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[updated] Wormwood beta skill tree feedback + suggestions


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Out of all my Wormwood suggestion posts this is the "lightest", with only tweaks for the most part

Starting perks
Seed sleuth - i'd never spend a skill point on that if i wasn't forced to. I will know what seed will grow into in a minute, and not knowing that it's a weed isn't a big deal. Also the way it is implemented is inconvenient, why not let us see the plant by hovering the cursor, the usual way.
Suggestion - combine / replace with some form of petal production.

Butterfly friend - nice, but with no ability to pick them up without a bug net kinda useless. Especially when you remember that eating them won't heal Wormwood.


Bottom left branch
Full bloom skills - nice, though not impactful enough, cuz our main source of bloom is still the growth formula.

Photosynthesis - i'm glad that WW finally got this skill, though effect is very weak. Should it be connected to full bloom though? In nature it is connected with water.
Suggestion - the regen works regardless of blooming and gets stronger if Wormwood is wet.

Shade plant - doesn't the name suggest that he wants to avoid the sun, not get resistance to it?
Suggestion - Shade plant -> Tropical plant


Middle left branch
Farmhand - nice to see that this skill makes more sense now. Still, why do i need any tending range when i can just walk closer.
Suggestion - cut the tending range and add some actual farming bonuses, like growth speed or more yield.

Self-fertilizing - nice, but should probably be applied to all fertilizers.

Bee Kind - skill got fixed and allows harvesting bee boxes safely - wonderful.

Bramble trap specialist - i like that WW crafts are remembered and his constant trap resetting is fixed. Maybe bramble armor needs some love too?
Suggestion - cut Growth Spurt I and add a bramble husk skill. Increased damage, or durability, or repairing itself, or ability to repair with living logs.

Fly trap - what is this skill's purpose? We don't need and don't want to kill the Lord regularly. His drops are useless, and the sacred Friendly Fly is useless to Wormwood in bloom.
Suggestion - make the Lord drop unidentified seeds to make him a winter seed supply.
Alternative - the Lord is more likely to appear IF the Friendly Fly is killed. WW now also attracts the Friendly fruit fly to himself instead of plants, and the fly induces the blooming process or prolongs it. Or even turn the Friendly fly into a personal guard. So that WW players would want to carry its Fruit item with them, not just drop near farm and forget.



Bottom right branch
Plant crafting perks - in my opinion while they seem cool at first, sooner or later you will get out of your base and find out that the world is full of plants, and you are free to dig them up and replant, having more than you ever need. This encourages turtling in your base instead of seeing the game content, and if you get out in the world, 4 spent points will become a regret.
Suggestion - combine bush skills into one. Add perk that reduces those crafted plants' growth time, or allows to grow in winter at reduced speed.
Maybe Lureplant perk not only allows to craft lureplants, but also to open them like a chest, so you can retrieve items they ate, but not yet digested. Or put items inside like in trash bin
.
Middle right branch
Mushroom skills are nice, but they lack the ability to grow or craft those lunar mushrooms.

Ipecaca - add the ability to feed it to players =)


Lunar cultivator affinity
I disagree with the idea of making Wormwood a summoner, especially if summoned creatures don't look like plants.
But perks themselves are great, and their fixes are well done. Maybe carrats could harvest crops or bring manure too.

Lunar guardian affinity
Brightshade armor perks are cool, though i think that the size of the grasping vines should better adjust to the size of the grasped creature.
Also i'd suggest instead of giving those perks to brightshade armor, allow WW to upgrade his bramble armor to lunar bramble armor, and give those perks to it.


Also check out:


Suggestions for a Wormwood skill tree overhaul to make perks more impactful


Complete Wormwood rework ideas

 

I've updated this post to only include small changes, so that they are more likely to see the light of day.
Probably i will create another post, which brings a little more changes and rearranges some perks in the skill tree, but nothing too crazy.

Also i have another post about Wormwood rework ideas. It brings big changes, and probably will never be made by Klei (assuming they even read these posts). But my brain just produces this ideas, what can i do about it.
Anyway, you can check it out too and share your opinion.

 

I like the idea of looking into the Lureplant Bulb and using it as a trash can. Cannot see it actually added, but  it's a fun idea :)

I also see your topic had a lot of suggestions I put in mine... I can tell most Wormwood enjoyers would want similar changes to come before beta ends.

4 hours ago, Sapientis said:

I also see your topic had a lot of suggestions I put in mine... I can tell most Wormwood enjoyers would want similar changes to come before beta ends.

Well, yeah =)
Although i have a post about bigger changes. But they will probably never see the light of day, so i don't try to draw attention to them. 

 

3 hours ago, NexusMercer said:

what about craftable normal saplings and grass?

I don't think that is needed, from my experience i never was in a situation where i lack saplings and grass tufts, and wouldn't want to waste a skill point on that. Only if those skills were combined with bush crafting or something.

I mean, these suggestions are cool, but more or less too late my guy.

wormwood got his tree reworked already and it took them like two weeks. 
 

if you wanna make big sweeping changes its gotta come at the start of the beta to be considered, the beta is over, they gotta work on the next group now

1 hour ago, Copyafriend said:

I mean, these suggestions are cool, but more or less too late my guy.

wormwood got his tree reworked already and it took them like two weeks. 
 

if you wanna make big sweeping changes its gotta come at the start of the beta to be considered, the beta is over, they gotta work on the next group now

Maybe you are right. But everything in the game can be improved or reworked at any moment, if not now then maybe later. My brain keeps producing those ideas, so what can i do about it. Maybe eventually this will see the light of day in one way or another.

1 hour ago, Mortalbane said:

Maybe you are right. But everything in the game can be improved or reworked at any moment, if not now then maybe later. My brain keeps producing those ideas, so what can i do about it. Maybe eventually this will see the light of day in one way or another.

Not trying to be mean at all, its okay to be excited and i like seeing the enthusiasm, keep that idea maker in shape, we could probably use the suggestions next time ;)

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