KZtyler Posted March 9 Share Posted March 9 Let me paint you a picture. You’re about to fight Deerclops. You hear their roar, you’ve got your hambat, your football helmet, and your pierogies. You’re ready. Except… you’re not. Your Mightiness is at 40. So you pull out your dumbbell, find a flat spot away from the action, and start lifting as you yawn and maybe alt tab to the forums to check for new posts. A while after, you put the dumbbell away, walk over to the boss, and now the fight begins. The actual gameplay. The part that’s supposed to matter. This is Wolfgang’s loop, and I think it fundamentally misunderstands what makes him interesting as a character. it makes getting the 2x damage multiplier boring, unearned, flat and fundamentally unrewarding and unsatisfying. The dumbbell problem The Mightiness system has one core issue: it rewards patience, not skill. There’s nothing to learn, no risk to manage, no decisions to make. You stand still, you wait, and then you go fight. The preparation and the payoff are completely disconnected from each other. Compare this to literally every other survivor with a gimmick. Warly’s dishes reward variety and collecting complex ingredients. Wurt’s Merm King buffs stack through active base-building. Even Wanda needs you to be manage her age carefully to get more damage. Their mechanics engage with gameplay. Wolfgang’s asks you to stop playing and be AFK as you stare at your character. And here’s the thing that bothers me most: Wolfgang is canonically a coward. He’s built like a freight train and terrified of everything. That tension — immense physical power wrestling with genuine, deep-seated fear — is the most interesting thing about him. The dumbbell throws all of that away. There’s no fear. There’s no courage. There’s just… lifting. Alone. Away from the action that is supposed to fuel that tension, that should make Wolfgang want to run and hide but he’s facing instead against all odds. His strongest form is called Mighty. You reach it by doing the least scary thing imaginable. What if Mightiness actually meant something? I’ve been sitting with this frustration for a while, and eventually I stopped complaining and made a mod. The concept is simple: Wolfgang’s Mightiness is now Courage, and the only way to fill it is by fighting. No more dumbbells. No more gym. No more AFK lifting sessions before a boss. If you want Wolfgang at his peak, you earn it in combat — by chaining hits, pressing fights, and refusing to back down even when things get scary. Here’s how it works in practice: Every consecutive melee hit you land builds a combo multiplier, giving you more and more Courage. Keep swinging. The moment you stop or take a hit, the combo resets. Kills give flat Courage bonuses based on threat level — a spider gives you a small boost, a Deerclops kill gives you a massive one and temporarily pauses your drain. But Courage is always ticking down. You can’t bank it and coast. You have to keep fighting to stay strong. And getting hit hurts you more than just your health. Taking consecutive hits without fighting back triggers a Fear Spiral — each hit drains more Courage than the last, and Wolfgang starts panicking out loud. “Is… is nothing! Wolfgang is fine!” escalates into “HELP! Wolfgang is not strong enough!” as things get bad. Landing a hit breaks it. If your Courage actually hits zero and an enemy strikes you, Wolfgang panics for 3 seconds. He can move and dodge but he can’t attack. It’s a genuinely tense moment — you have to kite and survive until it passes before you can fight back. And when you hit max Courage and enter his Courageous form for the first time? He lets out a roar that deals AoE damage to every nearby enemy equal to his current melee damage. You don’t get that unless you earned it through combat. Why this feels better The old system had one question: am I Mighty yet? You answered it before the fight even started. The new system turns every fight into a risk/reward exchange. You enter a boss encounter scared, pushing your Courage up with every hit. Land a clean combo and you’re climbing toward Courageous. Take a few bad hits and you’re suddenly scrambling, Courage draining, Wolfgang’s inner monologue getting louder. Push through and pop into Courageous form mid-fight with a roar that clears the adds? That’s a moment. That’s Wolfgang. There’s also real strategic depth now. Do you fight every enemy you pass to keep Courage high, at the cost of gear durability? Do you let it drop to Normal to preserve your armor? Do you take the Executioner skill that gives you a lifeline when you’re down bad, knowing it’ll punish you harder for taking back-to-back hits? The dumbbell asked nothing of you. This asks you to be brave. Workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=3681369310 Full mechanic breakdown is in the description. Balance feedback very welcome — I’ve tuned the numbers around solo play but I’d love to hear how it feels in group sessions. “Wolfgang is strongman, not gym-man! Real courage comes from FIGHTING!” 4 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/ Share on other sites More sharing options...
gaymime Posted March 9 Share Posted March 9 huh... i dont think i have ever seen anyone do what your "painted picture" suggested. i've only ever seen active wolfgangs who commit to staying mighty with most of them sacrificing an inventory spot. has there been a change with wolfgang in the last few weeks that i didnt hear about? 3 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853511 Share on other sites More sharing options...
