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Small Wormwood Change


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5 hours ago, Evelo said:

Really? Hmm, interesting. I think his unique crafts are fine currently. 

I don't have a problem with them, a little dry means it could use a bit more substance. When something is dry, it's missing water, so I think the tab feels a little empty. 

This becomes more apparent to me in the late game. 

I actually don't use any of his crafts besides living logs, but I don't have a problem with his items. I rather use night armor than the husk, mobs like bunny men for afk farming than the traps (I hate resseting them and upkeep cost), and batbat/jelly beans than the wrap, but even if they feel outclassed by other things I don't really care if they get buffed or not at this point.

5 hours ago, Hornete said:

I think so too, but it's more so the quantity for me, when being ported over Wormwood lost the poison balm (due to poison not being a thing in DST, duh).

Yeah, this is what meant, sorry if I wasn't clear.

The world is also missing the symbiotic relationship between the jungles and Wormwood, but that will probably never be addressed. It was the little things that made him feel one with nature, oh well.

3 minutes ago, HowlVoid said:

The world is also missing the symbiotic relationship between the jungles and Wormwood, but that will probably never be addressed. It was the little things that made him feel one with nature, oh well.

Don't worry, the next update will consist of more Wagstaff shenanigans, this time the portal will leak out an other-worldly jungle with a bunch of new plant mobs and entities that Wormwood is friendly with and can interact with.

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20 hours ago, HowlVoid said:

It wouldn't hurt to add one more item. Living logs+planks+meat bulb and you can add back a root trunk like item. Except maybe it's a giant eye plant that acts like a chest and only Wormwood can access it.

Or he could craft a gun and force Wortox to transport items. Would be a shame to end up like Warbucks...

On 8/11/2022 at 12:14 AM, Trevindo said:

Today I came here to talk about Wormwood and I wanted to propose to you that Wormwood would remove a point of stress when talking (works when using transformed form) with the plant for the first time in each of the growth stages, so Wormwood would be able to take care of the crop more easily and could cultivate giant plants out of season.

 

Wormwood doesn't need to grow giants (except for flex and compendium photos).
Wormwood's farming strength is in the use of space, where Wickerbottom's strength lies in speeding things up in time. With each plant, Wormwood can double (triple with a bit of rain) his seeds with no effort, ending a good Spring farming session with enough crop seeds to cover a whole biome.
Actually, this is the real problem with Wormwood : the compulsion  to replant seeds again and again, accumulating so many that you don't know what to do with them.
 

On 8/12/2022 at 1:34 PM, HowlVoid said:

Wormwood is a good farmer, he's ok with battle, and he has some of the greatest utility (sanity, logs, blooming).

But can we all agree his green thumb tab is a little dry? 

It wouldn't hurt to add one more item. Living logs+planks+meat bulb and you can add back a root trunk like item. Except maybe it's a giant eye plant that acts like a chest and only Wormwood can access it. 

This would allow him to have access to growth formulas from any location, transport high amounts of veggies from huge plots, move large amounts of ruin staffs and all sort of other utility. 

And I wouldn't say no to bramble walls that hurt enemies when they are attacked. They can be repaired with living logs.

If greenthumb could be fleshed out just a little bit that would be awesome.

I agree with this: the Green Thumb tab feels very light compared to other characters' crafting tabs.
I'm not sure about bramble walls which would attack, but some kind of dense folliage slowing down mobs would be nice, and I absolutely love the root trunk idea.

Also, in regard to the enormous amount of seeds Wormwood can sit on, it would be nice to see some new uses for crop seeds... in a QoL Green Thumb update, maybe? An ointment made of rot and durian seeds that would make merms neutral. A (spoiling) amulet of sorts, made of garlic seeds and poop, that would make mobs lose aggro. A decoy made of pumpkin seeds and (insert funny ingredient there) that would draw the aggro of specific mobs like depth worms or slurpers or hounds after been planted, Etc etc.

 

On 8/13/2022 at 8:05 AM, ChemNPhy said:

Also, in regard to the enormous amount of seeds Wormwood can sit on, it would be nice to see some new uses for crop seeds... in a QoL Green Thumb update, maybe? An ointment made of rot and durian seeds that would make merms neutral. A (spoiling) amulet of sorts, made of garlic seeds and poop, that would make mobs lose aggro. A decoy made of pumpkin seeds and (insert funny ingredient there) that would draw the aggro of specific mobs like depth worms or slurpers or hounds after been planted, Etc etc.

Holy crap that sounds like an amazing idea. A pseudo Warly-esque unique crafts that can be shared with the team. It would make the rarely used foods (Durian, Pomegranate, Peppers [assuming no Warly], Eggplants, Firenettle, Tillweed) quite viable. I can already imagine a Pepper + Firenettle Salve to increase temperature akin to other temperature raising foods/methods. The Durian and Rot/Kelp Balm to make merms neutral or some other use.
They don't have to be exclusive to Wormwood either, imagine Walter farming Pomegranates en masse to use the seeds as ammunition?
Make Eggplants do something cause... wow I hate eggplants.
Point is: this is a lovely idea and would really bring a lot to Wormwood even if it isnt unique to Wormwood especially if there were more uses for the 3 Weed byproducts.

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