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EDIT: WOODIE'S PRETTY MUCH BEEN FIXED NOW There are two things I would like to say about my initial launch day evaluations about Woodies forms: 1) You DO NOT drop your backpack when transforming 2) Judging the Moose form completely off of trying to solo bosses was a bone headed idea. It's great at demolishing hordes of spiders and Hounds and many other lower tier, non giant enemies. HOWEVER: The damage reduction was too low, the form costed too much to activate, and it didn't last long enough. All of those problems have now been fixed. 3) Using the goose for scouting is a bone headed idea. The fact that you don't drop your bakcpack is huge, I've ended up finding SOME good use for the goose form by using it to return to base after a long exporation/expedition to the far reaches of the map/the caves. HOWEVER: The form costed too much to activate, didn't last long enough, and the sanity drain was a big problem ontop of the initial cost. All of those problems have now been fixed. The werebeaver is also now way more effective, and lasts longer, which is amazing. END OF EDIT, BASICALLY THE REST OF THIS IS OUTDATED Singleplayer Werebeaver accomplishes EVERYTHING all 3 forms are meant for, but isnt affected by sanity or weather, is able to replenish its weremeter, and doesnt initially cost ANYTHING to activate. DS Werebeaver is also great at combat, it does great damage, is fast and easy to kite with, takes a fair amount of damage, and can regenerate health. Meanwhile none of the new forms share those perks, but instead are vaguely effective at their one job, but are effected by weather, sanity, use health, cant replenish their meter, and require a consumable items that drains health and sanity on use. Why? What is the point of splitting the singleplayers Werebeavers perks apart into three different forms that arent even better than the werebeaver at accomplishing any one of their tasks? Even having the ability to keep their inventory and look at the map isnt jmportant when you could have another player around to pick up your items and tell you whats on the map. You still drop your backpack, you cant pick up items, and have to keep an inventory slot or two open for totems. The only good thing to come out of the update is the art and music. Even the animated short was underwhelming, no story, strange artstyle, and isnt representative of Woodies new playstyle. ADENDUM EDIT: A POSSIBLE SOLUTION. Make it easier to stay in any of the forms. Increase the werebeavers damage to about 34. Allow the goose to attack very quick, but deal a low amount of damage. Allow each of the forms to regenerate their meter, Beaver by eating wood, Moose by dealing damage, Goose by running around or standing still? Also take away the health bar, but keep the downsides of using a totem when reverting back to human. This will allow each form to accomplish similar tasks, but will still be able to specialize in something: Werebeaver at gathering, moose at AOE charging and tanking, and goose at being fast and annoying. Not a fully fleshed out idea, but its something constructive atleast. ADENDUM EDIT 2: Why not just let Woodie transform between the different forms at will after already being transformed?
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.
Edit: all of these things have been implemented since the latest hotfix. Thank you klei <3 First off I apologize with the devs in behalf of the (sometimes rude) community when expressing their concerns. I think that what they did with Woodie is great in concept and art, but the problems pointed out by most people, myself included, are the amount of damage taken by the idols, and the extremely short time of transformations to make it worth it. It doesnt matter if they are cheap, even as cheap as they are, the amount of damage and short time make the forms very hard to make useful. I believe that 3 simple changes would satisfy most people: Considerably more transformation time: Either add (much) more time to all the creature forms, enough to do something meaningful, or just add more time as goose, and let moose and beaver actually regain beaverness as they do what they must so you can actually make your transformation worth the cost and risk. I know it has been taken into account the fact that you can mistake the forms, or someone can force feed you and idol, however the drain for not doing what you are meant to do as that form can let you quickly out, so that shouldn't be a problem, just wait a few seconds for the transformation to go away if you want out. Lower the initial damage taken: the idols shouldn't damage you that much, specially if you are going to fight, you start off as heavily damaged which is never a good idea. Lower the damage taken to 15 damage, paired with my previous suggestion it will make it worthwhile. Give the initial drain of meter a few grace seconds, at least 2 or 3 seconds after you first transform before it kicks in, to give you some time to start doing what you have to: usually it takes a few seconds to engage an enemy as the moose, and the heavy drain already takes you to half your charge even before you could do anything. Enemies are dinamic and don't stay next to you.