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I didn't really pay much mind to the idea of WX being dizzy initially but I just finished doing a considerable amount of testing and saw some major issues.

One major note is that WX seems to remember dizziness, so you can't cancel the spin last second and restart the animation to avoid it. If you use it a lot, not just all at once but even in short consistent bursts, you will inevitably become dizzy. This makes a lot of mobs and bosses extremely hard to fight using only the spin circuit, since there were a lot of times where I had to either pause and wait to ensure I won't become dizzy or otherwise become dizzy and be forced to take a free hit. This makes using it as a primary weapon extremely difficult, which was already hard due to its long windup, relegating it to almost purely an aoe damage option as opposed to being WX's new typical weapon of choice. 

The aforementioned problem extends to tanking, which is something WX is already well designed for and the spin allows due to not being canceled by hitstun. I've found that, when using a weapon at the same strength as the weapon you're spinning with (in this case, the normal maul vs spinning maul, double spin circuit with both skills unlocked), after a little while once the dizzying starts the non spinning maul will actually deal more damage faster than you would with the spinning circuit (which isn't even taking into account things like animation canceling, though that's cheese so it isn't relevant here). In other words, while tanking specifically and more notably against high health targets, the spin is now a dps loss, instead of a dps gain. My dreams of using the spinning circuit for toadstool may just be over, especially because of my next point.

My opinion on its combat potential isn't well developed enough to me to have any strong complaints or criticisms. My final major concern and the one I have more of an issue with involved chopping trees. Simply put, if trees are not tightly bunched up to chop several trees at once, the spinning circuit is an active downgrade to not having it. You will get dizzy every 1-2 trees, removing any efficiency you would've otherwise gained. It'd be nice if the dizzy timer paused while you were chopping, since it seems more designed to balance its combat purpose than its chopping purposes which severely hinders its ability to chop trees.

I'm curious to see what thoughts have been on the spin dizziness so far. I still need more time to see how it fares from the combat side of things (it still seems fairly strong, especially against non boss mobs), but I do see a number of potential issues with how the spin works currently.

Edited by YouKnowWho142
  • Like 7

I actually don't concern about how is it work in battle. But chopping trees and get dizzy is annoying. I also post a topic about this. WX even don't have the organ to get dizzy. 

I think 2 circuits remove the dizzy effect would be great. Or at least let them not get dizzy when chopping and picking grass/twigs.

  • Like 9

Well, you can move while dealing aoe damage, try tanking bee queen with or without the circuit, it is much better with the circuit, because you cannot be stunned and you will sunlock all the grumble bees around you. So against bosses with multiple minions, its extremely good, for example: fuelweaver, bee queen, crab king, spider queen, eye of terror, dragonfly, varg. I have not tested it against all the bosses I named, but if you also combine it with electrify circuit, you can deal with most bosses.

But I think having 2 spin circuits + tinkering skill should extend the time of dizzy meter by a lot.

3 hours ago, hhhhddh said:

WX even don't have the organ to get dizzy. 

As a humanoid robot he should have a balancing mechanism which spinning probably messes up him getting dizzy is likely it being readjusted.

1 hour ago, GimplyGoose said:

Maybe dizziness should only build up if you move while spinning?

Yeah this sounds like a good idea honestly.

Actually as an alternative it could be made so that he has a dizzy meter that depletes while he's not spinning and fills at a third the speed if he's not moving while spinning.

  • Like 3

Yea watching and reading as much as I possibly can, from what I gather it seems pretty limiting. Of course you could run another weapon and use the spin in short bursts, but that kinda kills the fantasy of WX having a playstyle/weapon that only they excel in, which is something I found very appealing about Spin Cycle to begin with. Hopefully we see dizziness toned down a bit or counterable in some way please!

and to add onto another point I saw I knew as soon as I saw the first clip that dizziness was gonna be annoying for tree chopping, which definitely needs to be addressed because that’s the number 1 thing the circuit should be used for.

  • Like 2

What does the spin cycle gamma upgrades do? (Both the skill tree and having multiple plugged in)

I definitely would hope that there is a way to completely remove the dizziness, even if you need to have both skill tree perks and the maximum amount of spin circuits plugged in.

Edit: take my comment with a grain of salt though, I haven't had a chance to try the skill myself yet. I'm just going based on what others are saying at this point. Sorry lol

Edited by Dr. Safety
  • Like 1
42 minutes ago, Dr. Safety said:

What does the spin cycle gamma upgrades do? (Both the skill tree and having multiple plugged in)

I definitely would hope that there is a way to completely remove the dizziness, even if you need to have both skill tree perks and the maximum amount of spin circuits plugged in.