Edible Coal Posted March 9 Share Posted March 9 1 hour ago, KZtyler said: Let me paint you a picture. ............ originally there is something similar to this during his skill tree rework, his mighty drops when he gets hit. but it seems like people hate it so klei just remove it 2 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853517 Share on other sites More sharing options...
PunkShark Posted March 9 Share Posted March 9 I tried your mod for a little bit, lovely work on it. But i feel like, while the idea sounds good on paper, the execution just ends up feeling the same. Whether its fighting, eating or lifting, it really all just comes to the same exact thing. Instead of those 2 now i just have to fight a bunch of spiders or butterflies or just anything i can get my hands on to get back into mightiness, Like a constant dopamine rush to go on a slaughter rampage which I also don't think is very Wolfgang either. He may be a coward, but lore speaking he is also a gentle-giant. The only thing that is of difference to me is the punishment of getting hit, which is something that has been toyed with before during his rework beta. But I do like the idea that he at least gets some sort of punishment for getting hit, cause yes he is ultimately a coward, and i do think there's potential in there somewhere. I don't think losing mightiness is the way though. 2 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853519 Share on other sites More sharing options...
flamboyant wolf Posted March 9 Share Posted March 9 44 minutes ago, Edible Coal said: originally there is something similar to this during his skill tree rework, I think it was during the update that reworked Ancient Guardian and crafting menu, otherwise yeah. Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853520 Share on other sites More sharing options...
KZtyler Posted March 9 Author Share Posted March 9 (edited) 2 hours ago, gaymime said: huh... i dont think i have ever seen anyone do what your "painted picture" suggested. i've only ever seen active wolfgangs who commit to staying mighty with most of them sacrificing an inventory spot. has there been a change with wolfgang in the last few weeks that i didnt hear about? What does staying mighty mean without afk swinging bells every once in a while? 53 minutes ago, PunkShark said: I tried your mod for a little bit, lovely work on it. But i feel like, while the idea sounds good on paper, the execution just ends up feeling the same. Whether its fighting, eating or lifting, it really all just comes to the same exact thing. Instead of those 2 now i just have to fight a bunch of spiders or butterflies or just anything i can get my hands on to get back into mightiness, Like a constant dopamine rush to go on a slaughter rampage which I also don't think is very Wolfgang either. He may be a coward, but lore speaking he is also a gentle-giant. The only thing that is of difference to me is the punishment of getting hit, which is something that has been toyed with before during his rework beta. But I do like the idea that he at least gets some sort of punishment for getting hit, cause yes he is ultimately a coward, and i do think there's potential in there somewhere. I don't think losing mightiness is the way though. Thanks for testing it, I appreciate the feedback a lot! Obviously I’m biased, but I feel that the bells is so boring I want to puke every time I use them, gaining mightiness by fighting is an improvement, however your words make me consider adding a list of “passive” mobs that shouldn’t give mightiness, like butterflies, birds, glommer, etc. only by facing actual threats should he gain courage, right? maybe he should lose courage when being a meanie towards passive creatures, that is both lore fitting and potentially fun. On the other hand, I understand that the mechanics to become mighty may not be the best, but do you have thoughts on having to engage in the fight and kite to stay mighty? personally when I play Wolfgang most of the time I just put a marble suit and tank, which removes skill expression and ends up trivializing fights, with my mod when I fight my mistakes get punished heavily quick, I had a rough time against scrappy werepig when he hit my twice in a row and then a spider also hit me while I was stunned, and two nightmare creatures spawned due to the loss of sanity, all of the sudden I went from courageous Wolfgang to scared the hell out while whimpy and trying to juggle two nightmare creatures and the boss, and remember that while whimpy you can’t attack for three seconds after getting a hit, damn that was hard AND FUN Edited March 9 by KZtyler 2 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853521 Share on other sites More sharing options...
