Ardyn Posted July 7 Share Posted July 7 What kind of character should Wormwood be? In the past few months, I have discovered Wormwood's powerful ability outside of cultivated land. Wormwood can use Livinglog to manufacture a large amount of equipment to offset its disadvantages in combat, such as nightmare sword, bat bat, bramble husk Wormwood's therapeutic disadvantage can be offset by tents, bat bats, and jellybeans, while bramble husks can help Wormwood kill swarms of monsters and relatively easily deal with bee queens and acute fuelweavers. This type of gameplay is not based on any damage multiplier, but has a very interesting gameplay that maximizes Wormwood's unique advantages in exclusive production columns. However, this time Wormwood's skill tree is too biased towards arable land - I admit Wormwood's ability in arable land has always been excellent, but don't forget that half of this character's abilities: creating livinglogs, bramble husks, bramble traps, and increasing movement speed after flowering are designed for combat. When the plane damage mechanism was introduced, Wormwood's advantage in combat became less and less. Nightmare Sword lacked planar damage, and Bramble Husk was unable to block planar damage. Moreover, Bramble Husk's attacks posed no threat to powerful plane creatures. Although the Lunar Guardian skill allows Wormwood to still gain advantages in weapons and armor, these advantages are too small - at least the additional gain brought by Lunar Guardian I is far less powerful than the special effects of Bramble Husk. I understand that DST will update a series of new challenges in the future, and this character skill tree is designed to accommodate the old character mechanisms to these new challenges - after all, we cannot expect Livinglog to be a material that can be used from the early stages to the later stages of the game. Can you modify some unclear parts of the Wormwood skill tree - such as accelerating mushroom farms, excavating underground renewable blue mushrooms is more convenient than mushroom farms, and planting mushrooms has no benefit for Wormwood. Another skill with unclear meaning is the ability to create 5 types of plants, which only contain decorative meanings - and this will cost us 5 skill points. Who would choose to use these 5 skills except when replacing characters with celestial teleportation gates? Can you give Wormwood more gains in materials and combat after defeating the Celestial Champion, as well as protection of more dangerous plant environment (just like not being attacked by Venus flytrap and cannibals)? I think this is what Wormwood players like me really need - these gains are also one of Wormwood's inherent abilities after joining the game in 2019. Wormwood only has three simple special made items, but these three special made items have a wide range of functions in the game - livinglogs for making magic materials, as well as bramble husks and bramble traps that often produce unexpected effects. The new vegetative skill tree has a wide range of contents, but most of its abilities are too redundant. Only a few abilities, such as yawning while eating moon mushrooms, summoning vine to trap enemies when wearing brightshade armor when attacked, and creating light fliers, are not redundant and worthy of further investigation into their functions. Finally, to be honest, I don't really like the overly straightforward mechanisms of skill trees. I prefer those that are concise but worth delving into - that's why I chose to use wormwood instead of wolfgang for combat and exploration. Link to comment Share on other sites More sharing options...
Ohan Posted July 7 Share Posted July 7 38 minutes ago, Ardyn said: However, this time Wormwood's skill tree is too biased towards arable land - I admit Wormwood's ability in arable land has always been excellent, but don't forget that half of this character's abilities: creating livinglogs, bramble husks, bramble traps, and increasing movement speed after flowering are designed for combat. Exactly! More farming perks is the most boring direction to take Wormwood in as is evidenced by the ‘Farmhand’ skill branch and the plant crafting skills, just super low impact stuff. What you describe as his other half is what makes Wormwood the most unique in my eyes and i wish they would have expanded further on this instead more underwhelming farming mini-perks. Moon Shroom Clouds and Lunar Guardian I & II are his only good skills, lunar cultivator is cute but the rest is a huge waste of potential.. half of his perks are literal jokes, unlike Woodie’s skill tree where every single skill is amazing and worthwhile. 38 minutes ago, Ardyn said: Another skill with unclear meaning is the ability to create 5 types of plants, which only contain decorative meanings - and this will cost us 5 skill points. Who would choose to use these 5 skills except when replacing characters with celestial teleportation gates? Can you give Wormwood more gains in materials and combat after defeating the Celestial Champion, as well as protection of more dangerous plant environment (just like not being attacked by Venus flytrap and cannibals)? I think this is what Wormwood players like me really need Completely agree. its crazy that he has no skills to augment his Bramble crafts. Link to comment Share on other sites More sharing options...
