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Wormwood Skill Tree Suggestions


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Hello! So with the addition of skill trees for three characters, we're seeing more fleshed out perks that can be given to characters, like Woodie's various wereform upgrades. That being said, there's some issues and suggestions I have for Wormwood in particular as I ended up focusing on looking into theirs the most and saw that there's some oversights with a few things and others just don't translate well into gameplay.


Lunar Cultivator I - Carrats are fairly cheap, and also good emotional support rodents, but at the moment they fall behind very easily since they don't run towards you without an item and don't teleport to you. Right now they pick up food off the ground every 10 seconds and last 3 days so it seems more inclined to be a passive trait which doesnt work out well atm. They could potentially dig up items or something to give you since right now their usefulness doesn't work in lights out worlds or caves.
 

Light Cultivator II - At the moment if you have more than 3 light bugs via this perk, their AI becomes very chaotic and janky trying to find a suitable formation. If they become limitted to 3 I think they could last longer in exchange if anything.

 

Lunar Cultivator III - Currently Saladmanders are probably the biggest issue. They set Wormwood on fire if you're too close to them while they're attacking (which 95% of the time means you can't attack the mobs they're attacking), them setting fire to mobs burns the loot that those mobs possess, and right now if they're in caves (or at least outside of where there's cave lights) they'll unripen immediately and the moment you stop moving they'll sleep and not follow you unless you're attacking something. They're quite strong minions to summon using HP but they're also incredibly destructive so there's little to no reward in using them right now despite being the more resource consuming minion among the three. 

 

Bee Kind - Right now from what I'm gathering this doesn't affect Bee Boxes, it could be really nice if it prevents bees from attacking Wormwood upon harvesting their honey. That aside, it could also potentially be a way to address Wormwood bringing hostile bees into multiplayer bases during spring.
 

Fly Trap - There's little benefit with this one. It's main thing is it attracts Fruit Flies to Wormwood while he's blooming, as well as make the Lord of the Fruit Flies spawn more often. If wormwood is in full bloom he can undo anything the fruit flies do to the farms as is, so having them choose to go to Wormwood instead feels like a negligible thing. Aside from that, attracting the Lord of the Fruit Flies would mainly serve to get more crop seeds, but the amount of seeds gathered from that in exchange for needing to put up with it more often doesn't translate well at all. You could potentially use it as a farm for the various weeds but it doesn't make it easier to do as Wormwood. It's a perk that seems to be more of a detriment than a benefit.



Farmhand I/II/III - Minor perks are fine, though these perks namely work for much larger scale farms than smaller ones since the main thing it does is take less time to tend to plants, which for something that uses 3 perks, doesn't occur that often and with smaller scale farms wouldn't do anything in the long run. Again though there's bound to be smaller perks (Wolfgang's Leg Day, Weregoose's dodge, etc) so not really that bad. It could potentially have something tied to it that gives nearby players a small boost like sanity, bonus healing or a tiny speed boost (suggestion by @NoodlemanNed).

 

Moon Shroom Cloud - Neat perk that could be fun to mess around with, though with it being behind 3 Mushroom Planter skills and Wormwood not being able to plant Moon Shrooms into Mushroom Planters, it could be worth also adding that to it or onto one of the Mushroom Planter perks. At the moment it's fairly out of the way to grab Moon Shrooms from the Grotto especially if the shadow war is going to be present there. It'd help with using Mushroom Planters as well because right now those three perks that are tied to it would mainly be good for a multiplayer setting, with Wormwood it'd only be good for green caps only (I guess red caps for ipecaca syrup? but that's still very situational). 
 


That's about all the suggestions I have for now. I'm a huge fan of the potential there is for Wormwood with all of this. Big fan of the Lunar Cultivator line, it all just needs some tweaks as some are more harmful than good, some have some oversights and some could just feature more accessibility to use them. 
 

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52 minutes ago, Scypham said:


Petal Production - At the moment this is very overtuned. It produces 32 petals a day, which even if you find a use for it is an unwieldy amount if you're going to just make a bunch of garlands or use it for rot, manure, ash, etc. 

A lot of people use petals to craft gift wraps. We need even more than 32/day.

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1 minute ago, Habakkuk said:
54 minutes ago, Scypham said:

 

A lot of people use petals to craft gift wraps. We need even more than 32/day.

But why? I mean gift wrap is cool, but bundling wrap exists too? How many times are you unwrapping and rewrapping packages that you cant afford 1 petal each time.

32 petals???

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It is better than carrie a lot of grass to craft bundling wraps, and we dont have a bee wax production in DST that is good enought to have a lot of bundling wraps to store itens in the chests. I play with multiple people in my server so we need a lot of gift wraps a day to food preservation, itens storage, crops and seeds storage and etc...

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at first i thought the huge amount of petals would become excessive but the game stops giving them if youre already holding 10 of them. I think this cap makes the production rate pretty reasonable, since youre never able to overflow on them unless youre purposefully removing them from your inventory

 

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3 hours ago, NoodlemanNed said:

at first i thought the huge amount of petals would become excessive but the game stops giving them if youre already holding 10 of them. I think this cap makes the production rate pretty reasonable, since youre never able to overflow on them unless youre purposefully removing them from your inventory

 

Oh huh, it didn't work like that when I tried yesterday. Good to know! I'll get rid of that then, that's definitely reasonable. Thanks for pointing that out.

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17 hours ago, Copyafriend said:

But why? I mean gift wrap is cool, but bundling wrap exists too? How many times are you unwrapping and rewrapping packages that you cant afford 1 petal each time.

32 petals???

As you can see I use a loooot of petals: 
With bundling wraps it would take too long to get all those gifs.
image.png

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3 minutes ago, Habakkuk said:

As you can see I use a loooot of petals: 
With bundling wraps it would take too long to get all those gifs.
image.png

That's 91 gift wraps, which would take 23 petals to craft since you craft 4 wraps per petal. You could get that in 5 minutes and 45 seconds in the current patch.

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6 minutes ago, Arcwell said:

That's 91 gift wraps, which would take 23 petals to craft since you craft 4 wraps per petal. You could get that in 5 minutes and 45 seconds in the current patch.

If I had to use bundling wraps i would take a lot of time killing bee queens to get bee wax to do the same thing. That is way we need a good farm of petals and wornwood is perfect to that.

1 minute ago, Primalflower said:

what is in the gift wraps

Reeds and papyrus.

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3 minutes ago, Primalflower said:

it does not need to be in gift wraps

I'd assume he has like stacks and stacks of reeds and papyrus, bundles are just for saving space

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Just now, _zwb said:

I'd assume he has like stacks and stacks of reeds and papyrus, bundles are just for saving space

I see the purpose i just think that if gift wrap production is a problem then this is a relatively frivolous display of use of them and especially in this stage of the game where you're going to be producing that many I think there are better ways to go about it

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I also had few ideas for Wormwood skill tree:

1. You can now plant moon shrooms in Mushroom Planter.

2. Moon enlighten creatures are neutral towards Wormwood (including creatures from Archive, Moon Island, Moon Grotto, Brightshades, Gestalts creatures from moon rifts itp). Moon Spores won't blow up when Wormwood it's near them.

3. Fireflies light won't go out when wormwood it's near them (as bonus to butterfly skill)

4. Wormwood starts full blooming during full moon or when it's sanity change to Enlightment.

5. Combine both skills that includes Brightshade armor and weapons into one skill.

6. Create area effect of spores smoke after eating any mushroom. Different mushroom gives Spore smoke with different effect.

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