Gashzer Posted March 9 Share Posted March 9 No. Wolfgang has one of the more dangerous downsides in the game. For example if you lose mightiness while getting chased by terrorbeaks or shadow spulmonkeys the transforming pause could end up getting you stunned locked to death or badly hurt. Not many characters get punished so badly for not paying attention to their downsides, and wolfgang can never get rid of this either. Most characters have endgame items or ways to remove their downsides, wolfgang doesnt. 2 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853526 Share on other sites More sharing options...
KZtyler Posted March 9 Author Share Posted March 9 9 minutes ago, Gashzer said: No. Wolfgang has one of the more dangerous downsides in the game. For example if you lose mightiness while getting chased by terrorbeaks or shadow spulmonkeys the transforming pause could end up getting you stunned locked to death or badly hurt. Not many characters get punished so badly for not paying attention to their downsides, and wolfgang can never get rid of this either. Most characters have endgame items or ways to remove their downsides, wolfgang doesnt. I’m sorry but I strongly disagree and I have hundreds of hours as Wolfgang, he has insane stats and can use Marble armor with no speed penalty, you can absolutely tank your way through most bosses until you reach your planar damage. Shadow splumonkeys are indeed a threat if you get caught during the animation, but that’s a very niche and specific situation that feels nitpicked to say he is not OP. There is a reason people use Wolfgang for boss rushes and speedruns, he is all reward no risk in my humble opinion. 2 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853527 Share on other sites More sharing options...
shaurun Posted March 9 Share Posted March 9 Haven't played the mode, just have a few throughts on the concepts. 1) The whole courage thing sounds like Wigfrid 2.0 2) Old Wolfy simply had to manage his stomache (no delays/waiting). Current Wolfgang has to do stupid lifting thing instead. Suggested solution adds another layer like "become a murder machine" (same grind as Wortox/Willow) which is not really funny. 3) Making character punished deeper after he got hit is not the best idea (at least if it works like loosing form animation) Maybe fear-based mechanic would suite Wolfgang somehow? E.g. if he's not agraid (good sanity), he's mighty, but he becomes less mighty as he becomes insane. However if insanity is given by items like nightmare amilet or bone helm, he's capable to stay mighty despite any means. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853528 Share on other sites More sharing options...
gaymime Posted March 9 Share Posted March 9 (edited) 58 minutes ago, KZtyler said: What does staying mighty mean without afk swinging bells every once in a while? keeping fed and carrying a preffered bell(usually one of the gem ones) around in the hand slot when going from place to place. instead of just letting it drain and spending loads of time building mightiness back up what i see people do is try to avoid draining so that only a couple reps here and there are needed. Edited March 9 by gaymime clarified hand slot 2 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853529 Share on other sites More sharing options...
KZtyler Posted March 9 Author Share Posted March 9 2 minutes ago, shaurun said: Haven't played the mode, just have a few throughts on the concepts. 1) The whole courage thing sounds like Wigfrid 2.0 2) Old Wolfy simply had to manage his stomache (no delays/waiting). Current Wolfgang has to do stupid lifting thing instead. Suggested solution adds another layer like "become a murder machine" (same grind as Wortox/Willow) which is not really funny. 3) Making character punished deeper after he got hit is not the best idea (at least if it works like loosing form animation) Maybe fear-based mechanic would suite Wolfgang somehow? E.g. if he's not agraid (good sanity), he's mighty, but he becomes less mighty as he becomes insane. However if insanity is given by items like nightmare amilet or bone helm, he's capable to stay mighty despite any means. 1) the main difference is that courage is gained by hitting and lost by taking hits, wigfrid IIRC gains inspiration by taking hits, so she is encouraged to tank and play more hold F style 2) I won’t deny it, although I’d argue that having to kill dangerous creatures is a lot better than having to stay afk for 20 seconds 3) that’s why I removed the animation lock, you can continue to move and try to kite is you lose courage, although at some point it starts removing sanity and locking you out of being able to attack, you can still move 21 minutes ago, Gashzer said: No. Wolfgang has one of the more dangerous downsides in the game. For example if you lose mightiness while getting chased by terrorbeaks or shadow spulmonkeys the transforming pause could end up getting you stunned locked to death or badly hurt. Not many characters get punished so badly for not paying attention to their downsides, and wolfgang can never get rid of this either. Most characters have endgame items or ways to remove their downsides, wolfgang doesnt. Btw I think most people with experience would tell you that current Wolfgang is the easy mode character, all advantages with very little and manageable downsides, works faster, kill faster therefore needing less food and armor and weapons, and he even gets to farm nightmare fuel for the best mid game weapon more frequently 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853531 Share on other sites More sharing options...
