Sofy Happy Posted 18 hours ago Share Posted 18 hours ago (edited) When it comes to character attack multipliers — excluding Webber, Wurt, and Winona — I believe they are one of the most vital stats in Don’t Starve Together. A higher damage multiplier shortens combat time, which in turn reduces overall resource consumption, including armor, food, and consumable items. Developers usually tune damage multipliers very carefully. Stronger attack output is always locked behind clear tradeoffs such as resource cost, reduced stats, or restricted gameplay pacing, with damage bonuses strictly limited to roughly 20%–50%. There are plenty of examples: Wigfrid's charged Elding spear 94 base damage with her spear, intentionally kept just below the standard 100 damage benchmark. Wanda must keep her effective HP under 37.5% to gain double damage compared to regular characters. Wendy has to sacrifice rare, hard-to-transport small creatures to grant Abigail a short 8‑second buff of 25 planar damage. Yet Wolfgang appears to be an afterthought in this balancing logic. He can easily reach over a 2.6× damage multiplier right from the start, with his downside — Strength value — being extremelynegligible compared to other characters. Players barely need to manage their Strength value even during continuous combat. The carefully gated damage bonuses of other characters often cannot even match Wolfgang’s base state. On top of his overwhelming damage, Wolfgang also offers straightforward advantages in resource gathering, movement speed, and core attributes. This makes WX‑78’s balance design especially confusing. In mid‑game, WX‑78 only gains a mere 25% physical damage boost, which requires sacrificing a Shadow Atrium. Even this small bonus is being nerfed: lower damage values, delayed unlock timing, higher cost, and slower scanning speed. I believe the balancing standard needs adjustment.Either relax the overall restrictions on general character damage scaling, or rework Wolfgang so that his massive strength comes with tradeoffs fitting his overpowered offensive potential。 13 minutes ago, Sofy Happy said: with his downside — Strength value — being extremelynegligible compared to other characters. Wolfgang’s downside is definitely not his cowardice. No matter how fast his sanity drains, being able to tow‑shot shadow creatures in two hits can hardly be called “timid”. Nor is his weakness tied to strength or hunger management.As long as his hunger stays above 100, his Strength Value depletes very slowly; you can simply treat him as having a fixed 100 hunger cap. His only real downside is being utterly boring. Picking him makes the game feel far too easy and mindlessly dull. Edited 18 hours ago by Sofy Happy 3 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/ Share on other sites More sharing options...
Jakepeng99 Posted 17 hours ago Share Posted 17 hours ago 32 minutes ago, Sofy Happy said: I believe the balancing standard needs adjustment.Either relax the overall restrictions on general character damage scaling, or rework Wolfgang so that his massive strength comes with tradeoffs fitting his overpowered offensive potential。 Im mainly suprised he has no extra hunger drain while mighty anymore, I always assumed he had one. It was weird dejavue. I kinda wish his hunger and strength meter was more closely tied practically. A lot of people prefer Pre-rework Wolfgang because of it. Wolfgang is a salt switch character I play just to kill a boss fast with as little prep for whatever reason. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864421 Share on other sites More sharing options...
Reddddd Posted 17 hours ago Share Posted 17 hours ago I think there is a consensus forming here that misses a crucial point about the game's health: we aren't just looking at a "damage multiplier" problem, but a "gameplay trivialization" problem. I agree entirely with the assessment of Wolfgang. He is a design outlier because his "tradeoffs" are effectively non-existent. As you noted, his hunger/sanity management is negligible, and his damage output makes combat feel mindless. However, if we only focus on nerfing Wolfgang’s numbers, we are ignoring the other side of this coin: WX-78. While Wolfgang turns combat into a "breeze," WX-78 effectively turns the entire survival experience into a comfort zone. The reason you may feel WX-78 is "weak" after nerfs is because you are measuring him against Wolfgang’s absurd damage, but that’s the wrong metric. WX-78 doesn’t need a buff or a stronger damage modifier; he arguably needs a nerf to his utility. Here is why I think the current balancing logic feels so off: The "Generalist" Problem: WX-78 doesn't just survive; he bypasses the mechanics that force other characters to adapt. When you play someone like Winona, you are forced to engage with the world’s challenges, setups, resource management, and tactical play. When you play WX-78, you just bend the world to your will at a very low cost. The Boredom Factor: Just like how Wolfgang makes combat dull, WX-78 makes the progression dull. He removes the friction that makes DST addictive. When a character makes the caves, winter, summer, and mob encounters all feel identical, the difficulty curve of the game vanishes. Specialization vs. Homogenization: Characters like Wigfrid or Wendy have clear, distinct niches. Wigfrid is the sustain-warrior; Wendy is the AoE/Sanity manager. WX-78 currently sits in a position where he is the "master of none," but he performs well enough in every category that he renders the need for specialized team-comp or tactical survival redundant. I think the solution isn't to buff WX-78 to "keep up" with Wolfgang. That would just lead to further power creep. Instead, we should look at a slight nerf for Wolfgang to actually give his "downside" some teeth, and a recalibration of WX-78’s utility to ensure he actually has to respect the world's threats rather than ignoring them. We should be asking for a game that forces us to move out of our comfort zones, not one that gives us characters who let us stay there permanently. If we continue down the path of buffing all-rounders, we risk losing the very thing that makes DST addictive: the need to adapt. A character shouldn't be the best tank, the best survivor, and the best utility support all at once. It’s time to move away from 'super-survivors' and back toward characters that actually force us to play the game, rather than just bypassing it. 2 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864424 Share on other sites More sharing options...
