ArcAngela Posted April 12 Share Posted April 12 (edited) Hello, I noticed an increase of negativity and doomposting about the release of the skill tree so I decided to try and be a bit more objective, a bit more direct and just go on and suggest what I'd like to suggest as a final batch of ideas, I also want to incentivize people to do the same below. "Bottom Left" Skills: I'll keep this brief because I already made a post about my thoughts on the bottom left and a lot of people have also voiced their opinions on skills that feel more like QoL. It's just worth reminding that as it stands, Watts Up remains the best overall option and thus the other 3 should be adjusted. General feel of progression and upgrades: I don't like the current state of progression with WX-78 skills and scan quests, this can be an opportunity to adjust which creatures are required for scanning to greatly improve variety in player expression to unlock Circuits and this would inadvertently improve the Bio Data grind. Here's a round of suggestions: Repeated scans of a creature offer extra Bio Data This or a first time scan bonus could help a lot of gripes with the current system and motivate players to scan new creatures just to make scanning less tedious later on in a run. This could be base-kit or replace one of the bottom left skills. More options of scans to unlock recipes Here's a list of suggestions for more creature scans to allow more variety and overall more sources of Bio Data. I've avoided boss minions and kept full season coverage or cave/non-cave variety in mind (for example, Refrigeration now has non-winter options): Hardy: Spider, Mosquito Super-Hardy: Nurse Spider, Nightmare Werepig, Reanimated Skeleton Super-Processing: Shadow Creatures, Pipspooks, Bigspooks, Ghosts Gastrogain: Hound, Varglet, Werepig Super-Gastrogain: Bearger, Slurper, Koalefants, Varg, Icker Rangebooster: Birds, Vultures, Bats Spatializer: Krampus, Scrappy Werepig, W.A.R.B.O.T. Acceleration: Rabbit, Carrat, Bunnyman Super-Acceleration: Clockwork Rook, Damaged Rook, Ancient Guardian, Rabbit Kings Thermal: Dragonfly, Red Hound, Scorching Sunfish, Geothermite, Saladmander Ripe Refrigeration: Deerclops, Blue Hound, Ice Bream, Permafrost Pengull, Frostjaw Chorusbox: Crab King, Crabby Hermit, Grainy Transmission Electrification: Volt Goat, Clockwork Bishop, Damaged Bishop, Ancient Sentrypede Beanbooster: Bee Queen, Grumble Bee Optoelectronic: Moleworm, Mega Blight Illumination: Fireflies, Gestalts Redigestion: Catcoon, Dust Moth, Antlion Sonic-Invoker: Molebat, Mandrake Spin-Cycle: Mosling, Mush Gnome, Tentacle Allow overheating, freezing and being on fire to also remove Charges Idea isn't mine, but Wetness being the only impactful way to disable Circuits is partially why we had to nerf circuits in the first place. Giving the charges a few more weaknesses should make them feel more dynamic in long-runs and allow Circuits to not be at such a weakened state. This also gives the Thermal and Refrigerant Circuits more emphasis. The reason behind this is that since we implemented losing charges from being frozen solid, then overheating should work similarly. Computers don't like overheating, it can literally meltdown their circuits. So extreme temperatures in general should be a logistical downside. Circuit-specific suggestions: I've already voiced my issues with nerfing the ceiling of WX-78's potential rather than raising the floor. So I'd like to be more direct and suggest changes upfront, I will avoid providing values (e.g: "raise super-hardy back to 150 Health") so that I can focus on execution: Hardy, Processing and Gastrogain should focus on passive bonuses rather than raw stats Straightforward idea because we ran into a dial issue with Hardys to the point that 7 Hardy circuits only have a 60 Health difference from 3 Super-Hardys + 1 Hardy. With progression and "upgrading" in mind... This is just laughable. I'm probably wrong on that math for the hundredth time but the point stands because we really need to stop blindly adjusting stats up and down with no clear goal or offset. So my suggestion is: Hardy, Processing and Gastro should all focus on bonus healing, bonus hunger, sanity modifiers, all buffs related to these 3 Stats, with emphasis on gaining these stats. Alpha I and II skills can make these buffs stronger or add the currently implemented raw stats. Then, Super-Alpha Circuits can focus on large