay loop as wx will want to swap tired circuits out and recharge them when he gets the chance, and the modular tool idea where you can use circuits you would never slot into yourself to make temporary power tools was something I wrote an overly long and elaborate post on.

Circuit invokes on a tool adds further soul to this, as effects you don't want constantly can be invoked by pulling out a power tool.

Going even further and refining this to be cooler.
It could repalce one pain point (The circuit swapping penalty, global charge,) for another (charge juggling,) and gives wx a lifecycle where you are constantly doing something interesting (Since health circuits HP IS their charge, you can swap them out for temporary healing for example, but you can also just use your spare HP resources as an axe if you so choose if people actually like my multitool concept from above, or stored sanity as a pick. Similarly the electric thorns circuits charge is stored damage to the enemy, and the light/heat circuits are units of light and heat.)

Stuff like the regen circuits would simply be more efficient per charge than the passive cap increasing circuits, with slot adjustments whenever one of their effects is broken by the paradigm shift (Since some circuits are both regen AND cap increases, which wouldn't work together so nicely in the new paradigm for charge.)

2 minutes ago, Walrusst said:

This is part of why I want to try moving the charge from wx to the circuits, and make it so the circuits can sort of be invoked as a tool in addition or piece of equipment as a self buff.

This integrates the circuit cycling into the gameplay loop as wx will want to swap tired circuits out and recharge them when he gets the chance, and the modular tool idea where you can use circuits you would never slot into yourself to make temporary power tools was something I wrote an overly long and elaborate post on.

Going even further and refining this to be cooler.
It could repalce one pain point (The circuit swapping penalty, global charge,) for another (charge juggling,) and gives wx a lifecycle where you are constantly doing something interesting (Since health circuits HP IS their charge, you can swap them out for temporary healing for example, but you can also just use your spare HP resources as an axe if you so choose if people actually like my multitool concept from above.)

This idea is kind of similar to how battle plugs work in Mario and Luigi Brothership. They're buffs you apply to the brothers, stuff like an auto heal, extra damage, AoE damage, etc., but last a set amount of turns before going on cool down, needing wait a good number of turns to pass before it's recharged. While on charge, however, you can slot in other plugs and mix up your playstyle, adding a ton of gameplay variety. If circuits worked in a similar way, I think people would have more reasons to switch things up.

My idea for charge was you'd use things like the lightning rod, hampster wheels that torture spiders/rabbits, and possibly leech off of winowna to keep your circuits charged that way they are something you use as an advanced prepwork resource when approaching obstacles but once you burn them they are gone till you get home or use an emergency charge item.

(Say you had a capacitor item you could use to emergency recharge circuits by crushing them on the circuits you want, expensive enough that you wouldn't use them as a primary resource, but available enough that you would consider it in survival circumstances.  Probably small stack size too like 5 ish. Just to emphasize that the passive chargers are more the main thing and the capacitors are for emergencies.)

5 minutes ago, Walrusst said:

My idea for charge was you'd use things like the lightning rod, hampster wheels that torture spiders/rabbits, and possibly leech off of winowna to keep your circuits charged that way they are something you use as an advanced prepwork resource when approaching obstacles but once you burn them they are gone till you get home or use an emergency charge item.

(Say you had a capacitor item you could use to emergency recharge circuits by crushing them on the circuits you want, expensive enough that you wouldn't use them as a primary resource, but available enough that you would consider it in survival circumstances.  Probably small stack size too like 5 ish. Just to emphasize that the passive chargers are more the main thing and the capacitors are for emergencies.)

Passive generators sound great and are REALLY in-character. 

A lot of what I'm spitting out are refined versions ideas I presented in a mangled, spilling my brains out idea up above that is definitely a mix of odd concepts and a few good ideas. (Since, brainstorming is brainstorming, I just said everything I imagined there and considered later which ones are good and which ones were bad just now.)

So the multitool, charged circuits, and the wheel of evil (Spider torture device to give wx his own recharge method free of winowna) are just what I'm moving forward with possibly being decent/workable ideas that could be developed into character features.
Maybe the bioscan headpiece, and the bonus with electric weapons while YOU are wet (Making it so your shorting adds to your personal weapon damage with elecrtic gear.)

WX78 is already some pretty absurd levels of broken… but if there was two or three not so OP things that I’d like to see in this robots skill tree it’s these things.

#1- Jimmy being a Bulbous Lightbug, it just.. it makes sense okay? Wormwood has the ability to craft Lightbugs, Jimmy flies around like one and scans things, free up WX78’s hand slot or circuit inputs to simply upgrade Jimmy to be a light.

#2- Actual Rifigeration unit, okay so ever since the cute interaction of being able to pelt WX78 with water balloons to get free ice, I’ve wanted the robot to be an ACTUAL Walking Refrigerator to preserve foods, make it like Wilson’s Beard Hair Storage, an additional side inventory to stash things in (that can possibly also avoid detection from enemies like Wilson’s beard storage) Keep the teams food cold on the go! (If your not selfish that is ;))

#3- Winona has her own WinBot, Jimmy floats around scanning things, Woby can fetch and store things, WX78 clearly needs something similar, my own personal suggestion for this is to “scan” resources before sucking them up like a Acme looney tunes vacuums cleaner attached to a comically large magnet or Claw machine hook (basically it grabs stuff and flies around with it…) Give it the same traits as Winbot or Woby- (collecting, storing, delivering supplies in its inventory off to others, etc…)

Those are the three not so OP skill tree perks I’d adore having on WX78. <3

Ooooo wait one more! after having played Lego Batman 3, the Electric Suit where you can store a charge in your suit and off-load it somewhere else Just sounds really really fun.

He doesn't need a skill tree, he needs a rework. He's the single most boring character in the entire game, even more boring than Wolfgang. His rework basically turned him into a character who doesn't actually do anything and just ignores game mechanics, or moves faster. He walks around with some combination of ignoring temperature, ignoring darkness, or moving faster. That's all he does. He doesn't use character specific equipment like Wormwood. He doesn't have character specific attributes that you interact with like Wigfrid. He doesn't make character specific structures like Winona. He just walks around ignoring game mechanics. That's all he does. It is the single most boring thing I can think of for a character.

I didn't find pre-rework WX to be the most fun, but he at least had a little interaction with his mechanics. You could plan around overcharge and there were a couple of ways you could activate it. New WX doesn't do anything like that. Just walks around. Even Wilson, the character who is explicitly designed to be simple and not do stuff, is 100x more complex and does 100x more stuff than WX.

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