Lovens Posted March 10 Share Posted March 10 On 3/9/2026 at 7:49 AM, KZtyler said: Let me paint you a picture. You’re about to fight Deerclops. You hear their roar, you’ve got your hambat, your football helmet, and your pierogies. You’re ready. Except… you’re not. Your Mightiness is at 40. So you pull out your dumbbell, find a flat spot away from the action, and start lifting as you yawn and maybe alt tab to the forums to check for new posts. A while after, you put the dumbbell away, walk over to the boss, and now the fight begins. The actual gameplay. The part that’s supposed to matter. This is Wolfgang’s loop, and I think it fundamentally misunderstands what makes him interesting as a character. it makes getting the 2x damage multiplier boring, unearned, flat and fundamentally unrewarding and unsatisfying. The dumbbell problem The Mightiness system has one core issue: it rewards patience, not skill. There’s nothing to learn, no risk to manage, no decisions to make. You stand still, you wait, and then you go fight. The preparation and the payoff are completely disconnected from each other. Compare this to literally every other survivor with a gimmick. Warly’s dishes reward variety and collecting complex ingredients. Wurt’s Merm King buffs stack through active base-building. Even Wanda needs you to be manage her age carefully to get more damage. Their mechanics engage with gameplay. Wolfgang’s asks you to stop playing and be AFK as you stare at your character. And here’s the thing that bothers me most: Wolfgang is canonically a coward. He’s built like a freight train and terrified of everything. That tension — immense physical power wrestling with genuine, deep-seated fear — is the most interesting thing about him. The dumbbell throws all of that away. There’s no fear. There’s no courage. There’s just… lifting. Alone. Away from the action that is supposed to fuel that tension, that should make Wolfgang want to run and hide but he’s facing instead against all odds. His strongest form is called Mighty. You reach it by doing the least scary thing imaginable. What if Mightiness actually meant something? I’ve been sitting with this frustration for a while, and eventually I stopped complaining and made a mod. The concept is simple: Wolfgang’s Mightiness is now Courage, and the only way to fill it is by fighting. No more dumbbells. No more gym. No more AFK lifting sessions before a boss. If you want Wolfgang at his peak, you earn it in combat — by chaining hits, pressing fights, and refusing to back down even when things get scary. Here’s how it works in practice: Every consecutive melee hit you land builds a combo multiplier, giving you more and more Courage. Keep swinging. The moment you stop or take a hit, the combo resets. Kills give flat Courage bonuses based on threat level — a spider gives you a small boost, a Deerclops kill gives you a massive one and temporarily pauses your drain. But Courage is always ticking down. You can’t bank it and coast. You have to keep fighting to stay strong. And getting hit hurts you more than just your health. Taking consecutive hits without fighting back triggers a Fear Spiral — each hit drains more Courage than the last, and Wolfgang starts panicking out loud. “Is… is nothing! Wolfgang is fine!” escalates into “HELP! Wolfgang is not strong enough!” as things get bad. Landing a hit breaks it. If your Courage actually hits zero and an enemy strikes you, Wolfgang panics for 3 seconds. He can move and dodge but he can’t attack. It’s a genuinely tense moment — you have to kite and survive until it passes before you can fight back. And when you hit max Courage and enter his Courageous form for the first time? He lets out a roar that deals AoE damage to every nearby enemy equal to his current melee damage. You don’t get that unless you earned it through combat. Why this feels better The old system had one question: am I Mighty yet? You answered it before the fight even started. The new system turns every fight into a risk/reward exchange. You enter a boss encounter scared, pushing your Courage up with every hit. Land a clean combo and you’re climbing toward Courageous. Take a few bad hits and you’re suddenly scrambling, Courage draining, Wolfgang’s inner monologue getting louder. Push through