raw stat improvements, with emphasis on protecting these stats. Alpha I and II skills can add more buffs with this focus on resistances (like armor, sanity drain resistances, hunger drain reduction, etc). With recipe adjustments, it's all done! We have created potential and player expression, these upgrades can feel like real upgrades and the skills can feel like real upsides. Improving build variety and incentivizing experimentation. Rework the recipes and buff Circuit stats, specially with Alpha, Beta and Gamma I and II in mind I'm gonna be honest, all WX-78 does is scan things and upgrade stats, if the upgrades don't feel good the character falls apart. If the upgrades come too fast and early in a run it all becomes monotone. Just let WX-78 have strong, impactful Circuits and focus on nerfing those atrociously cheap recipes so that we can have a real sense of progression combined with scanning quests. Case and point: Backups already raise the amount of progression required, 1 Backup means 2 Illumination Circuits rather than 1 if you wish to maintain that consistency, this doesn't matter in the slightest if Illumination is a JOKE that requires lightbulbs of all things. Yet we nerfed the glow of Illumination a dozen times and even added an upgrade-sidegrade-whatevergrade to excuse nerfing it further, why not just make it cost more to make?!? Make it harder to mass-produce so that it feels earned and losing durability on it feels costly. I am suggesting this ACROSS THE ARRAY. 2 Spider Glands for a Super-Hardy is a joke, so we nerfed stats instead of buffing the recipe, why? Just buff the recipe so that it feels earned, so that it feels valuable and harder to mass-produce. So that it can be an actual meaningful upgrade. Blocking Circuit should have a 2-pin Super-Blocking upgrade Pretty simple idea, the community keeps suggesting a parry or a shield bubble, I suggest both! Lower the cost of the Blocking Circuit and turn it into a parry ability, then make the Super-Blocking Circuit: Adding the shield bubble, with extra circuits improving the cooldown and the bubble's health. Gamma I and II skills can reduce cooldowns even further and add mechanics like pushing back enemies or being uninterruptible, for both parrying and shielding. Spin-Cycle should allow "sharp" weapons Right now Spin-Cycle is fun and interesting, the only issue is its limitation to Axes. If we extend this to a list of sharp weapons, even if purely selective (e.g: Dark Sword, Glass Cutter, Brightshade Sword, Shadow Reaper) I'm sure we'd have a lot more variety in how people approach fights as WX-78 purely because spinning to win is fun. I also suggest that Gamma I and II increase the amount of spins until you become dizzy, or maybe remove the dizziness when not fighting. I understand this is mostly a combat nerf but it has inadvertently made gathering a lot more annoying with this circuit. Revert or Buff Beanbooster I'm gonna be honest with the devs for a moment, you really shouldn't have listened to the community on this, even though this is what you're sort of doing right now. This is a boss drop, let the boss drop be a boss drop for crying out loud. Wortox can heal 10x over this amount by holding spacebar with a scienceless AoE 2 silk bugnet, Wurt can regenerate by pouring infinite water balloons on herself, Wendy can chug down a potion that costs 40 health to heal 60, Wormwood has photosynthesis, Wigfrid exists, this was just an arbitrary nerf based on fancy clips, it's not even a fun boss to fight, the recipe is already fighting for Jellybeans, I'm so tired. That's all I had to say. After all was said and done, I'm still hopeful. I know Klei is listening and has the players' best interests in mind, and despite WX78's extensive history of being nerfed to the floor ever since Strange New Powers, I'm sure they'll understand that all this character does is upgrade and therefore it's okay if the upgrades feel like meaningful, impactful upsides. I'm forever hopium for that big round of buffs and then we all celebrate with Nutribricks. P.S. Drone-specific suggestion: Let Roto-Mapper pick-up and carry Backups slowly Come on, do it, it would be peam, I have proof wx78.mp4 you cannot deny the evidence Edited April 12 by ArcAngela Forgot a Y but now that I write this it feels oddly reflective. 15 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/ Share on other sites More sharing options...
