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Although the perks are still being done, so there may very well be something that will change the situation.
And I think that it would be really nice if Wanderers had a special move that allowed them to do something more than the other classes with the boots they have, once the class is fully upgraded. That would make them unique for the late-game.
Wanderer might possibly be fixed by changing the level generator rather than Wanderer itself. In my opinion current level generator often doesn't give player enough alternate paths. The idea is, with more alternate paths and non-linear levels, players can make more decisions about their path. If there are two ways to go, each of them blocked by a Grumbul, and Wanderer senses a potion or a chest behind one of them, Wanderer has an advantage.
Or one path has nothing behind the first grumbul, while second has... 3 more grumbuls!
More optional one way passages could help. All rooms in a level can be connected via two way routes, but additional one way routes could exist. If Wanderer more or less knew what's behind a one way path, he could decide if it's worth it. Maybe there's an undead warrior ?
If not - one more magic item idea.
A spell that spawns a pickable item on the ground that either teleports you to where you throw it (and possibly deals damage if you teleport onto an enemy, though I presume this one could rely on you pressing the attack button a moment in advance because that can be done) or can serve as a point of return if you cast the spell again while the item is still laying there. The charged version (because yay for Poets) could potentially also deal some area-of-effect damage when you are being teleported to it, because that would be a nice party opener, so to say.
This could be used to access places you normally couldn't, which is what Haste is for, and allow you to move quicker and surprise enemies, which again is what Haste is for, but it would also make it possible to get out of situations where you get screwed up by room generation: just carry the item with you, drop it before going down a hatch that might or might not be a trap, and use the spell to get back if it indeed is.
So yeah, as a spell, I'm all for SquareDildo's idea. It seems fun, and usable.
And don't get me wrong, I love killing stuff and smacking down on some grumbuls, I've just found it much more effecient to frequently know exactly what I'm walking into, how to bypass or provoke, and how to use my terrain to the highest advantage. Sure it makes it a little harder with the bosses, but I've made it past the tank and the twins tons upon tons of times; more with a Wanderer than any Bully or Poet. So I think maybe it just keys into each persons unique play style. Hence why this game is so fantastic!
the devs should have a look here.
Or
Maybe instead of only increasing your vision, mayve it could also focus on reducing the vision of the enemy.
. Running past the enemies at high speeds will make them confused, as from their persepective all they will see is a blur
. Maybe the kid could have the ability to wall jump, or do something athletic like instead of rolling they will do flips
. If that's too much to program, maybe the solution could be as simple as starting the kids off with both Stampede and Free Run
. Maybe using tracking right next to enemies will blind them
. Maybe they will be given the ability to climb walls and cellings, and then dive down on enemies (Arkham Night style)
These are just ideas on things that could fix the Wanderer delema... maybe their horrible ideas... Hope I helped atleast a bit...
What makes Bullies special?
Their amazing Skill with Weapons, Debuffing and Power. Leveling up to a killer, basically lets you gain an incredible special (decapitation) which in other cases would need a weapon with a special stat (rendering), or if not it would cost 1 skill point. You get 5 weapon skills which would normally cost 5 points, and you would get an upgrade to your stunning ability that causes debuffing basically mixing a strenght lv. up and a spell (slow, etc...) 2+ points
That's a whopping 8+ points (meaning you would have to lc. up 7 times), for 2...
What makes Poets special?
Their incredible Skill with Tomes, Spell Aiming and Decreasing Mana Cost and Magic Cap. Leveling up to just Lv. 2 gives you a charge ability to all tomes, basically a 7 point cost for 1...
What makes Wanderer special?
Well it can track and can increase vision for a few seconds, and its blinding Speed. That's just a bit of an upside (and I'm talking about the Speed)... so what can be done to increase it's potency... Well, we need something that would seem OP, but make it just balence enough to constitute it being in the game...
Bow and Arrow-
This is something I thought would be increably usefull for the Wamderer...
When I think of a speed class in any game I think (Bow and Arrow), when I think of hunters, trackers, WANDERERS... I think BOW AND ARROW...
... and this is how I think it could work without being too OP...
When Up+V is pressed (at Level 1: Tracker), it would summon a bow and a magic quever with infinate arrows, it would replace the weapon/sheild in the kid's inventory, pressing Up+V again would switch back to weapon/sheild, and maybe there could be a cool effect where the bow gets incinerated by blue flame (like when a tome is used up), These arrows would only do 1 damage if tapped on (short range), 2 damage if held (med. range) and 2-3 damage if held longer (long range, 3 damage would basically be a crit hit). When holding on to an edge holding the attack button and pressing the opposite dirrection will allow you to shot in the opposite dirrection. When the boon Dipper is activated, you can dip 3-10 arrows can be dipped...