beyond human Posted 17 hours ago Share Posted 17 hours ago 6 minutes ago, Reddddd said: .. The "Generalist" Problem: WX-78 doesn't just survive; he bypasses the mechanics that force other characters to adapt. When you play someone like Winona, you are forced to engage with the world’s challenges, setups, resource management, and tactical play. When you play WX-78, you just bend the world to your will at a very low cost. .. WX can use circuits to deal with the world's challenges even before skill tree. 9 minutes ago, Reddddd said: .. and a recalibration of WX-78’s utility to ensure he actually has to respect the world's threats rather than ignoring them. .. Killing an advantage that WX has kept for a long period. In my opinion, that is disappointing. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864429 Share on other sites More sharing options...
Maxil20 Posted 17 hours ago Share Posted 17 hours ago (edited) I feel bringing up Wolfgang is weird because his damage upside is basically the only thing he does. If you take that away from him, he gets like... slightly better gathering efficiency than Wilson? And movement speed and follower buffs when normal. That's like, all of his gimmicks. I feel like people focus on boss fights as the end all be all for DST, but long term planning it's really just a small percentage of what you do. Wolfgang fares considerably worse than others when planning long term. His claim to fame is boss rushing, and past that he just kind of plateaus. The only time I really used Wolfgang in my world was CC binging, and that was before other strats were brought to the table to make that mostly irrelevant. Many other characters will take longer to reach certain milestones than Wolf does, but they will flourish much better when they end up reaching that point. I think WX's shadow affinity has a good chunk of problems (why do they just break by just existing long enough????), but I feel comparing their combat potential to Wolf is just not a good idea to prove your point. WX can do a lot of things Wolf just can't do, and they bring a lot more to the table because of it. Edited 17 hours ago by Maxil20 4 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864431 Share on other sites More sharing options...
beyond human Posted 17 hours ago Share Posted 17 hours ago (edited) 7 minutes ago, Maxil20 said: I feel bringing up Wolfgang is weird because his damage upside is basically the only thing he does. If you take that away from him, he gets like... slightly better gathering efficiency than Wilson? And movement speed and follower buffs when normal. That's like, all of his gimmicks. I feel like people focus on boss fights as the end all be all for DST, but long term planning it's really just a small percentage of what you do. Wolfgang fares considerably worse than others when planning long term. His claim to fame is boss rushing, and past that he just kind of plateaus. The only time I really used Wolfgang in my world was CC binging, and that was before other strats were brought to the table to make that mostly irrelevant. Many other characters will take longer to reach certain milestones than Wolf does, but they will flourish much better when they end up reaching that point. I think WX's shadow affinity has a good chunk of problems (why do they just break by just existing long enough????), but I feel comparing their combat potential to Wolf is just not a good idea to prove your point. WX can do a lot of things Wolf just can't do, and they bring a lot more to the table because of it. Player can maximum Wolfgang's working efficiency by using lucky horseshoe and turn on the year of the clockwork knight. I think he is talking about this, Edited 17 hours ago by beyond human Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864433 Share on other sites More sharing options...