YouKnowWho142 Posted April 12 Share Posted April 12 (edited) I agree with basically of all of these changes. I would’ve loved to see them added, though I fear most of these may be too late :(( I really like that you suggest new downsides or circuit cost changes too, I think that’s a lot more interesting and fair than nerfing effects to be dull Edited April 12 by YouKnowWho142 5 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860709 Share on other sites More sharing options...
Ruperstiltskin Posted April 12 Share Posted April 12 I wish all you said gets done tbh, all around nice changes that would make playing wx real nice early, mid and maybe late game with the affinities. 10/10 sugestions overall 3 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860710 Share on other sites More sharing options...
Sofy Happy Posted April 12 Share Posted April 12 This is a fantastic suggestion thread. Unfortunately, judging by the current progress, it’s questionable whether they can even finish the faction skills and fix all the bugs, let alone polish the existing skill trees. The outcome is worrying. 6 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860714 Share on other sites More sharing options...
ADN69 Posted April 12 Share Posted April 12 The taser circuits is flawed because it doesnt fit the character my sugestion is to rework into an eletric modifier on all attacks since taking damage means you die while avoiding it means you will survive is a disapointment for how weak it is Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860722 Share on other sites More sharing options...
LavenderLillie Posted April 12 Share Posted April 12 Good news about Beanbooster, we at least have confirmation that the shield is being reverted to 1hp/4sec in the next hotfix. I would certainly appreciate its healing being better, but it's at least going to be improved. 3 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860723 Share on other sites More sharing options...
YouKnowWho142 Posted April 12 Share Posted April 12 1 minute ago, LavenderLillie said: Good news about Beanbooster, we at least have confirmation that the shield is being reverted to 1hp/4sec in the next hotfix. I would certainly appreciate its healing being better, but it's at least going to be improved. that's great news. out of curiosity, where was it confirmed? Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860724 Share on other sites More sharing options...
Kvetevk Posted April 12 Share Posted April 12 I agree with most of these suggestions, but some of them could feel bad in real gameplay: 2 hours ago, ArcAngela said: Beanbooster: Bee Queen, Grumble Bee I worry that this will only get in the way of scanning during the fight, they die too fast and would make Jimmy reset its scanning progress. With wickerbottom it could be useful, but the recipe still requires bee queen jelly, so killing bee queen is still needed (if of course the recipe wouldnt change that is). 2 hours ago, ArcAngela said: Spin-Cycle should allow "sharp" weapons Right now Spin-Cycle is fun and interesting, the only issue is its limitation to Axes. If we extend this to a list of sharp weapons, even if purely selective (e.g: Dark Sword, Glass Cutter, Brightshade Sword, Shadow Reaper) I'm sure we'd have a lot more variety in how people approach fights as WX-78 purely because spinning to win is fun. I also suggest that Gamma I and II increase the amount of spins until you become dizzy, or maybe remove the dizziness when not fighting. I understand this is mostly a combat nerf but it has inadvertently made gathering a lot more annoying with this circuit. I agree with the dizziness but using other weapons for this would be too good if they would not be nerfed, losing less durability, fast attack and no stun with a dark sword would be brutal. I could see this implemented only if the weapons lose 2x more durability or something like that, also this circuit gives wx players new, fun, and cheap way to fight. It also gives axes more use, other than chopping trees (if only wx could steal Lucy) Other than that, I would love to have every other suggestion be implemented in the game. Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860726 Share on other sites More sharing options...
YouKnowWho142 Posted April 12 Share Posted April 12 (edited) 2 minutes ago, Kvetevk said: I agree with the dizziness but using other weapons for this would be too good if they would not be nerfed, losing less durability, fast attack and no stun with a dark sword would be brutal. I could see this implemented only if the weapons lose 2x more durability or something like that, also this circuit gives wx players new, fun, and cheap way to fight. It also gives axes more use, other than chopping trees (if only wx could steal Lucy) you say that like one of the only 5 usable weapons with the spinning circuit doesn't also happen to be the strongest weapon in the game dps wise that also has built in lifesteal. all the change does is let you use a variety of weapons instead of just one (WX felt more like they would align with lunar anyways so bis being a shadow weapon feels wrong), since otherwise late game youd basically be stuck to only using maul which is not a very fun weapon to use even if it is strong Edited April 12 by YouKnowWho142 4 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860728 Share on other sites More sharing options...