zfu90 Posted July 7 Share Posted July 7 种植系统只是这个游戏的一部分,但不应该是一个角色的全部(尤其的加强的那一部分) 沃姆伍德的许多技能树能力都不太合理: (1)蘑菇农场与晾肉架一样,都耗材高而产量低,产出的资源也有很强的可替代性,对于沃姆伍德强大的农业能力来说,蘑菇农场并不是一个效率高的食物来源。 (2)沃姆伍德处于开花状态时掉落花瓣的设计意义不明,如果这只是为了弥补沃姆伍德摘花会减少精神值,不如将这个技能改为开花时理智值得到小幅回复。 (3)增加沃姆伍德处于开花状态时与植物的对话范围根本没有必要,只需要玩家在农田多移动就可以与整个农田里的农作物对话。 (4)泻药确实可以弥补粪便的低产出,但如果我为猪人喂食四块怪物肉使其变为疯猪,并在附近放下大量食物(花瓣、荧光果、蕨类植物),就能获得大量粪便(约二百个),这不是更高效吗? (5)让蝴蝶不远离玩家能使得玩家获取蝴蝶翅膀更轻松,但蝴蝶翅膀对于沃姆伍德来说有什么特别的需求吗?沃姆伍德的生命值也不受食物的影响,蝴蝶翅膀八点的生命值回复对于沃姆伍德也不起作用。 综上的能力占据了九个技能点位置,再加上贴主的所说的创造植物的能力,已经多达十四个技能点位置,这超过的技能树能力数量的一半(总共二十五个),可以说,制作组完全没有搞清沃姆伍德的定位,沃姆伍德并不是一个单纯的农民,在战斗和其他资源收集方面理应得到更多的加强。 Below is the machine translation, my English is not good. The planting system is only one part of the game, but it shouldn't be the whole of a character (especially the enhanced part) Many of Walmwood's skill tree abilities don't make sense: (1) Mushroom farms, like meat drying racks, have high consumables and low yields, and the resources produced are also highly substitutable, and for Walmwood's strong agricultural ability, mushroom farms are not an efficient food source. (2) The design significance of dropping petals when Walmwood is in the flowering state is unknown, if this is only to compensate for Walmwood's reduction in mental value when picking flowers, it is better to change this skill to a small recovery of sanity when flowering. (3) Increasing the dialogue range with plants when Walmwood is in a flowering state is not necessary at all, the player just to move more in the farmland to talk to the crops in the entire farmland. (4) Laxatives can indeed compensate for the low yield of feces, but if I feed a pig man four pieces of monster meat to turn him into a mad pig, and put a lot of food (petals, fluorescent fruits, ferns) nearby, I can get a lot of feces (about two hundred), wouldn't it be more efficient? (5) Keeping butterflies away from the player makes it easier for players to acquire butterfly wings, but do butterfly wings have any special needs for Walmwood? Wormwood's health is also not affected by food, and the eight health regeneration of butterfly wings does not work for Walmwood. In summary, the ability occupies nine skill point positions, plus the ability to create plants mentioned by the ardyn, there are already as many as fourteen skill point positions, which is more than half of the number of skill tree abilities (twenty-five in total), it can be said that the production team has not figured out the positioning of Walmwood at all, Walmwood is not a simple farmer, and deserves more reinforcement in terms of combat and other resource gathering Link to comment Share on other sites More sharing options...
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