Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

HowlVoid

A quick look at Wormwoods unique crafts

Recommended Posts

  After having a hound run over 10 bramble traps with nary a scratch for the 100th time, I believe its time to discuss wormwoods unique crafts. 

  Wormwoods body has unique catalytic properties able to amplify and channel magic, going as far as promoting life at his feet (from doing both to the energies in his gem). Living log crafts are proof of how adaptive this material can be to the many energies it is exposed to. Would it not make sense for them to resonate and interact with each other?

1. Bramble traps: With how readily available blooming is now this suggestion can be more than a novelty; resetting traps. Allow a fully bloomed Wormwood to command his traps to reset when in direct proximity to him. If they miss (which they often do) I can still double back for another attempt.

Note: Everytime a trap triggers and is subsequently reset there is a 2 hp cost. (Cost of living log divided by 10 uses.) Wormwood is penalized everytime a trap misses, so please consider that. 

2. Bramble husk: There's a basic principal behind his crafts "Take a little damage now to prevent (possibly) a lot of damage later". Due to how DST manages split damage (or lack there of) and overall armor durability this item took a few hard hits in transition. I propose two possibilities:

 Proximity damage: From mostly utility oriented we can add a combat advantage. Similar to how bramble traps work, fully bloomed wormwood, will command his husk to activate when in melee range to an enemy. Further activation would require wormwood to move out of range first, so it pairs well with kiting (would still consume durability). I think Klei cares for solo viability far more than we given them credit for, because as far as I can tell every rework was given a combat related perk. Wormwood used his hp to make this item so he shouldnt need to sacrifice further hp to use it all of the time. It would still activate on hit but there would now be a nice alternative other than just using it to tank tentapillars.

                                     OR

Armor regen and damage buff: This may require the recipe to be nerfed from 2 Living logs to 4. The armor would be great to pair it with helmets to give them longer durability. Given how easier it is to craft, thanks to the bone drop buff, a small regen wouldn't be quite enough. The damage is mostly balanced for single player anyways so I think it appropriate to bump it up to 30. Of course Wormwood would need to be in full bloom for the regen to take effect.

Compost wrap: Now that its effect is over time rather than instant it makes sense to me to replace nitre with compost, but not make it readily available with rotten fish as a trade off. Nitre isn't exactly a scarce resource but it requires a large amount of set up and space late game (moleworm farm). Not only that but the seasons don't always allow a good harvest (Needing a schedule) due to the shorter dusk/night and winter being the best season but needing a constant heat source (Spring is good). I would change the recipe to 8 rot, 10 compost and 5 rotten fish. 

Link to comment
Share on other sites

Yeah i really think his craftables could use some love. Ive suggested a few of the same things during the RWYS beta. 

On the bramble trap: it works the best when u run around until all the hounds have spawned before u run them into the bramble traps, when theyre grouped like that it will always take fewer bramble traps than tooth traps to kill them. 

I think they should just self reset period. Idk if it needs to be more complicated beyond that since its just a nice QoL thing that makes sense since theyre made with living logs. 

Ive been doing some tests to find uses for the traps beyond hounds and they work quite well vs Shadow Splumonkeys, Bunnymen and spiders. 

Anything that u can easily group together before running into the traps. ~20 bramble traps can clear out all the spiders from 3 T3 dens including the warriors. 

9 hours ago, HowlVoid said:

fully bloomed wormwood, will command his husk to activate when in melee range to an enemy.

I really really like this idea. I also think the durability should just straight up be increased. Its recipe definitely isnt cheap. 

9 hours ago, HowlVoid said:

I would change the recipe to 8 rot, 10 compost and 5 rotten fish. 

This just sounds worse though than the 1 nitre. This would completely rule out making compost wraps early game and turn it into an even bigger grind than gathering nitre... 

Also the ingredients of ur suggested recipe on their own heal for 112 hp (rot: 8x4, compost: 10x8) and can provide 5 instances of blooming (fish).. wouldnt make much sense to turn that into 40 HoT and 1 instance of blooming. 

Compost wrap should remain a scienceless recipe. Having to craft compost stations and fishing rods in order to make it is not good imo. 

i think the 1 nitre is fine, its the only ingredient that is somewhat trickier to get. In my current world (day 200ish), if i didnt have a domesticated beefalo im pretty sure the nitre from petrified forests would be enough for me and there still are plentyyyy of nitre boulders in my world. 