Reddddd Posted 17 hours ago Share Posted 17 hours ago Just now, beyond human said: WX can use circuits to deal with the world's challenges even before skill tree. Killing an advantage that WX has kept for a long period. In my opinion, that is disappointing. WX had like optoeletronic, speed and winter/summer circuit, all whom had an major downgrade by equipping. He felt balanced and fair. All other circuits felt ignorable and/or didnt make him a "skip all seasons and challenges". If you play with him for 300+ days you'll find yourself bored to hell cause basically nothing challenges you besides rain and exploring the sea (if you're not careful) but then again, you can just switch to another fullt charged chassis with 5 gears and bam, full stats and no immediate threat at all. But let me be more fair - at day 50 you'll find yourself bored to hell, he is simply too strong. He trivializes all early and mid game content cause his circuits are all too easy to get and losing them are no threat at all. Compare this to another survivors that have more significative downsides and you'll be easy to find where wx-78 really lies on - you want a buff towards his endgame when his early and midgame is ignorable and easy to deal with, while his endgame makes him have the same difficulty other survivors have to deal with the content. It doesnt make sense. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864434 Share on other sites More sharing options...
Jussatoon Posted 16 hours ago Share Posted 16 hours ago Elsewhere seriously can't come any sooner; that'd game would allow not just the gaming experience, but everyone's mindset of what the gaming experience should be, to be completely reset. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864437 Share on other sites More sharing options...
beyond human Posted 16 hours ago Share Posted 16 hours ago 1 minute ago, Reddddd said: WX had like optoeletronic, speed and winter/summer circuit, all whom had an major downgrade by equipping. He felt balanced and fair. All other circuits felt ignorable and/or didnt make him a "skip all seasons and challenges". If you play with him for 300+ days you'll find yourself bored to hell cause basically nothing challenges you besides rain and exploring the sea (if you're not careful) but then again, you can just switch to another fullt charged chassis with 5 gears and bam, full stats and no immediate threat at all. But let me be more fair - at day 50 you'll find yourself bored to hell, he is simply too strong. He trivializes all early and mid game content cause his circuits are all too easy to get and losing them are no threat at all. Compare this to another survivors that have more significative downsides and you'll be easy to find where wx-78 really lies on - you want a buff towards his endgame when his early and midgame is ignorable and easy to deal with, while his endgame makes him have the same difficulty other survivors have to deal with the content. It doesnt make sense. I have played over 300 game days with skill tree WX, and I still find him interesting due to the convenience that chassis and psu provides. I don't find dealing with winter or summer challenges fun, so I am glad I can use WX's circuits to handle these problems. By combining WX's new circuits (for example, Spin-Cycle + Electrification) and affinity skills, his endgame experience is good enough, I think. Just need to fix how the debuff drones work. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864438 Share on other sites More sharing options...
Mysterious box Posted 16 hours ago Share Posted 16 hours ago 1 hour ago, Sofy Happy said: When it comes to character attack multipliers — excluding Webber, Wurt, and Winona — I believe they are one of the most vital stats in Don’t Starve Together. A higher damage multiplier shortens combat time, which in turn reduces overall resource consumption, including armor, food, and consumable items. Developers usually tune damage multipliers very carefully. Stronger attack output is always locked behind clear tradeoffs such as resource cost, reduced stats, or restricted gameplay pacing, with damage bonuses strictly limited to roughly 20%–50%. There are plenty of examples: Wigfrid's charged Elding spear 94 base damage with her spear, intentionally kept just below the standard 100 damage benchmark. Wanda must keep her effective HP under 37.5% to gain double damage compared to regular characters. Wendy has to sacrifice rare, hard-to-transport small creatures to grant Abigail a short 8‑second buff of 25 planar damage. Yet Wolfgang appears to be an afterthought in this balancing logic. He can easily reach over a 2.6× damage multiplier right from the start, with his downside — Strength value — being extremelynegligible compared to other characters. Players barely need to manage their Strength value even during continuous combat. The carefully gated damage bonuses of other characters often cannot even match Wolfgang’s base state. On top of his overwhelming damage, Wolfgang also offers straightforward advantages in resource gathering, movement speed, and core attributes. This makes WX‑78’s balance design especially confusing. In mid‑game, WX‑78 only gains a mere 25% physical damage boost, which requires sacrificing a Shadow Atrium. Even this small bonus is being nerfed: lower damage values, delayed unlock timing, higher cost, and slower scanning speed. I believe the balancing standard needs adjustment.Either relax the overall restrictions on general character damage scaling, or rework Wolfgang so that his massive strength comes with tradeoffs fitting his overpowered offensive potential。 Wolfgang’s downside is definitely not his cowardice. No matter how fast his sanity drains, being able to tow‑shot shadow creatures in two hits can hardly be called “timid”. Nor is his weakness tied to strength or hunger management.As long as his hunger stays above 100, his Strength Value depletes very slowly; you can simply treat him as having a fixed 100 hunger cap. His only real downside is being utterly boring. Picking him makes the game feel far too easy and mindlessly dull. This just doesn't work as an argument unless you ignore absolutely everything that makes up a character except damage and even then that doesn't work because Wolfgang isn't the highest damage dealer. You want damage? Wurt's over there. How about if we exclude damage? Well most of the cast gives far more raw value than Wolfgang with the excessive abilities the skill trees give them. His downside is minor? Yeah I'd agree with that but most of the cast has irrelevant downsides. Is he strong? Yeah but like for the most part he's pretty average compared to the modern state of the cast. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864439 Share on other sites More sharing options...
