Boba_fat Posted June 13 Share Posted June 13 I want to offer my crazy ideas for Wes's skill tree. I hope that when the next April 1st arrives and the remaining skills for the other characters are released, Klei will make the strongest character even better and more interesting. Mostly, these are ideas for playing the game without taking damage. Sorry for the AI slop used for visualization, but I can't draw at all, so I had to resort to help not only for translating into English. 1. Unicycle - this skill unlocks a unique character item that can be crafted from balloonspeed + Gears + Twigs + Melted Marbles. It increases movement speed by 5% every minute. While riding, Wes must juggle Melted Marbles by pressing the correct button at the right time; if he makes a mistake, he falls off the unicycle and takes damage. Similarly, if he collides with objects, he falls and takes damage. The speed of the mini-game increases proportionally to the movement speed increase. For example, if you need to press 20 times per minute at the start, after 10 minutes you will need to press 200 times. 2. Living Statue - this skill allows the character to freeze in a random pose and become invisible during a Hound attack, similar to the Bush Hat, but you also need to press a button on a timer during the process. 3. Cargo Delivery 3.1 The first level allows attaching one resource to a balloon (e.g., balloonspeed or balloonparty) and sending it to base, similar to WX's drone skill. However, only one unit of resource can be sent, and it lands within a random radius of 3-4 screens from the selected point, including the ocean. 3.2 The second level allows attaching two resources to one balloon. 3.3 The third level allows attaching three resources and increases landing accuracy. 3.4 Allows creating a cannon on a rotating platform to shoot the character in a chosen direction. For landing, Wes uses balloons as a parachute. The character takes damage upon being shot. Shooting requires Cannonballs, and the range is adjusted by the number of Cannonballs used. What we have all dreamed of since 2020 and will not tire of asking. 4. Allows the character to create a Dreadnought platform made of marbles! The Dreadnought is created from 15 parts using marbles and various resources. (for example Beach Toy, Mismatched Buttons, Frazzled Wires and others) Created the size of Warg. Allows hitting with one hand (in the creation, grass armor is involved) and shooting marbles for 5 damage from the other. Wes can put on the armor and take it off only on the platform. The created armor consists of two parts and occupies both the head slot and the body slot, blocking the ability to wear both armor and backpacks as well as a helmet or cap. Upon receiving any damage, the armor explodes and kills the character. 4.1 Allows creating a robot head using a miner's helmet 4.2 Allows creating a robot head using Moggles and using their bonuses. 4.3 Allows using marble armor for the creation of the striking arm (rarer strikes) or Snurtle armor, which increases melee damage dealt 4.4 Allows using Thulecite Suit for the creation of the striking arm, increasing strike power 4.5 When creating the ranged arm, you can use ice and fire staves, shooting respectively with freezing and fire at enemies, but with each shot there is a 1% chance of damage to the Dreadnought, leading to its instant destruction. On repeated attacks more often than once every 5 seconds, the chance of self-destruction doubles. 4.6 When creating the ranged arm, you can use purple gems and shoot with electric impulses. (no self-destruction, marbles are rubber, electricity does not conduct) 4.7 You can install Magiluminescence on the armor, increasing the Dreadnought's movement speed 5. Shadow Devotion Encountered Mimicreeps transform into Wes and follow him like Maxwell's shadows. They will gather tools, weapons, and armor from the floor, equipping themselves. Similarly to shadows, they will help Wes gather resources using the found tools until they break. If a _Mimicreep_ has no tool, it will pantomime gathering. Their behavior corresponds to that of shadows in RoG; they do not work if the character is not gathering resources. They can participate in combat with monsters if they have weapons; if they do not, they will stand at a safe distance and pantomime what is happening. Damage received by a Mimicreep is transferred to Wes. And that's probably the most ridiculous idea for today. 6. Lunar Devotion Allows creating a \"Dreadnought Head Control Module\" from the Champion's Crown. Now Wes can create up to 5 different Dreadnoughts using captured creatures inside them, such as Rabbit, various Spider. To create a subordinate head, we use a captured creature + bait (carrot, meat) + balloonhat and a twig with a rope. Different variants can give different bonuses. Then Wes sits in the main Dreadnought with the Champion's Crown and can assemble a mega Dreadnought the size of a Deerclops for really serious battles. Definitely with cool animation in the spirit of old Japanese mecha anime. Thanks if you read to the end, hope for your support of crazy ideas. 1 1 1 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/172158-my-wes-ultimate-skill-tree/ Share on other sites More sharing options...
YouKnowWho142 Posted June 13 Share Posted June 13 Why even bother apologizing if you were going to do it anyway? 3 Link to comment https://forums.kleientertainment.com/forums/topic/172158-my-wes-ultimate-skill-tree/#findComment-1871653 Share on other sites More sharing options...
Boba_fat Posted June 13 Author Share Posted June 13 I didn't originally plan to generate images, it came out spontaneously. And some don't like this even as a simple concept. 1 Link to comment https://forums.kleientertainment.com/forums/topic/172158-my-wes-ultimate-skill-tree/#findComment-1871659 Share on other sites More sharing options...