Kvetevk Posted April 12 Share Posted April 12 (edited) 2 hours ago, YouKnowWho142 said: you say that like one of the only 5 usable weapons with the spinning circuit doesn't also happen to be the strongest weapon in the game dps wise that also has built in lifesteal. all the change does is let you use a variety of weapons instead of just one (WX felt more like they would align with lunar anyways so bis being a shadow weapon feels wrong), since otherwise late game youd basically be stuck to only using maul which is not a very fun weapon to use even if it is strong Yes, it is the strongest, but it is hard/annoying to lvl up and maintain. Lunar axe is the moon glass axe, which could be tweaked a little with the circuit, granting you faster spinning or better damage due to its chopping speed, also it has like 200 durability against shadow creatures Im pretty sure. Edit: Moon glass axe deals 34 points of damage +25% to shadow creatures. For the late game you could use other weapons without spinning, its not like you need to use the maul all the time. Yes its the strongest weapon when fully upgraded, but also who wouldnt use it if it was fully upgraded? Also I did not say that it is impossible to implement other weapons to spin with wx, but I think using axes should have more benefit if other weapons could do the same. Edited April 12 by Kvetevk Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860731 Share on other sites More sharing options...
tHe_silent_H Posted April 12 Share Posted April 12 8 hours ago, ArcAngela said: More options of scans to unlock recipes Here's a list of suggestions for more creature scans to allow more variety and overall more sources of Bio Data. I've avoided boss minions and kept full season coverage or cave/non-cave variety in mind (for example, Refrigeration now has non-winter options): Thermal: Dragonfly, Red Hound, Scorching Sunfish, Geothermite, Saladmander Ripe I'm assuming the bolded ones are new critters you suggestion to be scanned, but geothermite can already be scanned for the thermal circuit . 2 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860758 Share on other sites More sharing options...
doritosdamafia Posted April 12 Share Posted April 12 (edited) I like your ideas, i made a topic about the the upgrade skills, because the fact that the only one that gives a "consistent" amount of uprades is the II, sadly the gammas we have is what we gonna get, so let's add here my ideas for second upgrade for them GAMMAS; SPIN CIRCUIT: the first upgrade that gives stun immunity is good, so why not give most iconic ability from the creature we need to scan, the second upgrade gives the ability to "dash" in a direction with the same speed or half of a goose baby. REDIGESTION CIRCUIT: My idea here is to be able to make a different type of nutbrick, to make thesse we need to eat food that is close to spoiling to create a harder and eater resistant, this brick is throwable and cause ten damage, but makes the mob hard agro on us, bit if we let the brick too close for a set amount of time in a heat souce, it's hard shell willl melt and reveal a aromatic ands sweet interior, this new food count as a sweet in the crockpot and heal 15 sanity, 1 health and 1 hunger. SONIC INVOKER CIRCUIT: Basically make the mobs in the area so scared that they have a chance to atack their allies, in other words, stead of panic we give confusion. BLOCKING CIRCUIT: The first two seconds of the block, you do a parry stead, this parry negates all the damage and reduce the cooldown to only 2-3 seconds, if you fail to parry or the time passes, it will work normally like there's no parry Edited April 12 by doritosdamafia Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860773 Share on other sites More sharing options...
LavenderLillie Posted April 12 Share Posted April 12 10 hours ago, YouKnowWho142 said: that's great news. out of curiosity, where was it confirmed? Unofficial DST Discord 1 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860819 Share on other sites More sharing options...