Lv. 2-
. Makes Arrows Strong, meaning that when they are shot at walls, the player can jump off them (Like spears in Volgar the Viking) and making tapping damage go from 1 to 1-2, hold damage go from 2 to 2-3...
. Adds a line of sight to your arrows (Trajectory)
. Adds Smoke Arrows (Down+V)- Explode on contact with envirnent and make a blinding smoke cloud. No damage to enemy on contact
. Adds Grappling Arrows (Downx2+V)- When shot to a surface, the rope can either be pulled press C and walk/run the opposite way, attached to a surface, press C and which ever dirrection the object/surface you want it to be attached to. 1 damage at best to enemies. This would allow you to tether things together, when a rope is attached to two surfaces it can be walked/runned on if on top and grapped on if on bottom. When you are holding on to the edge and aiming in the opposite dirrection the rope will automatically be connected to the edge. Ropes can bbe broken with mighty stomp, or when hit 3+ times
Lv. 3-
. Makes arrows Brutal and Spiritual- in addiition to them being stong, the arrows have a critical cahnce of decapitation (Head Shot) and when enemies try and pull out arrows they might fail. When held the arrow will eventually be imbued with two of either poison, ice, green fire or lightning.
. Explosive/Trap Arrows (Downx3+V)- These arrows actaully have a limit and will be replenished by, killing enemies? When and object/surface is hit the arrow will emit gas warning enemies to run and then explode, arrows can be thrown, so if a grumbul is hit they will most likely try and pull out the arrow and throw it back. This arrow would do about 1-2 damage alone
Adding a new skill 1+ skill point, adding a 3 new upgrade to said skill 3+, adding three addition upgrades again 3+... If tracking was counted in it would be about +1 ( because tracking aint that useful)... so all n' all this would add up to a whopping 8 points, seems fair?
If that's too much to program... okay I think this 'll be simpler
Grappling Hook- Batman/Ronin/Just Cause 3 style. When boon Dipper is used grappling hook will also be dipped.
Lv 2-
. Gain Grappling Hook by pressing Up+V, will replace shield when active...
Hook onto enemies or objects, basically Hook arrows but unattachable to surfaces
Lv 3-
. Double Gappling Hook- Same as Lv 2... but now you have two. This would give you the ability to go onto a celling and stealthily wiat for Grumble's and bring them up to you, hanging them in the process
. Attach- Attach objects to the end of your grabling hook by pressing Down+V, and making your grappling hook a mace in all 'n all... 3+ Points
Or you could just give them grenades/bombs/ninja stars that do most of the things stated above... 5+ Points at best
Or you could give 'em an infinate stelath/eitheral ability and just call it a day... 4+ Points
Lv 2- Hold Dow+V for Stealth
Lv 3- Hold Down+V longer for etheral... for a short period of time
Or you could even just give them all speed boons at the begining... 4+ Points
__________________________________________________________________________
TL;DR
Bows and arrows- 8 Points for 2, bully status
Grappling Hook- 4 Points for 2, New better than nothing but no where near Poet or Bully
Bombs/Stars- 6+ Points for 2, okay but still lower than average
Stealth/Etheral 5 Points for 2- Below average and kinda' too OP at the same time, weird
Speed Boons- 6 Points for 2, It's okay but not really...
So that's what I think will help... I know this will take a long time to put in but... it'd be cool ta' see...
Again though, I agree that the wanderer needs a new ability, as the current one just doesn't feel nearly impactful enough.
TL;DR
You underrate speed, and I agree on new ability.
I also think that speed is one of the best stats (though luck is still my favorite). With enough speed you can simply dash through trapped rooms and sprint over 1-block gaps, and if you have a shield with an effect on it, you can rush down enemies in combat and gain an easy advantage. Once you've memorized rooms, speed is extremely fun to play with since you can rush through levels and gear up in a matter of minutes.
In regards to changing their ability, I think they should have an ability that either focuses on mobility or tactics. An ability to climb on ceilings for a duration of time, or the ability to take an item and hone it to increase its thrown damage, upgrading to allow weapons to be picked up in the hand and thrown, and gain bonus effects when tossing potions (e.g. allowing a potion to stay half-filled after striking an enemy to be thrown again). Or, the general concept of the Wanderer's current ability could be kept and they could be given the ability to either see the area around a thrown object, or scout an area with some kind of controllable "probe".
Regarding Plagued's idea, I don't think that Wanderer should be given an exclusive offensive option, since, paired with their strong traits, it would diminish other classes. Bows would work better as an item that can be acquired by any class, and any bonuses associated to them would be best as trainable skills from the ghost.
I'm not sure what I'd personally want to change up because making anything improved will basically just make the class overpowered right now. It'd have to be changed up in other ways to remain interesting.
I feel like indirect changes to the world would make the wanderer feel a lot better overall though, like being able to buy different tools at the shop or having new ways to trap or deal will enemies through speed and caution then later transitioning into this insane massive great axe wielder later on.