and pop into Courageous form mid-fight with a roar that clears the adds? That’s a moment. That’s Wolfgang. There’s also real strategic depth now. Do you fight every enemy you pass to keep Courage high, at the cost of gear durability? Do you let it drop to Normal to preserve your armor? Do you take the Executioner skill that gives you a lifeline when you’re down bad, knowing it’ll punish you harder for taking back-to-back hits? The dumbbell asked nothing of you. This asks you to be brave. Workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=3681369310 Full mechanic breakdown is in the description. Balance feedback very welcome — I’ve tuned the numbers around solo play but I’d love to hear how it feels in group sessions. “Wolfgang is strongman, not gym-man! Real courage comes from FIGHTING!” I like the idea of your mod although I don't think I would try it now. I lost any interest in playing Wolfgang long time ago when I tried him, not only was afk lifting incredibly boring but I hated the stagger you get between form changes. Compared to my favourite fighting characters at the time when I was interested in combat (Wigfrid, Woody and Wanda) Wolfgang always felt way too whiny and required more attention and maintenence. Now combat doesn't matter to me much and I resorted to permanently playing Winona for her building upsides and teleportation convenience. On paper your ideas sound cool but I'm not sure what to think of the tanking penalty eventually resulting in full attack loss. To me it would feel annoying and make it harder to recover from being chain hit by a lot of small mobs like hounds, spiders or splumonkeys who already punish you for being hit once by stunlocking you. I think to my taste just getting a weaker debuff (doing less damage at 0 courage) would be a less annoying solution. It would still give you incentive to dodge during boss fights but wouldn't render you helpless against enemies if you happened to get caught in a jam somewhere. I like how you solved your unsatisfaction with the character by completely redesigning how the game works and essentially overwriting all the aspects you don't like. I wish I had that power - over the course of the last year recent game changes made me so unhappy with it that it turned from my favourite game ever into something I only play occasionally with a friend in one world only just because Iike playing with them and I like base building in our world. The changes that ruined the game for me are now so deeply engraved into the game progression and storyline that I don't think it's even possible to overwrite them with a mod. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853605 Share on other sites More sharing options...
Mike23Ua Posted March 10 Share Posted March 10 Depending on what Dumbell your using, it takes less than 4-5 seconds to buff up to mighty formation. And that is even while you are starving to Death. Before Wolfgang’s Rework Might was tied exclusively to eating foods, the lower your hunger, the weaker your character was, but this ultimately lead to the “Superman” pill, which is to say “Stuff Face & Punch Stuff” However this old way of play, made the character less enjoyable to newer & casual players, they were always low on hunger and always losing Mightiness and going Wimpy, then proceeding to in a panic: Eat the entire server out of food stuffs to stay buff 24/7. The Rework/Skill Tree changed this, you can be starving on an empty stomach and can still get might from: Lifting Weights, Chopping Trees, Mining Rocks, or (and get this…) Punching stuff! yup it’s now easier than ever to get and maintain might levels. Also pro tip from someone who’s played him a lot craft Purple Gembells or if you can’t keep those on hand: Marble Dumbells. (Those are easy they literally grow on trees) Lifting takes less time to go from Weak Sauce to Buff man then it takes Wendy players to issue commands to Abigail. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853609 Share on other sites More sharing options...
Veyred Posted March 10 Share Posted March 10 you lose mightiness way faster when low on hunger its very noticable and feels like he has "2" mightiness bars. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853611 Share on other sites More sharing options...