Reddddd Posted April 12 Share Posted April 12 Hard agree with most of this. I really think WX-78’s nerfs should be focused on the early game. Either make circuits harder to obtain, or make Bio Data more valuable so progression actually matters. Right now he can skip a big chunk of the game way too early, which kills the sense of growth. Compare that to characters like Wurt or Webber. They become insanely strong, but only after real investment. That payoff is what makes them satisfying. WX-78 feels inverted. Strong early, then kind of flat later. There’s no real identity spike. What actually defines him as strong in the late game? That also raises another question: who is he for right now? If he’s meant for newer or more casual players, then sure, give him a smoother early game. But then the real upgrades should be locked behind harder content that you can’t just rush in the first season or cheese with simple setups. It would feel much better if early circuits were “good enough” for basic survival, while the real power comes later from actually engaging with tougher content. Right now it’s the opposite. He’s also advertised as “build different bodies with different circuits”, but in practice it’s more like: get a fixed set of good circuits and swap one or two depending on the situation. Maybe a meme build once in a while. That’s not real variety. The bigger issue is that he feels more like a self stat buffer than a technology-based character. Everything revolves around circuits, so gameplay becomes repetitive: scan, craft, repeat. And even then, crafting them isn’t interesting, it’s just tedious. It’s a lot of crafting, but not meaningful decision-making. Honestly, it reminds me a bit of Wickerbottom’s current state. She’s strong, no doubt, but a lot of her gameplay boils down to preparing one setup and then trivializing content. It works, but it can feel boring because there’s no evolving playstyle behind it. WX-78 is heading in a similar direction. Strong tools, but not a strong identity. It would be way more interesting if his power came from technology itself. More exclusive crafts, more unique tools, or a skill tree that isn’t entirely circuit-focused. Right now all his design space is locked into one system, and it ends up feeling limiting instead of flexible. Early game power is fine, but it shouldn’t come at the cost of progression, variety, and identity. When you compare him to other characters, the difference becomes even clearer. Woodie has multiple transformations and chaotic, fun gameplay. Wendy has side objectives and strong crowd control through Abigail. Wurt scales into massive follower armies. Wilson is simple but has a clear identity with his crafting niche. Willow leans into her fire/affinity playstyle. Wigfrid is clearly defined around combat. What is WX-78 then? Right now he doesn’t feel unique in the same way. Playing him often just feels like skipping mechanics instead of engaging with them, and that ends up removing a lot of what makes the game fun in the first place. If you don’t care about darkness, sanity, hunger, health, getting hit, seasons, or even getting swarmed, what are you actually supposed to fear?These aren’t even hard problems to solve in the long run, but WX-78 skips them way too early, and his entire skill tree ends up revolving around bypassing them instead of engaging with them, not bringing him anything unique. Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860861 Share on other sites More sharing options...
doritosdamafia Posted April 12 Share Posted April 12 5 hours ago, LavenderLillie said: Unofficial DST Discord are you sure we can trust that info? Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860873 Share on other sites More sharing options...
LavenderLillie Posted April 12 Share Posted April 12 1 minute ago, doritosdamafia said: are you sure we can trust that info? 1) the information was provided by Omar, so I'd hope so 2) see latest patch 1 Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1860877 Share on other sites More sharing options...
ArcAngela Posted April 13 Author Share Posted April 13 (edited) I'll add a Jimmy idea I had for bottom left skills. Since in a previous post I suggested making Right to Modify basekit, then merging Hot Swap with Fine Motor Control, this leaves 2 skills open and I never suggested anything for them until now. One of these two empty slots could be used for my post's idea: Repeated scans of a creature offer extra Bio Data or First time scans give bonus Bio Data The second empty slot could be used to greatly improve Jimmy: Jimmy scans faster, has a shorter cooldown for scans on the same creature and a much wider window before resetting their progress These could both assist with the monotone grind of Bio Data based on the player's preference. Or you know, they could be merged into one big Jimmy improvement skill. Edited April 13 by ArcAngela forgot to mention scan cooldowns... Link to comment https://forums.kleientertainment.com/forums/topic/170714-final-round-of-suggestions/#findComment-1861351 Share on other sites More sharing options...
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