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[Game Update] - 565757


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5 minutes ago, Mike23Ua said:

Wait so we have a character that was sold as a challenging dlc character who had to come up with unique methods of healing who now just passively heals while standing around in Sunlight?

Are there any balances to this?? Such as only healing when standing still and not in combat (like Beefalo) or is it just yeah let’s just erase Wormwoods Downside?

You still need bat bats, honey poultice and such during boss fights or dusk/night, not like he's healing to full every 5 seconds or something. The downside is still there, it's no where near Woodie's lunar branch, where his downside is completely removed(and you can spawn in with that).

Edited by _zwb
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Just now, Mike23Ua said:

Wait so we have a character that was sold as a challenging dlc character who had to come up with unique methods of healing who now just passively heals while standing around in Sunlight?

Are there any balances to this?? Such as only healing when standing still and not in combat (like Beefalo) or is it just yeah let’s just erase Wormwoods Downside?

It's 1 hp per 20 seconds only during the day only during full bloom.

If dusk and night take up half the day, Wormwood will heal 12 hp over 8 minutes. 

It in no way erases Wormwood's downside.

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12 minutes ago, Fufuji said:

Yes, it depends on network connection and luck and will change every now and then. 13 frames for normal weapons and 15 frames for weremoose can be achieved in actual gameplay so calculating DPS with these values is relatively more convenient (than testing it in-game, which will be affected by too many things).

Based mew2king apprentice 

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2 hours ago, V2C said:

 

Wormwood skill tree rebalance:

Hello I have some feed back if the team is interested.

2 hours ago, V2C said:
  • Bees are no longer bothered when their bee box is harvested if the "Bee Kind" skill is activated.

Amazing change.

2 hours ago, V2C said:
  • Syrup of Ipecac now has a greater laxative effect and does less damage.

15 manure, I had more of an issue with the skill itself but being a multiple of 5 is ok for some compost wrap production. Also synergizes with mushroom skills (which I also had an issue with) and self fertilizer so there is something to work with here. 

2 hours ago, V2C said:
  • Syrup of Ipecac now causes those who eat it to panic.

Not sure what the application for this would be but it's a neat little detail if nothing else.

2 hours ago, V2C said:
  • Activating the "Farm Hand" skill will now also make you harvest farm crops faster.

This alone is worth all three skills in farmhand so I'm glad the rest were removed.

2 hours ago, V2C said:
  • The skill "Petal Production" has been replaced by the skill "Photosynthesis".

This doesn't sound good... The healing is minimal (and not needed thanks to ipecaca/self fertilizer) and it's greatly reduced by shorter days. Even if one where to have night and dusk disabled you'd still only get 24 HP a day. 

I rather have petal production back. This has far more applications, sisturn use, beefalo taming, manure production, rot production, for some examples.

2 hours ago, V2C said:
  • The skill “Farm Hand II" has been replaced by the skill "Skilled Self-fertilizer".

Replaced with a wormwood craft oriented skill, thank you for considering this change!

2 hours ago, V2C said:
  • The skill “Farm Hand III" has been replaced by the skill "Bramble Trap Specialist".

More of the above! Truly a blessing, thank you Klei.

2 hours ago, V2C said:
  • Wormwood's Saladmanders are no longer ripe.

There were some unlisted nerfs, less HP on saladmanders and limited to now two? 

So these, now two, saladmanders can still be used for combat might some things be reverted? (HP and reverted to three). These can't be used in combination with bramble traps since they will die so they should stand as their own battle skill.

2 hours ago, V2C said:
  • Wormwood’s Bulbous Lightbugs can no longer be caught with the Bug Net.
  • Wormwood’s Carrats can no longer get caught in Traps.
  • Adjusted the cost of some recipes.

 

Some more hotfixes. Not too much of a loss that moonshrooms are still not plantable nor seed Sleuth getting a rebalance. 

I'm definitely more comfortable with this wormwood being released in the final version. If one last change from me could take some priority in last minute consideration please reconsider the use of photosynthesis.

Edit: also forgot to mention that berry bushes and juicy being two separate skills still feels unnecessary.

Edit 2: Oof I forgot fly trap exists... it's a bummer skill. Glermz explains really well why.

Edited by HowlVoid
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Just now, Arcwell said:

It's 1 hp per 20 seconds only during the day only during full bloom.

If dusk and night take up half the day, Wormwood will heal 12 hp over 8 minutes. 

It in no way erases Wormwood's downside

Pretty cool upside though, i love the idea of a slow passive regen for the plant character. 
 

useful for early bramble husk production when you’re saving your fertilizers for bushes and grass tufts

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Just now, _zwb said:
5 minutes ago, Mike23Ua said:

Wait so we have a character that was sold as a challenging dlc character who had to come up with unique methods of healing who now just passively heals while standing around in Sunlight?

Are there any balances to this?? Such as only healing when standing still and not in combat (like Beefalo) or is it just yeah let’s just erase Wormwoods Downside?

You still need bat bats, honey poultice and such during boss fights or dusk/night, not like he's healing to full every 5 seconds or something. The downside is still there, it's no where near Woodie's lunar branch, where his downside is completely removed(and you can spawn in with that).

Edited just now by _zwb

Boring perk that will help newbies only if they're willing to wait 15 days for full health and both bloom. It heals 1hp every 20 seconds in daytime only. For something that is on the end of a branch could as well be on beginning replacing the butterfly perk

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6 minutes ago, Copyafriend said:

Pretty cool upside though, i love the idea of a slow passive regen for the plant character. 
 

useful for early bramble husk production when you’re saving your fertilizers for bushes and grass tufts

Petals were already far greater in terms of healing its entirely possible petals were removed because they offered too much. 