Edit: take my comment with a grain of salt though, I haven't had a chance to try the skill myself yet. I'm just going based on what others are saying at this point. Sorry lol

skilltree make you spin faster I think, and multiple seems does nothing?

1 hour ago, Kvetevk said:

What would everyone want to have?

  1. Either getting the dizzy animation after spinning for longer time
  2. Or never getting dizzy but your screen rotates with WX78 at the same speed

I wonder what would people choose.

Players never see from character's eyes

Edited by hhhhddh

I love the circuit but the dizziness isn't adding anything, even without the dizziness it wouldn't compare to the safety and effectiveness of normal weapons.

Killing simple things that have a hard time fighting back, basic spiders and bees, no issue at all if anything it's great for that. Good for harvesting large amounts of clumped trees and plants now too which is neat!

But, you lock yourself in place for a decent period of time, leaving yourself open to damage in comparison to normal combat where you can just do a quick hit and run. 

The dizziness only really serves to dissuade the player from combat use. 

I can see a couple of things happening to improve it. 

  1.  The animations start up could be accelerated (or axe-celerated) to help aid more comfortable use, as a combat tool and as a literal tool.
  2. The dizziness either removed or altered to have ways to reduce it or avoid it beyond outright stopping, as it halts harvesting and chopping. Both things that a person would want do often and with out a arbitrary interruption, same extends to combat but it could instead of being a hinderance to harvesting, could just get you killed.
  3. wild card response, it gets turned into a dash attack with even faster rotation, similar to a wigs dash but not instant and would be multipurpose.  

I will also note there is some synergy with the electrification circuits stun against not stun-lock-able enemies.

Edited by ZeRoboButler
  • Like 2
7 minutes ago, ZeRoboButler said:

I love the circuit but the dizziness isn't adding anything, even without the dizziness it wouldn't compare to the safety and effectiveness of normal weapons.

Killing simple things that have a hard time fighting back, basic spiders and bees, no issue at all if anything it's great for that. Good for harvesting large amounts of clumped trees and plants now too which is neat!

But, you lock yourself in place for a decent period of time, leaving yourself open to damage in comparison to normal combat where you can just do a quick hit and run. 

The dizziness only really serves to dissuade the player from combat use. 

I can see a couple of things happening to improve it. 

  1.  The animations start up could be accelerated (or axe-celerated) to help aid more comfortable use, as a combat tool and as a literal tool.
  2. The dizziness either removed or altered to have ways to reduce it or avoid it beyond outright stopping, as it halts harvesting and chopping. Both things that a person would want do often and with out a arbitrary interruption, same extends to combat but it could instead of being a hinderance to harvesting, could just get you killed.
  3. wild card response, it gets turned into a dash attack with even faster rotation, similar to a wigs dash but not instant and would be multipurpose.  

I will also note there is some synergy with the electrification circuits stun against not stun-lock-able enemies.

someone said that instead of the dizzy effect, wx could have a overjeating one, so you could guess when you gonna stop and even use ice to help delay the overheating

Edited by doritosdamafia
  • Like 1
37 minutes ago, ZeRoboButler said:

wild card response, it gets turned into a dash attack with even faster rotation, similar to a wigs dash but not instant and would be multipurpose

I’m a big fan of the idea to make the movement spin an Special Attack, keep the regular spin to attack/chop but have the AoE movement option on the side at the cost of dizziness

What if they make the shadow affinity remove dizziness when using the Maul lol

  • Like 1
41 minutes ago, NotGabriel said:

I’m a big fan of the idea to make the movement spin an Special Attack, keep the regular spin to attack/chop but have the AoE movement option on the side at the cost of dizziness

What if they make the shadow affinity remove dizziness when using the Maul lol

Hopefully the shadow an lunar affinities have larger applications rather then one or two circuit interactions.

  • Like 1
38 minutes ago, ZeRoboButler said:

Hopefully the shadow an lunar affinities have larger applications rather then one or two circuit interactions.

Yea me too WX has potential for Willow level  affinities imo, skies the limit. but infinite spin would be funny and useful to me as well. 

9 hours ago, Dr. Safety said:

Edit: take my comment with a grain of salt though, I haven't had a chance to try the skill myself yet. I'm just going based on what others are saying at this point. Sorry lol

Okay I have been playing with it now. Honestly the dizziness is fine. I'd like either some way to see how dizzy you are, or fully deplete dizziness when you proc the stun. I do hope that they add a compatibility with a pickaxe too though. 

Also it would be funny if a super late game version could be unlocked by some interaction with a Terramite, which would function the same except let you hold anything, not just axes. Think of it as a hidden upgrade, similar to Walter's possessed slingshot band. Maybe let WX plug the circuit into a terramite before the fight. After the fight, it drops the upgraded version. I crave spin 

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