Reddddd Posted 16 hours ago Share Posted 16 hours ago 22 minutes ago, beyond human said: I have played over 300 game days with skill tree WX, and I still find him interesting due to the convenience that chassis and psu provides. I don't find dealing with winter or summer challenges fun, so I am glad I can use WX's circuits to handle these problems. By combining WX's new circuits (for example, Spin-Cycle + Electrification) and affinity skills, his endgame experience is good enough, I think. Just need to fix how the debuff drones work. So we agree that he takes away the challenge. Him becoming boring is a personal opinion of mine cause i like to strategize. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864444 Share on other sites More sharing options...
YouKnowWho142 Posted 16 hours ago Share Posted 16 hours ago 1 minute ago, Reddddd said: So we agree that he takes away the challenge. Him becoming boring is a personal opinion of mine cause i like to strategize. It sounds like the character just isn’t for you then, it’s not wrong for others to enjoy aspects of a character that you dont 1 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864445 Share on other sites More sharing options...
doritosdamafia Posted 16 hours ago Share Posted 16 hours ago Just now, Reddddd said: So we agree that he takes away the challenge. Him becoming boring is a personal opinion of mine cause i like to strategize. what challenge? because winter and summer only are difficult if you are new to the game, and the more you progress in the world the easier it gets Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864446 Share on other sites More sharing options...
Jussatoon Posted 16 hours ago Share Posted 16 hours ago Just now, Reddddd said: So we agree that he takes away the challenge. Him becoming boring is a personal opinion of mine cause i like to strategize. And that's fine opinion to have, I can understand that somewhat. But why are you trying to take WX's specialization away when you can simply choose to not play them? 2 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864449 Share on other sites More sharing options...
Reddddd Posted 15 hours ago Share Posted 15 hours ago 44 minutes ago, Jussatoon said: And that's fine opinion to have, I can understand that somewhat. But why are you trying to take WX's specialization away when you can simply choose to not play them? Not taking away his specialization, more like making less an SPECIALIST ON EVERYTHING. If he replaces wolfgang, wigfrid, wendy, etc then why even use other characters when he does it faster and less limited he doesnt have to worry about anything so far, this is what bothered me when playing him. Unlike other survivors he's low risk high reward for every single challenge in the game. 47 minutes ago, doritosdamafia said: what challenge? because winter and summer only are difficult if you are new to the game, and the more you progress in the world the easier it gets Winter never gets "easier" you either have a beefalo hat and fireplaces/torches or you dont. Unless you have some sort of magic strategy that makes every survivor skip the unskippable shard temperature. And dont mention staying at base cause realistically speaking thats not the main point of the game. And summer is simply the worst mechanic of the game, even late game. Above averave trees WONT save you from wildfires in all your base, so there inst a early or late game solution for it, its easier to deal with overheat though. And then, you go to caves, where you conatantly have to deal with low sanity and lower food sources + dangerous ambiance compared to overworld. They're not impossible, but even lategame they are still an mildly incovenient mechanic (except for wx-78, that entirely skips worrying about freezing and overheating, with heat and freeze aura with his circuits.) It only gets "easier" to deal with them, not that they stop being a problem. It was never designed to stop being a problem at a certain phase iirc, it exists to say the constant is unforgiving. Not saying wx78 should get nerfed related to his season circuits so he struggles with freeze and overheat, just saying he should not get buffed or have his lategame gimmicks tampered with since as of the current version, you can basically just skip the seasons PLUS get other useful stat circuits, that was what made him a very niche character (If you decided to have HP, you couldnt just equip thermal circuits plus speed plus sanity...) so saying that