Since you could obtain 32 petals that's 32 rot x 8hp per rot. But it had more practical applications like beefalo taming which strengthened wormwoods relationship with them.

Edited by HowlVoid
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2 minutes ago, Wonz said:

Boring perk that will help newbies only if they're willing to wait 15 days for full health and both bloom. It heals 1hp every 20 seconds in daytime only. For something that is on the end of a branch could as well be on beginning replacing the butterfly perk

I don't know why you reply me this.

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22 minutes ago, -Variant said:

Tink.thumb.gif.ae214cca9909f02e6261b47703051d5f.gif

Sound a bit lame to me that a basic helmet made of wood protect you from eartquake debri but not something called minerhat or even the shelmet.

Edited by kuroite
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Just now, HowlVoid said:

Petals were already far greater in terms of healing ints entirely possible petals were removed because they offered too much. 

Since you could obtain 32 petals that's 32 rot x 8hp per rot. But it had more practical applications like beefalo taming which strengthened wormwoods relationship with them.

You’re right i just think its pretty neat is all. I think the petal production was MUCH stronger, i think photosynthesis is more thematically fun

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After testing Wormwood all the new skills are fine and it shows the feedback matters, so thank you for that.
But still so much more can be done to Wormwood, specially wwhen Woodie and Wolfgang got so many incredible trees, one was brought  to the level on Planar Damage that he had in his Pre Rifts gear and the other got the power his forms deserve.

- Why do the numbers of the Staying Bloomed have to be so low that there is barely any difference on the ammount of fertilizer we have to use and how often we have to do it in Summer Autumn and Winter? - Why can't it actually be good so we can feel a significant difference than without those skills?
- Why Removing the Petals? I understand that it wasnt much but why not merge it with the Flower Power perk ? Also if people found it annoying to have them dropping on their iventory why not use the Wilson Beard UI just for the Petals as Wormwood?
- Why is Flytrap still a thing? Who needs More Lord of The Flies as Wormwood? We dont need any of his drops, we dont even need his annoyance whatsoever for that matter (not that is even hard to kill it) but this honestly seems so weird to have in the skill tree. The minion is pointless as wormwood as we do everything faster and better, we dont need seeds because we get an abundant ammount of them, so genuinely this seems such a weird skill.
- Carrats, i wouldnt mind how bad and niche they are if it wasnt for the fact that you are forced to pick this skill to get to choose the Lightbulbs or Salamenders.
- Salamenders: The fire spread was definitely a huge down side of this, why can't wormwood have his own special Salamander that simply doesnt do the fire attack but has the melee and health states of the fiery one? Also why the drop from 3 to 2? It's wormwood afterall, its not like his a masterclass at staying alive and fighting.
- Even if i really enjoy the tentacles, in the end the suffer the same problem as the shadow ones from the Thulicite club, they often spawn to late or not at all, they dont hit a moving target, because they have small range and slow animation, making it very stationary skill on a character that is anti-tank because of his huge downside.


Overall the skilltree is in a much better position but i still think it can be so much more, specially when looking how impactful the other 2 were for their respective characters.

Rest of the patch, as said previously, outside of the woodie combo, is really good (:

Regards,

Glermz

Edited by GLERMZ
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3 minutes ago, HowlVoid said:

Petals were already far greater in terms of healing its entirely possible petals were removed because they offered too much. 

Since you could obtain 32 petals that's 32 rot x 8hp per rot. But it had more practical applications like beefalo taming which strengthened wormwoods relationship with them.

I still believe that decorating End Tables with this skill prior all other applications.:lol:

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24 minutes ago, Copyafriend said:

You’re right i just think its pretty neat is all. I think the petal production was MUCH stronger, i think photosynthesis is more thematically fun

Yes, it's thematically fun so to preserve some power I hope they consider this working with/to a greater effect with a star caller staff. (Starcaller + day maybe?) If wormwood produced the living logs himself it's even an investment.

I like deep synergies and combinations, deep considerations like that make it fun imo.

Petals had deeper synergies as it worked alongside ipecaca (which is now better) and compost wraps. The rot helped craft both. I rather they reduce the amount of petals wormwood could produce? Maybe 20...

Edited by HowlVoid
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2 hours ago, V2C said:

 

  • Halved the health regeneration guaranteed by the "The Weremoose II" skill.
  • Decreased the physical damage dealt by Weremoose mastery’s smashing punch.

 

Man! Us woodie mains can't get one minute of peace. When I was starting to use the weremoose form more frequently...

This nerf was totally unnecessary. Justice for weremoose!

Edited by B4ckSm1t
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2 hours ago, V2C said:

Decreased the physical damage dealt by Weremoose mastery’s smashing punch

What was the need to lessen his damage, Woodie was already fine as at the beginning. I don't know if it's because they don't like the character or something like that but they should reverse this change. 

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2 minutes ago, Dr. Safety said:
1 hour ago, Squidyfoo said:

Is the menu song new? In any case it's really good I love it.

 

The menu song is amazing and I really hope they fit it into the base game somehow. It's a waste if it's a one and done. But also, bring back the 136 slam

 

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3 hours ago, V2C said:
  • Halved the health regeneration guaranteed by the "The Weremoose II" skill.
  • Decreased the physical damage dealt by Weremoose mastery’s smashing punch.

Great, now I can hate the update again.

But seriously, now I receive less health back while I'm tanking to make the slam attack that deals less damage.

People in social media just wanted to show how happy are they that now weremoose it's actually a great DPS without relaying in others characters. Weremoose wasn't OP by any means, just good.

Justice For Weremoose!

Edited by Memetan
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