If it were to be swapped out for something else the reason should be to alleviate the anti-synergy with salt licks. Wormwood is one of the characters who has the most to gain from a battle beef. So its a pity that he needs a lot of nitre himself. Though to this end im actually hoping year of the beef adds a new late game salt lick that requires salt instead of nitre. 

This also is maybe more of an issue around nitre itself, its SO much rarer and harder to get than gold for no reason its crazy :lol:. More ways to get nitre would be nice.. 

In my previous world i had a beef too but also a moleworm farm and i definitely had enough nitre for both wraps and salt licks. So yeah id say a mole farm is needed as things r now especially if u have a beef. But i personally kind of like mole farms anyway :lol:

Link to comment
Share on other sites

1 hour ago, Ohan said:

This just sounds worse though than the 1 nitre. This would completely rule out making compost wraps early game and turn it into an even bigger grind than gathering nitre... 

Your right all things considered. I thought about just 1 rotten fish initially but didn't want it to be too cheap. I also thought about making it 8 rot 10 compost 5 manure but that's easily obtainable in the late game. 

Quote

Also the ingredients of ur suggested recipe on their own heal for 112 hp (rot: 8x4, compost: 10x8) and can provide 5 instances of blooming (fish).. wouldnt make much sense to turn that into 40 HoT and 1 instance of blooming. 

Yes but compost needs to be reapplied multiple times and isn't as good for combat. Because compost is so similar and yet far easier to obtain than the compost wrap I feel the nitre is expensive in comparison. 

Quote

Compost wrap should remain a scienceless recipe. Having to craft compost stations and fishing rods in order to make it is not good imo. 

I agree and honestly forgot about the high cost implications from my suggestion. Im just so lazy with needing to go out of my way to shovel up moleworm dens, and petrified forests sometimes grow in inconvenient places (Even if deerclops helps because, again, im too lazy to move bearger from my birchnut forest. Forestwalker is nice but best result is in winter which is... Annoying). Id argue compost stations are a one time craft and the returns are worth it.

Quote

i think the 1 nitre is fine, its the only ingredient that is somewhat trickier to get. In my current world (day 200ish), if i didnt have a domesticated beefalo im pretty sure the nitre from petrified forests would be enough for me and there still are plentyyyy of nitre boulders in my world. 

I dont bother with beefalo domestication anymore so from my point of view I'm not affected by this. Despite this, I have actually turned to healing salves due to how autonomous and readily available it is. As solo wormwood I sometimes create more rot than I can deal with which is turned to compost to top off my hp at camp. Poop is gained passively via lune trees when I need quick wood, but dont want to sacrifice my sanity (when Im short on time), so I turn to pigs and they eat the resulting petals. The nitre eludes me... and is impossible to be automated or gained passively (save for earthquakes but I usually dont have the space). Meanwhile bunnys are tearing out spider innards and stone bushes are growing burnable fodder and stone without any continuous needed player input.

Quote

If it were to be swapped out for something else the reason should be to alleviate the anti-synergy with salt licks. Wormwood is one of the characters who has the most to gain from a battle beef. So its a pity that he needs a lot of nitre himself. Though to this end im actually hoping year of the beef adds a new late game salt lick that requires salt instead of nitre. 

I want beef to be so good. I hope klei does them justice... At the very MINIMUM I think they shouldn't lose domestication period. Salt licks would become obsolete late game though... Or in my case always as Ive never needed them throughout the taming process.

Quote

This also is maybe more of an issue around nitre itself, its SO much rarer and harder to get than gold for no reason its crazy :lol:. More ways to get nitre would be nice.. 

Yes! Weird how blue/red gems become plentiful at one point but nitre remains largely the same.

Quote

In my previous world i had a beef too but also a moleworm farm and i definitely had enough nitre for both wraps and salt licks. So yeah id say a mole farm is needed as things r now especially if u have a beef. But i personally kind of like mole farms anyway :lol:

They are ok... Farming them in winter is a no brainer until you have 10 endlessly trying to dig through a fire pit (dwarf stars is my go to but expensive). In spring I am constrained on time as Id like to keep the extended transformation for beequeen, shadow pieces,dragonfly, and/or the ruins. My biggest complaint, though, is as I dig they start to get further and further from the initial drop off point. I need to readjust them every now and then, lol don't mind me Im super lazy.

Link to comment
Share on other sites