PunkShark Posted Saturday at 11:06 PM Share Posted Saturday at 11:06 PM Aside from the AI art.. (AI usage is not good for the environment, and in art it is nothing but used for stealing and showcasing just how lazy and soulless we're getting. Anyone can draw, but it takes effort and time to do it right but most importantly, passion. There will be far more respect for you for just trying than going the "easy" way by using AI. Even writing it makes a decent idea of what you're getting at as a whole. This is not an attack on you btw im just letting you know that this will not be a good look here.) When i look at wes, I see the very opposite of what im reading here. He's weak, designed to be. He's not good at survival, he's not good at crafting. He's an unlucky guy who can only do balloons to save his life. So when i read about mechs and upgradable parts, it just doesn't seem very in-character to me. Yes the mech is in a short, but that's within a dream, a dream where he can't even save someone with said mech, cause its made out of balloons. While I think we can all agree that currently Wes is in a spot where he's not fun. He's also not designed to be powerful either, his perks, stats, and 'odd of survival' makes that very apparent. I'd much prefer if his skill tree would tackle his relationship with luck as a whole. Good and bad luck. I like the idea of balloon cargo, even if its similar to Wx's. The bicycle feels like a lot of work for the effort given. 4 Link to comment https://forums.kleientertainment.com/forums/topic/172158-my-wes-ultimate-skill-tree/#findComment-1871667 Share on other sites More sharing options...
MagicToucan Posted Sunday at 02:53 PM Share Posted Sunday at 02:53 PM The mecha idea for Wes actually makes a lot of sense from a game design perspective. Wes is intentionally designed as a challenge character: lower health, lower damage, and very few impactful abilities. Because of that, many players feel that he lacks mechanics that make him interesting to play, rather than simply harder. A mecha could solve several problems at once: It creates a strong contrast with his helpless mime persona. It adds a sense of progression, allowing a weak character to gradually gain access to a powerful tool. It preserves his difficult early game while rewarding players for surviving and investing resources. It creates a unique playstyle instead of just increasing damage or health numbers. Of course, everything depends on the implementation. If the mecha simply turns Wes into another Wolfgang, then it loses the point. But if it's a temporary construct that requires resources, maintenance, or special conditions to use, it could become a genuinely interesting mechanic that still fits Wes's identity. The main obstacle is that Klei usually tries to preserve each character's core concept. Wes is meant to be a weak character for players looking for an extra challenge, so the chances of him receiving something as powerful as a full-fledged mecha are probably low. Still, as a fan concept, it's far more interesting than suggestions like "give Wes +25% damage" or "increase his health." It changes the way the character is played rather than simply changing his stats. Link to comment https://forums.kleientertainment.com/forums/topic/172158-my-wes-ultimate-skill-tree/#findComment-1871727 Share on other sites More sharing options...
Boba_fat Posted Monday at 04:39 PM Author Share Posted Monday at 04:39 PM Probably I failed to convey the thought. None of the skills give Wes an advantage in survival. Some are useless and they have normal analogues in the game already. Unicycle riding with juggling is a standard skill of any personal mime. And the mini-game with falling emphasizes the clumsiness of the character. Learn "everyone can, but it requires effort and time, and most importantly — passion". Living Statue is literally useless given the presence of Bush Hat which does the same thing but without problems with the mini-game for "freezing". Cargo delivery is a useless feature as well as the cannon for throwing the character, but quite in a circus style. Basically Wes creates simple things that he knew in the real world. And finally the Dreadnought armor. This is a mode of permanent death in the game for people who can play with their eyes closed and have to invent difficulties for themselves. Now playing as Wes I can tame a bison from the first day in the game, make tulescite crowns and use the hit animation skip killing most bosses completely safely but a bit boring due to reduced damage (not counting situations with the bison) just 25% longer than with basic characters. Dreadnought removes this possibility completely. Even making an energetic fist of tulescite Dreadnought will deal as much damage as Wes would deal with a tulescite bat with his penalty. No animation skip, no right to error, no replacement of the weapon with a staff, moonflower is the only modifier to speed available in Dreadnought, and killing a character in this costume can simply be a bee, a frog or a rabbit falling on the head in a cave. I did not write by accident that when creating we use 15 balls, their explosion kills Wes instantly. Devotion to Shadows - a gift from Charlie for a lonely mime, mimicrips are probably useless because they steal tools, but they give him company. Lunar devotion and super mega Dreadnought final joke. Once gathered to leave him is already impossible. We will be forced to use him until death from hunger, damage or until the bait for creatures led by Dreadnoughts spoils. And this is a maximum of 20 days if using dried meat or dried seaweed. Link to comment https://forums.kleientertainment.com/forums/topic/172158-my-wes-ultimate-skill-tree/#findComment-1871898 Share on other sites More sharing options...
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