Hungry French Posted March 10 Share Posted March 10 On 09.03.2026 at 10:49, KZtyler said: Позвольте мне нарисовать вам картину. Вы собираетесь сразиться с Дирклопсами. Вы слышите их рык, у вас есть дубинка, футбольный шлем и вареники. Вы готовы. Вот только... вы не готовы. Ваша сила воли на уровне 40. Поэтому вы достаете гантель, находите ровную площадку подальше от места боя и начинаете поднимать тяжести, зевая и, возможно, переключаясь на форум, чтобы проверить, нет ли новых сообщений. Через некоторое время вы откладываете гантель, подходите к боссу, и начинается бой. Настоящий игровой процесс. Та часть, которая должна быть важной. Это зацикленность Вольфганга, и я думаю, что она в корне не соответствует тому, что делает его интересным персонажем. Из-за этого получение двукратного множителя урона кажется скучным, незаслуженным, однообразным и в целом не приносящим удовлетворения. Проблема с гантелями У системы Mightiness есть одна серьёзная проблема: она вознаграждает терпение, а не мастерство. Здесь нечему учиться, не нужно управлять рисками, принимать решения. Вы стоите неподвижно, ждёте, а потом вступаете в бой. Подготовка и результат совершенно не связаны друг с другом. Сравните это буквально с любым другим «выживальщиком» с какой-нибудь фишкой. Блюда Уорли вознаграждают за разнообразие и сбор сложных ингредиентов. Усиления Короля-рыбы в игре Wurt накапливаются по мере активного строительства базы. Даже Ванде нужно, чтобы вы тщательно следили за ее возрастом, чтобы наносить больше урона. Их механика связана с игровым процессом. Вольфганг просит вас перестать играть и выйти из игры, пока вы наблюдаете за своим персонажем. И вот что меня больше всего беспокоит: Вольфганг — канонический трус. Он силен, как товарный поезд, но всего боится. Это противоречие — невероятная физическая мощь в борьбе с искренним, глубоко укоренившимся страхом — самое интересное в нем. Гантели стирают все это. Нет страха. Нет смелости. Есть только... поднятие тяжестей. В одиночку. Вдали от событий, которые должны были бы усилить напряжение и заставить Вольфганга бежать и прятаться, он, вопреки всему, сталкивается с трудностями. Его самая сильная форма называется «Могучий». Чтобы перейти в нее, нужно сделать что-то наименее пугающее из всего, что только можно представить. Что, если бы Могущество действительно что-то значило? Я долго терзался из-за этого, но в конце концов перестал жаловаться и сделал мод. Идея проста: сила Вольфганга теперь зависит от смелости, и единственный способ ее повысить — это сражаться. Больше никаких гантелей. Никакого спортзала. Никаких тренировок в режиме AFK перед боссом. Если хотите, чтобы Вольфганг был на пике формы, доведите его до этого в бою — наносите серию ударов, не сдавайтесь и не отступайте, даже когда становится страшно. Вот как это работает на практике: Каждый последовательный удар в ближнем бою увеличивает множитель комбо, повышая вашу храбрость. Продолжайте наносить удары. Как только вы остановитесь или получите удар, комбо обнулится. За убийства вы получаете фиксированные бонусы к храбрости в зависимости от уровня угрозы: за убийство паука вы получите небольшой бонус, за убийство оленя-муравьеда — огромный, и на какое-то время ваша шкала не будет уменьшаться. Но «Смелость» всегда на исходе. Ее нельзя накопить и приберечь на потом. Чтобы оставаться сильным, нужно продолжать сражаться. А от ударов страдает не только ваше здоровье. Если вы принимаете удары один за другим, не сопротивляясь, запускается «Спираль страха» — каждый удар отнимает у вас больше «Смелости», чем предыдущий, и Вольфганг начинает громко паниковать. «Это… это ничего! С Вольфгангом все в порядке!» перерастает в «ПОМОГИТЕ! Вольфганг недостаточно силен!» — когда дела идут совсем плохо. Если вы наносите удар, то разрушаете щит. Если ваша отвага падает до нуля и вас атакует враг, Вольфганг впадает в панику на 3 секунды. Он может двигаться и уклоняться, но не может атаковать. Это по-настоящему напряженный момент — вам придется отступать и выжидать, пока он не пройдет, прежде чем вы сможете дать отпор. А что будет, когда вы наберете максимум отваги и впервые войдете в его отважную форму? Он издает рык, наносящий урон по площади всем ближайшим противникам в размере его текущего урона в ближнем бою. Вы получите эту способность только после того, как заслужите ее в бою. Почему так лучше В старой системе был один вопрос: стал ли я Могучим? Вы ответили на него еще до начала боя. Новая система превращает каждый бой в обмен риском на награду. Вы вступаете в схватку с боссом в страхе, но с каждым ударом набираете храбрость. Проводите чистую комбо-атаку, и ваша храбрость растет. Пропускаете несколько неудачных ударов, и ваша храбрость начинает угасать, а внутренний монолог Вольфганга становится все громче. Прорываете оборону и в середине боя переходите в форму «Храбрость» с ревом, от которого разбегаются противники? Это момент. Это Вольфганг. Кроме того, теперь в игре появилась настоящая стратегическая глубина. Сражаетесь ли вы с каждым встречным