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wormwood's trap reset


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1 hour ago, Copyafriend said:

it needs a nerf pretty badly, I was able to SHRED deerclops with just 10 traps in under id say 30 seconds. It needs a few seconds of delay minimum.

Thank you klei

This is fine, remember you have to be fully bloomed, exactly when Clops arrives for it to go off without a hitch, and bloominess doesn't last long in winter and is a slow process to get to it. Plus the fact this method wont be useable on some of the major fights in the game like Dfly, Antlion, EoT, Twins, Bee Queen, Celestial Champion, and Crab King. Since they don't touch the ground. I think it's nice having more than one method to dealing with hound waves, Clops, Bearger, Toadstool, and AFW. Gives new viable strategy.

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50 minutes ago, Chesterxito said:

I tried it on AFW and it was fairly decent. Sadly spike atk removes placed traps.

if you're willing to dabble in the dark (elitist meta tryhard) arts, bone cage dodge could help make this actually pretty useful

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Please don't forget brambles don't hit flying enemies! High value bosses like dragonfly and beequeen are safe.

Secondly the cheapest way to kill deerclops is to have them knock down trees until a tree guard spawns and kills them. Which happens without fail in a dense forest.

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32 minutes ago, HowlVoid said:

Please don't forget brambles don't hit flying enemies! High value bosses like dragonfly and beequeen are safe.

You make them take damage if something that in on ground trigger the traps (Like the lavae, idk about bee queen)

But still, it's a fair skill, there's no need for a nerf

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It could use a slight nerf, just a 1 second though judging from the video it does that already and only resets... 5 at a time? so actually not too bad. All things considered.

Bramble Traps vs Crab King now.

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4 hours ago, Evelo said:

It could use a slight nerf, just a 1 second though judging from the video it does that already and only resets... 5 at a time? so actually not too bad. All things considered.

Bramble Traps vs Crab King now.

If my boy planto can take out the trash, who am I to get in the way. I accept it.

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Dude, please, remember that these traps have durability, you can't use them on higher hp bosses unless it's lategame and your world is littered with stingers.

Bosses such as deerclops and moose deserve stuff like this done to them as they are just checkboxes with enough experience, why not let them die in peace and fast? No need to make those suckers suffer lol

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Strange topic...

so like 10 traps kill 4khp deerclops in 30 secs thats 133dps AND it requires a decent amount of prepwork and some investment of skillpoints and its compared to wolfgang or normal survivors and said to be OP.....

But nobody talks about that with some preparation winona with the right setup of 16 or 18 catapults that deal 17 dps dishes out way more damage and basically 2shots the same crappy deerclops so its like a 5-10 seconds fight.... and depending where you place your trap it farms beequeen, fuelweaver and dragonfly all the good stuff....

 

And that s the name of this game PREPARATION IS EVERYTHING in DST if you prepare right you can laze off and just face tank the boss since it dies in the blink of an eye-.-'

So in the end is it bad to have a new 30sec deerclops kill after some prep? thats a nope from me since the mid tier traps of catapults and the endgame tier of houndius shootius can do it just that much better.

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22 hours ago, Copyafriend said:

it needs a nerf pretty badly, I was able to SHRED deerclops with just 10 traps in under id say 30 seconds. It needs a few seconds of delay minimum.

Thank you klei

You can also kill deerclops with random tree guards and lose negative resources. Not really op.

20 hours ago, HowlVoid said:

Please don't forget brambles don't hit flying enemies! High value bosses like dragonfly and beequeen are safe.

Secondly the cheapest way to kill deerclops is to have them knock down trees until a tree guard spawns and kills them. Which happens without fail in a dense forest.

I think bramble traps and shattered spiders should be able to hit them. 

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57 minutes ago, Jakepeng99 said:

You can also kill deerclops with random tree guards and lose negative resources. Not really op.

I think bramble traps and shattered spiders should be able to hit them. 

Read the most recent pages of a post before you comment please and thank you.

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On 7/19/2023 at 7:28 PM, Copyafriend said:

it needs a nerf pretty badly, I was able to SHRED deerclops with just 10 traps in under id say 30 seconds. It needs a few seconds of delay minimum.

Thank you klei

Congradulations Copyafriend you did it again, you got another nerf to call yours. 

"Wormwood's Bramble Trap Specialist skill now has a short cooldown between resetting the same trap."

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30 minutes ago, mykenception said:

this is why we can have nice things

“tHiS IS wHy wE CaNT hAvE NiCE tHiNGs”

grow up, my one post did not magically convince klei to nerf the bramble traps. They probably saw the streamer who was showcasing it, or saw the video, or just originally forgot to put in a timer.

klei was probably going to nerf it anyway.

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I think a very important game design core is the TTK (Time *needed* To Kill)

I understand that the bramble husk take much more time to prepare and all but if it can take a melt the new player bar boss in seconds and been a default character skills, I don't think it's very balanced.

I can see a lot of members in this forum had passed the PRO check points, there can be a  situations that if you have beecrown before DC winter u might aswell can easily farm eyeballs for your whole colony. Yet that's is not what really happening in pubs or new players game with friends. 

And if u don't have it, kill it with melee weapons will empty your sanity and add more shadow to the scene. Either way, its prolonging the TTK much higher. Yet a bramble husk set-up can nullify all those situations. So to me I think the Nerf in some degree is justified.

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12 minutes ago, NNOUS said:

I think a very important game design core is the TTK (Time *needed* To Kill)

I understand that the bramble husk take much more time to prepare and all but if it can take a melt the new player bar boss in seconds and been a default character skills, I don't think it's very balanced.

I can see a lot of members in this forum had passed the PRO check points, there can be a  situations that if you have beecrown before DC winter u might aswell can easily farm eyeballs for your whole colony. Yet that's is not what really happening in pubs or new players game with friends. 

And if u don't have it, kill it with melee weapons will empty your sanity and add more shadow to the scene. Either way, its prolonging the TTK much higher. Yet a bramble husk set-up can nullify all those situations. So to me I think the Nerf in some degree is justified.

They should not have nerfed it so hard. Should be a 1 second cooldown.

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