Wx-78 is weak or that he should get anything but nerfs and reworks is wrong, imo. "Please let me have 300hp sanity boost and shield + speed and season bypass + AoE free damage and damage retribution + 25% damage buff" IS NOT how an character should work. 59 minutes ago, YouKnowWho142 said: It sounds like the character just isn’t for you then, it’s not wrong for others to enjoy aspects of a character that you dont Again, its not about it not being my gameplay style, its an feedback about how wx-78 makes other survivors feel meaningless if not weak, since he fulfills the one man band role. Not saying their niche is overshadowed by wx-78, just that wx-78 shadow is an much more comfortable shadow than the specific niches. The problems are currently with the affinities, not that he's weak. Any buff would just make him the clutch survivor, and every other survivor would need to keep up with wx-78 rythm of being better than him so players still use other survivors (and buy their stuff!) Which brings back my main point: If wx78 gets any buff or reverts the game will be constantly balancing and buffing older survivors, instead of focusing on bringing new mechanics or reworking older mechanics to attract more fresh players rather than keep the small pool of endgame players happy. Not saying that older survivors need to stay as is, just would hate to see that DST lost so much of its essence with trying to balance skills or add new mechanics locked to characters that every other new content is locked behind experienced players knowing how to progress. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864451 Share on other sites More sharing options...
doritosdamafia Posted 15 hours ago Share Posted 15 hours ago 17 minutes ago, Reddddd said: Winter never gets "easier" you either have a beefalo hat and fireplaces/torches or you dont. Unless you have some sort of magic strategy that makes every survivor skip the unskippable shard temperature. And dont mention staying at base cause realistically speaking thats not the main point of the game. And summer is simply the worst mechanic of the game, even late game. Above averave trees WONT save you from wildfires in all your base, so there inst a early or late game solution for it, its easier to deal with overheat though. And then, you go to caves, where you conatantly have to deal with low sanity and lower food sources + dangerous ambiance compared to overworld. They're not impossible, but even lategame they are still an mildly incovenient mechanic (except for wx-78, that entirely skips worrying about freezing and overheating, with heat and freeze aura with his circuits.) It only gets "easier" to deal with them, not that they stop being a problem. It was never designed to stop being a problem at a certain phase iirc, it exists to say the constant is unforgiving. Not saying wx78 should get nerfed related to his season circuits so he struggles with freeze and overheat, just saying he should not get buffed or have his lategame gimmicks tampered with since as of the current version, you can basically just skip the seasons PLUS get other useful stat circuits, that was what made him a very niche character (If you decided to have HP, you couldnt just equip thermal circuits plus speed plus sanity...) so saying that Wx-78 is weak or that he should get anything but nerfs and reworks is wrong, imo. "Please let me have 300hp sanity boost and shield + speed and season bypass + AoE free damage and damage retribution + 25% damage buff" IS NOT how an character should work. this text make question if you play the game, because dam man, hope and a star caller staff if you want and boom winter becames justa season where you just gonna use body armor instead of a helmet, if you want i can give some tips that work with very character, summer is only a problem thanks to wildfires, but i have flingos and three above avarege trees at this point so this don't are a problem and even without that, i go to the ocean in summer so no wildfires because the main continent is off my load range, ant-lion i don't even need to say, the only thing i agreed with you here is the fact that the chassis should have the focus of the skill tree to make mutiple circuits sets possible and not these three type circuit slot, but serious, winter are "difficult" more because there's alot of bosses with good loot and little time to kill them Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864457 Share on other sites More sharing options...
