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So, after spending a solid 30 minutes trying out the new mechanics and transformations, I'm a bit let down, to be fair. Werebeaver: The beaver now does it's job well. Since it does it's job so fast, you can easily amass a hundred logs with one or two idols, granted you're in a dense forest. Also, the Werebeaver's weremeter drains slower if the beaver attacks things, which is an unintended feature, Im guessing. Problem: None Potential Solution: n/a, the Beaver is the only transformation that I'm 100% happy with. Weregoose: The most disappointing mechanic. The only thing it can do is run. No flying, no swimming. Just run at around the same speed as Overcharged WX (150% speed) with a walking cane (apparently the goose runs at 140% speed, I myself haven't tested this.) I'd say, the best way to move this out of mediocrity is to give it the ability to swim. That way, it can be used in all stages of the game. Problem: Mediocre transformation Potential Solution: Give it the ability to swim, to expand it's usefulness so it has more uses, and so it doesn't become obsolete in mid-late game. Weremoose: While yes, having damage around the same place as the Hambat is cool and all, he's slow, which means that he is going to either soak up damage, or waste weremeter kiting. Also, using the idol for this is counter-intuitive if you want to tank, because the idol itself takes away 30 health upon use. In addition, since you can go from 100 weremeter to 0 in a span of 30 seconds even while constantly attacking, meaning that, if you're fighting a boss, you have to use SEVERAL IDOLS, which are 30 health a pop, mind you. Problem: Idol use is counter-intuitive as it drains HP. Tanking is seemingly the intended use, however the Weremoose only has (what it seems to be) 80% protection. The transformation duration is too short to efficiently utilize. Potential Solution: Raise the Damage Resistance to 90%. Increase the Transformation duration for the Weremoose so it can be utilized in more combat situations, such as bosses. The Idols: The idols have a penalty of 30 HP and 20 sanity. If you want to continually use idols over and over (for example: the Moose idol in a boss fight), you're going to quickly kill yourself. This wouldn't be so much of a problem if the transformations weren't so short in duration. Another problem that they have is that they are dirt cheap. Seriously, you could mass-produce them before day 5. If we look at the idols with the intended use of "Risk/Reward items" then that's completely out of wack. Problem: The idols seem to have a lackluster risk/reward balance. In addition, they are EXTREMELY cheap. Potential Solution: Increase the duration for wereforms if activated by an idol, and/or lower the HP penalty (15?), In addition, add 1 Living Log to each Idol's crafting recipe, which goes well with Woodie's increased chance of treeguards. (It also motivates him to go chopping) As much as it pains me to say this, as a Woodie main, I'm more or less disappointed with Woodie. His lackluster abilities, while good in some situations, are extremely niche and will 100% be overshadowed after mid-game, which isn't something a character perk should be. Overall, we're experiencing some bad deja-vu. Edit: this post on the DS/T discord just about sums up this entire situation.