врагом, чтобы поддерживать высокий уровень отваги, жертвуя прочностью снаряжения? Или позволяете ему опуститься до обычного уровня, чтобы сохранить броню? Выбираете ли вы навык «Палач», который дает вам спасательный круг, когда дела совсем плохи, зная, что за два удара подряд вы будете наказаны сильнее? Гантель ничего от вас не требовала. А эта игра требует от вас смелости. Ссылка на мастер-класс https://steamcommunity.com/sharedfiles/filedetails/?id=3681369310 Полное описание механики — в описании к игре. Будем рады отзывам о балансе — я настраивал параметры для одиночной игры, но мне бы хотелось узнать, как они работают в групповых сессиях. «Вольфганг — силач, а не качок! Настоящая смелость приходит в БОЮ!» AFK lifting ? Yes, it can be a little unpleasant. But it's nothing compared to AFK fat bosses with zero move set. It's better to have something more interesting like a DEERCLOPS rework. A 1-1.5 minute fight against a 1-attack mob is not cool. Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853622 Share on other sites More sharing options...
KZtyler Posted March 10 Author Share Posted March 10 5 hours ago, Mike23Ua said: Depending on what Dumbell your using, it takes less than 4-5 seconds to buff up to mighty formation. And that is even while you are starving to Death. Before Wolfgang’s Rework Might was tied exclusively to eating foods, the lower your hunger, the weaker your character was, but this ultimately lead to the “Superman” pill, which is to say “Stuff Face & Punch Stuff” However this old way of play, made the character less enjoyable to newer & casual players, they were always low on hunger and always losing Mightiness and going Wimpy, then proceeding to in a panic: Eat the entire server out of food stuffs to stay buff 24/7. The Rework/Skill Tree changed this, you can be starving on an empty stomach and can still get might from: Lifting Weights, Chopping Trees, Mining Rocks, or (and get this…) Punching stuff! yup it’s now easier than ever to get and maintain might levels. Also pro tip from someone who’s played him a lot craft Purple Gembells or if you can’t keep those on hand: Marble Dumbells. (Those are easy they literally grow on trees) Lifting takes less time to go from Weak Sauce to Buff man then it takes Wendy players to issue commands to Abigail. And you are saying that as a defense for the status quo? 5 seconds standing still AFK is as bad as 30 seconds only shorter, please explain to me how you get any sense of acomplishment, how you feel that getting the 2x damage modifier is "earned" somehow, if at the very least the higher tier dumbess were the only way to get 2x damage but no, you can get 2x from the very beggining, yeah just stand still for like 10 seconds, it's such a good mechanic, I wonder why more games don't add mechanics that involve you standing still AFK for a while, I guess every other dev is just dumb for missing on such a rewarding mechanic 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853625 Share on other sites More sharing options...
Seero Posted March 10 Share Posted March 10 He is not the strongest survivor in the constant. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853626 Share on other sites More sharing options...
Mike23Ua Posted March 10 Share Posted March 10 1 hour ago, KZtyler said: And you are saying that as a defense for the status quo? 5 seconds standing still AFK is as bad as 30 seconds only shorter, please explain to me how you get any sense of acomplishment, how you feel that getting the 2x damage modifier is "earned" somehow, if at the very least the higher tier dumbess were the only way to get 2x damage but no, you can get 2x from the very beggining, yeah just stand still for like 10 seconds, it's such a good mechanic, I wonder why more games don't add mechanics that involve you standing still AFK for a while, I guess every other dev is just dumb for missing on such a rewarding mechanic There are eating animations in the game that take longer then it does to get Wolfgang Strong again, I don’t know who your trying to start an argument about it with but ultimately, the new Wolfgang rework is far superior to his original. His skill tree however: Is lackluster & highly disappointing, I was honestly expecting to be able to do cool stuff while “Mighty” such as rip full sized trees out the ground and place them somewhere else, pick up and relocate Furniture, pick up and move around base structures with ease, or to be able to carry heavy objects in his hands in front of him as seen below, so he can be the only character in the entire game who can carry things while still also wearing a Backpack. And yeah I know people will say the things listed above would be broken, OP, or pointless… but to those people: I will simply say play a game called “The Survivalists” in that game: You actually CAN Lift furniture above your head & place it somewhere else.. Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853630 Share on other sites More sharing options...