doritosdamafia Posted 14 hours ago Share Posted 14 hours ago how to easily deal with winter, first get grass, make a torch and some hope, them make a thermal stone and just a winter hat, when you go explore the world remember trees can be use to warm yourself, and if you don't want to burn trees or there' none to burn, use grass to make hopes, they take 30 sec to become ash, in caves it is even more easy, ponds have little weeds that burn for a long time and regrow really fast, if you want to kill some bosses you got two options, make body armor or make cloths for the body slot, if you don't want to, go to the ruins and make a star caller staff, this makes you invencible in winter as cold no longer will harm you. summer, yu said that above average tree don't save you, well you kinda right on that, but wildfire still can be "negated", it is called lure plant and dragofly sclae floor, lure plants take priority for thee wildfires, this technique makes flings have a increase range, because the floor will decrease the speed which the lure plant will be set o fire, put it together with the above average tree and boom, but if you don't want, i can give you two optons caves and ocean. Caves you said that there's less food, it look more like a you problem, because one travel to lunar sland and food don't become a problem anymore, sanity is not really a problem you got bananas and green caps, outside of the spider cave, ruins and atrium i really don't see it as a hostile place, bunnyman you can just put some spider nests at their vilage, making a spider/bunny farm, the only big threat would be the big cave worm, but because most of the time i'm in the ruins, i can just use the monkeys as sacrifice. but thats my opinion, maybe it is biased because my plan in the a solo world is, explore the continent, go to lunar sland, take everything, go back, make a farm, prepare to winter, go to caves, find the ruins and the archives, make all the craft stations, make a ice box and a salt box set, make nine bee box, make nine drying rack, make a normal fire pit, make a scale fire pit, make the ice pit, go to the monkey's sland destroy all their homes and get all the bananas and reeds, make a bird cage, get three knobbly tree nut, get globber, of couser i don't follow it in this order, but normally i do that before open the rifts, some things i like to do more on summer like the ocean thing, it is very good to see pearl and the above average trees in that time Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864464 Share on other sites More sharing options...
Ar_Cloudy Posted 11 hours ago Share Posted 11 hours ago (edited) That‘s true. 25% makes the damage of Pick/Axe over 50. So, it was useful to spin to fight with spiders and hound in the early test. But now, making a shadow maul with possessed shadow atrium is more effective than putting it in wx78. It also means shadow affinity is no longer needed. Like the W.A.R.B.O.T. will attack faster when it get hurt more quickly,BOSS should have dynamic game balancing. Edited 10 hours ago by Ar_Cloudy Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864516 Share on other sites More sharing options...
Sofy Happy Posted 10 hours ago Author Share Posted 10 hours ago (edited) 7 hours ago, Maxil20 said: If you take that away from him, he gets like... slightly better gathering efficiency than Wilson? And movement speed and follower buffs when normal. That's like, all of his gimmicks. What makes you come to the conclusion that his bonus is only slightly higher? In his Mighty form, he already has 1.5 times work efficiency by default. His skill tree adds a 15% instant one-hit harvest chance, which can reach up to 100% with lucky bonuses. When it comes to mobility: He has a permanent, cost‑free 10% movement speed buff that also works while riding a beefalo. He receives no movement penalty from heavy carried items, and ignores slowdown from slowing equipment. He also has over 100 total base attributes above Wilson. He also possesses unique sailing bonuses that no other character has: faster rowing and quicker sail deployment. Even without his broken attack multiplier, Wolfgang is far from useless, and is still clearly better than Wilson in every way. What I want from a Wolfgang rework is not to remove his high damage entirely. It is simply to make his great strength come with proper, meaningful tradeoffs. His current Strength value cost is far too trivial — it only needs casual daily management, and can be completely ignored during prolonged combat. 6 hours ago, Mysterious box said: This just doesn't work as an argument unless you ignore absolutely everything that makes up a character except damage and even then that doesn't work because Wolfgang isn't the highest damage dealer. You want damage? Wurt's over there. How about if we exclude damage? Well most of the cast gives far more raw value than Wolfgang with the excessive abilities the skill trees give them. His downside is minor? Yeah I'd agree with that but most of the cast has irrelevant downsides. Is he strong? Yeah but like for the most part he's pretty average compared to the modern state of the cast. What I want to emphasize is this: every other character is forced to pay strict, tangible costs in exchange for higher attack power. Wolfgang, however, barely sacrifices anything meaningful at all. This breaks the entire balance framework, and he inevitably becomes an unavoidable standard whenever players discuss combat balance for every other character. The only “cost” he truly bears is shallow, uncreative design — raw stats with no unique gameplay depth, making him a very boring character overall. There is a far better solution: give Wolfgang interesting, functional mechanics to enrich his playstyle, while adding proper barriers and tradeoffs to gate his excessive damage multiplier. Edited 10 hours ago by Sofy Happy 2 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864521 Share on other sites More sharing options...
