Ohan Posted July 11, 2023 Share Posted July 11, 2023 Lunar Guardian being post-CC feels appropriate. Dps increase and rooting enemies are nice new toys to play with in a post cc world. But the Lunar Cultivator skills dont feel like that at all and would be more useable if they were available right away. Carrat is basically a joke skill unfortunately if uve played with them u know what i mean so i wont elaborate. Lightbug skill would be most useful PRE-CC, yknow.. before u get that enlightened crown. and even then they cost 15 hp each for only 1 day of light Saladmanders are not very effective combat pets Between them expiring on their own, cost 30 hp each limit of 3, lighting u and loot on fire, falling asleep constantly, not backing off and following u when u walk away, etc. All of this combined makes it clear to me that these abilities dont deserve to be locked behind CC because theyre not impactful enough. I honestly believe these skills should be added to base Wormwood. Base Wormwood has zero lunar connections, being able to use his gem to give life to lunar pets is a cute thing for his base character to have. And it would make farming (carrots/dfruit) relevant for all solo Wormwoods no matter how they wish to specialize their skill tree. New skills could then include improvements for these pets! like: receiving heat from saladmanders, them not falling asleep constantly, higher limit/longer lifespan carrats working faster, picking up more things other than food items lightbugs.. doing something. Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/ Share on other sites More sharing options...
GelatinousCube Posted July 11, 2023 Share Posted July 11, 2023 do lightbugs created from wormwoods skill tree follow him automatically? If not perhaps they could for a full day after being created so it has some actual use. Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649156 Share on other sites More sharing options...
Ohan Posted July 11, 2023 Author Share Posted July 11, 2023 2 minutes ago, GelatinousCube said: do lightbugs created from wormwoods skill tree follow him automatically? Yes they do which is why this ability would be really nice to have in the early game instead of after CC when u have enlightened crown and most likely star and moon callers staves. Currently when u spawn more than 1 their rotation formation gets extremely bugged though, like they often cant form a proper triangle around you Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649158 Share on other sites More sharing options...
GelatinousCube Posted July 11, 2023 Share Posted July 11, 2023 Just now, Ohan said: Yes they do which is why this ability would be really nice to have in the early game instead of after CC when u have enlightened crown and most likely star and moon callers staves. Currently when u spawn more than 1 their rotation formation gets extremely bugged though, like they often cant form a proper triangle around you Gotcha It's the part of his skill tree that's lunar based (beating cc), I'm on console so all my info is from the forums currently and not personal experience. Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649159 Share on other sites More sharing options...
gamehun20 Posted July 11, 2023 Share Posted July 11, 2023 5 minutes ago, GelatinousCube said: do lightbugs created from wormwoods skill tree follow him automatically? They do so you don't need a magnet one in your inventory and the more you summon they try to form more rings around you like an atom but the ai breaks fast Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649160 Share on other sites More sharing options...
Baark0 Posted July 11, 2023 Share Posted July 11, 2023 Afaik the lightbugs dont despawn/time out, so you're telling me Wormwood should just have infinite light on day one? Sure the bugs are vulnerable to other creatures, but considering they drop a lightbulb when killed, you can more or less just keep re-summoning lightbugs as long as you have the hp. Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649180 Share on other sites More sharing options...
_zwb Posted July 11, 2023 Share Posted July 11, 2023 2 minutes ago, Baark0 said: Afaik the lightbugs dont despawn/time out, so you're telling me Wormwood should just have infinite light on day one? Sure the bugs are vulnerable to other creatures, but considering they drop a lightbulb when killed, you can more or less just keep re-summoning lightbugs as long as you have the hp. They do despawn in 1 day. Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649182 Share on other sites More sharing options...
Valase Posted July 11, 2023 Share Posted July 11, 2023 44 minutes ago, Baark0 said: Afaik the lightbugs dont despawn/time out, so you're telling me Wormwood should just have infinite light on day one? Sure the bugs are vulnerable to other creatures, but considering they drop a lightbulb when killed, you can more or less just keep re-summoning lightbugs as long as you have the hp. Not only they despawn, but its really hard to keep the health cost in the early game as things take too long to rot (to heal 4hp over ~1,5s) and manure only stacks to 20 (40 health). Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649191 Share on other sites More sharing options...
ShadowbirdRH Posted July 11, 2023 Share Posted July 11, 2023 I think it's a fine idea to have the Lunar Cultivator skills reassigned to a lower tier skill, and maybe combine the carrat and lightbug skills. The Saladmanders need more work, maybe a custom follower behavior set to keep them from napping so much, and to spawn as green rather than red considering the fire hazard making them difficult to manage, especially given Wormwood's added fire vulnerability. I'd recommend the skill slots behind the lock be replaced with an ability to recruit other plant creatures as followers, including wild carrats and saladmanders, grass gators, possibly even tree guards (costlier items required to recruit stronger creatures?), and another skill to be able to spawn a snaptooth (the flytrap creatures from Hamlet), to which the follower skill would also apply. Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649196 Share on other sites More sharing options...
goblinball Posted July 11, 2023 Share Posted July 11, 2023 2 hours ago, Ohan said: lightbugs.. doing something. Maybe they last longer, like 2/3 days instead of 1 or maybe even just forever assuming they don’t die Link to comment https://forums.kleientertainment.com/forums/topic/149344-the-3-lunar-cultivator-pets-should-be-base-wormwood-abilities-skills-could-then-improve-upon-them/#findComment-1649201 Share on other sites More sharing options...
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