Jakepeng99 Posted March 10 Share Posted March 10 It takes a few seconds. I wish it was a chore since you know, building muscle is a chore. Anyway the old mightiness system was better, they should relook wolfgang again. Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853631 Share on other sites More sharing options...
Naifxoxo Posted March 10 Share Posted March 10 dst players when a character have a 1 singular downside: 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853633 Share on other sites More sharing options...
KZtyler Posted March 10 Author Share Posted March 10 2 hours ago, Naifxoxo said: dst players when a character have a 1 singular downside: Have you tried my mod? If you do, let me know if you think it's a buff or a nerf, but let me tell you, if you thought wolfgang was DST ez mode, you'll probably enjoy my mod 😉 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853640 Share on other sites More sharing options...
cybers2001 Posted March 11 Share Posted March 11 10 hours ago, Mike23Ua said: There are eating animations in the game that take longer then it does to get Wolfgang Strong again, I don’t know who your trying to start an argument about it with but ultimately, the new Wolfgang rework is far superior to his original. Cmon man, that's quite some disingenuous hyperbole. The transition animation alone is longer than any eating animation. Getting Wolfgang to mighty from the halfway point with gembell takes at least 10 seconds. I still think the absolute worst aspect about Wolfgang is his stunlock animations, which can turn into a stunloop if you find yourself being chased by hounds or terrorbeaks while straddling the edge of mighty and normal. 9 hours ago, Naifxoxo said: dst players when a character have a 1 singular downside: dst forumites when they jump to conclusions without fully reading the post. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853657 Share on other sites More sharing options...
aidancode Posted March 11 Share Posted March 11 On 3/9/2026 at 4:31 AM, Gashzer said: No. Wolfgang has one of the more dangerous downsides in the game. For example if you lose mightiness while getting chased by terrorbeaks or shadow spulmonkeys the transforming pause could end up getting you stunned locked to death or badly hurt. Not many characters get punished so badly for not paying attention to their downsides, and wolfgang can never get rid of this either. Most characters have endgame items or ways to remove their downsides, wolfgang doesnt. I don't want to take a stance on whether op is making a good point, but I do want to point out that you are arguing a completely different thing. Whether Wolfgang's downside is a big deal and whether it is the correct downside for the character are entirely different things that you should not conflate. Unless you're trying to argue that unmightying in the middle of an escape is what makes Wolfgang worth playing? 🫠 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853684 Share on other sites More sharing options...
Gashzer Posted March 11 Share Posted March 11 1 hour ago, aidancode said: I don't want to take a stance on whether op is making a good point, but I do want to point out that you are arguing a completely different thing. Whether Wolfgang's downside is a big deal and whether it is the correct downside for the character are entirely different things that you should not conflate. Unless you're trying to argue that unmightying in the middle of an escape is what makes Wolfgang worth playing? 🫠 Mightiness is the correct downside, old wolfgang needing to stuff his face every 2 secs in an attempt to stay at 2x damage and moving faster made zero thematic sense for a strongman. If i had to make a change i would make mightiness decay exponentially faster if you are not holding a dumbell or doing "work" the same way woodies wereforms drain faster and faster... maybe not to the same extreme but you get what i mean. Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853691 Share on other sites More sharing options...
KZtyler Posted March 11 Author Share Posted March 11 22 minutes ago, Gashzer said: Mightiness is the correct downside, old wolfgang needing to stuff his face every 2 secs in an attempt to stay at 2x damage and moving faster made zero thematic sense for a strongman. If i had to make a change i would make mightiness decay exponentially faster if you are not holding a dumbell or doing "work" the same way woodies wereforms drain faster and faster... maybe not to the same extreme but you get what i mean. People self declaring as the "correct" ones in a conversation always amuse me. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169997-wolfgang-is-the-strongest-survivor-in-the-constant-so-why-does-getting-strong-feel-like-a-chore/#findComment-1853698 Share on other sites More sharing options...
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