Lord-King-Bear Posted 10 hours ago Share Posted 10 hours ago 18 minutes ago, Sofy Happy said: What makes you come to the conclusion that his bonus is only slightly higher? In his Mighty form, he already has 1.5 times work efficiency by default. His skill tree adds a 15% instant one-hit harvest chance, which can reach up to 100% with lucky bonuses. When it comes to mobility: He has a permanent, cost‑free 10% movement speed buff that also works while riding a beefalo. He receives no movement penalty from heavy carried items, and ignores slowdown from slowing equipment. He also has over 100 total base attributes above Wilson. He also possesses unique sailing bonuses that no other character has: faster rowing and quicker sail deployment. Even without his broken attack multiplier, Wolfgang is far from useless, and is still clearly better than Wilson in every way. What I want from a Wolfgang rework is not to remove his high damage entirely. It is simply to make his great strength come with proper, meaningful tradeoffs. His current Strength value cost is far too trivial — it only needs casual daily management, and can be completely ignored during prolonged combat. What I want to emphasize is this: every other character is forced to pay strict, tangible costs in exchange for higher attack power. Wolfgang, however, barely sacrifices anything meaningful at all. This breaks the entire balance framework, and he inevitably becomes an unavoidable standard whenever players discuss combat balance for every other character. The only “cost” he truly bears is shallow, uncreative design — raw stats with no unique gameplay depth, making him a very boring character overall. There is a far better solution: give Wolfgang interesting, functional mechanics to enrich his playstyle, while adding proper barriers and tradeoffs to gate his excessive damage multiplier. Thinking about some of the skill trees that need some love and Wolfgang is at the top of the list. I was thinking I’d be cool if he could turn into a giant or something and fight monster to monster walk through structures and such. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864525 Share on other sites More sharing options...
Sofy Happy Posted 9 hours ago Author Share Posted 9 hours ago (edited) 7 hours ago, Reddddd said: The "Generalist" Problem: WX-78 doesn't just survive; he bypasses the mechanics that force other characters to adapt. When you play someone like Winona, you are forced to engage with the world’s challenges, setups, resource management, and tactical play. When you play WX-78, you just bend the world to your will at a very low cost. First, let’s be clear: this post is not about comparing whether WX-78 or Wolfgang is stronger overall. It is about the baseline balance standard for how attack power should be gained and paid for—and Wolfgang simply does not follow that rulebook at all. I am neutral on whether WX-78’s survivability should be nerfed. But I want to ask you two things: 1.Have you considered that WX-78’s extreme weakness to water makes him harder than average to adapt to Spring—and that this could very well be the explicit tradeoff for his being so strong in Winter and Summer? 2.And how do you feel about the fact that a single Wickerbottom book, Practical Rain Rituals, can effectively negate the entire seasonal challenge of Spring for every player on the server? (I exclusively play DST in multiplayer lobbies, and I haven’t experienced a genuinely dangerous, threatening Spring in ages.) Edited 9 hours ago by Sofy Happy 1 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864526 Share on other sites More sharing options...
Mysterious box Posted 8 hours ago Share Posted 8 hours ago 1 hour ago, Sofy Happy said: What I want to emphasize is this: every other character is forced to pay strict, tangible costs in exchange for higher attack power. Wolfgang, however, barely sacrifices anything meaningful at all. This breaks the entire balance framework, and he inevitably becomes an unavoidable standard whenever players discuss combat balance for every other character. The only “cost” he truly bears is shallow, uncreative design — raw stats with no unique gameplay depth, making him a very boring character overall. There is a far better solution: give Wolfgang interesting, functional mechanics to enrich his playstyle, while adding proper barriers and tradeoffs to gate his excessive damage multiplier. The issue is that in doing so you overlook how lacking he is everywhere else as his damage doesn't exist in isolation. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864541 Share on other sites More sharing options...
Sofy Happy Posted 8 hours ago Author Share Posted 8 hours ago (edited) 53 minutes ago, Mysterious box said: The issue is that in doing so you overlook how lacking he is everywhere else as his damage doesn't exist in isolation. If you genuinely claim he has major flaws in other areas, list them one by one instead of making baseless assumptions. As I mentioned earlier, Wolfgang’s so‑called drawbacks are far too insignificant to justify his extraordinarily high attack multiplier. I have also stated clearly that 👇 the premise of adding proper tradeoffs for him is to grant him unique functional strengths in other aspects at the same time. 10 hours ago, Sofy Happy said: Wolfgang’s downside is definitely not his cowardice. No matter how fast his sanity drains, being able to tow‑shot shadow creatures in two hits can hardly be called “timid”. Nor is his weakness tied to strength or hunger management.As long as his hunger stays above 100, his Strength Value depletes very slowly; you can simply treat him as having a fixed 100 hunger cap. His only real downside is being utterly boring. Picking him makes the game feel far too easy and mindlessly dull. 2 hours ago, Sofy Happy said: In his Mighty form, he already has 1.5 times work efficiency by default. His skill tree adds a 15% instant one-hit harvest chance, which can reach up to 100% with lucky bonuses. When it comes to mobility: He has a permanent, cost‑free 10% movement speed buff that also works while riding a beefalo. He receives no movement penalty from heavy carried items, and ignores slowdown from slowing equipment. He also has over 100 total base attributes above Wilson. He also possesses unique sailing bonuses that no other character has: faster rowing and quicker sail deployment. 2 hours ago, Sofy Happy said: There is a far better solution: give Wolfgang interesting, functional mechanics to enrich his playstyle, while adding proper barriers and tradeoffs to gate his excessive damage multiplier. Edited 7 hours ago by Sofy Happy 1 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864548 Share on other sites More sharing options...
Mysterious box Posted 4 hours ago Share Posted 4 hours ago 3 hours ago, Sofy Happy said: If you genuinely claim he has major flaws in other areas, list them one by one instead of making baseless assumptions. As I mentioned earlier, Wolfgang’s so‑called drawbacks are far too insignificant to justify his extraordinarily high attack multiplier. I have also stated clearly that 👇 the premise of adding proper tradeoffs for him is to grant him unique functional strengths in other aspects at the same time. I'm not talking about drawbacks I'm talking about characters as a whole are you seriously trying to say that Wolfgang’s high damage is equivalent to all of the power and abilities the other characters get from their skill trees? He's one of the least versatile characters outside of combat and even when it comes to combat he's not the strongest character in the category. But if we're talking about meaningful downsides what about Wigfrid any time hers would be meaningful people complain and it gets removed. Wickerbottom? Her's is actually a upside in some content. Woodie's? His is disabled by his skill tree. Winona? Her's is defeated by standing still while crafting. Willow? See Woodie. I could go on but I think I've made my point there is only a handful of characters with meaningful downsides but there's no shortage of characters with extremely powerful abilities. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864572 Share on other sites More sharing options...
Sofy Happy Posted 2 hours ago Author Share Posted 2 hours ago 2 hours ago, Mysterious box said: I'm not talking about drawbacks I'm talking about characters as a whole are you seriously trying to say that Wolfgang’s high damage is equivalent to all of the power and abilities the other characters get from their skill trees? He's one of the least versatile characters outside of combat and even when it comes to combat he's not the strongest character in the category. I understand your point, but you seem to miss my core argument. Wolfgang’s high damage output comes with almost no real tradeoffs, and this breaks the balance benchmark when evaluating the cost of offensive stats for every other character. What I have always wanted is a reasonable rework: add meaningful, gated tradeoffs to his damage bonus, while granting him unique, engaging utility mechanics in return to make his playstyle less monotonous. This kind of give-and-take adjustment would keep his overall comprehensive power roughly unchanged. At the same time, his offensive scaling would finally fit into the unified balance standard. You can take Wanda as a reference for this design philosophy, though Wolfgang does not need to become a simple glass cannon copy. 2 hours ago, Mysterious box said: But if we're talking about meaningful downsides what about Wigfrid any time hers would be meaningful people complain and it gets removed. Wickerbottom? Her's is actually a upside in some content. Woodie's? His is disabled by his skill tree. Winona? Her's is defeated by standing still while crafting. Willow? See Woodie. I could go on but I think I've made my point there is only a handful of characters with meaningful downsides but there's no shortage of characters with extremely powerful abilities. All of these characters gain their powerful abilities with reasonable tradeoffs or stage-locked restrictions, unlike Wolfgang. I do not know what you are referring to with Wigfrid’s supposed downsides, but she has to progress through the game’s timeline to obtain her charged spear. Wickerbottom pays a heavy sanity cost in exchange for her unique capabilities. Woodie’s core limitation remains intact: he cannot properly use items or equipment, and his entire build is stuck at mid-game power with no late-game scaling. This fundamental flaw is never truly fixed by his skill tree. Winona is clearly gated by game progression and resource costs; she falls behind most characters in strength until you defeat the Celestial Champion. I am specifically talking about in-game costs tied to obtaining offensive power, not generic passive weaknesses. Link to comment https://forums.kleientertainment.com/forums/topic/171176-the-questionable-balancing-benchmark-for-character-damage-multipliers/#findComment-1864586 Share on other sites More sharing options...
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