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Wormwood last suggestions and feedback


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I will divide this post in two categories, the first will be the feedback, the second will be the suggestions.

I also want to make clear that I believe that skill tress should have different strengths based having to choose where, instead of being able to branch in both directions.

Both the Feedback and the Suggestions will be following the image below:

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Feedback

1.

This path still is great, but the removal of the petal production for the photosyntesis is a step on the wrong direction, as it does not reward skillful thinking and playing. Besides that, the main branch of this branch is really strong.

2.

Ever since the changes, this one has been better, but needs some balances and bugfixes.

  • Skilled self-fertilizer: Could not be tested as it is bugged, but looks good;
  • Bramble trap Specialist: Is really strong, but should have a cooldown(~1,5s) when hitting bosses;
  • Flytrap: it's not really good overall, it could be made broader( affecting more insects) or have additional perks (being able to catch them);
  • Bee kind: It's better now, as Wormwood can harvest honey from beeboxes, but gets in the way when you want to farm stingers from killer bees.

3.

The Poor sap changes were great, but this branch still struggles with two problems (Winter and moon shroom production).

4.

My opinion on this skill tree stands the same, as I don't like it's existence.

5.

This branch is a little bit "weird", as you can summon creatures to be your followers, but they expire (which kills the repopulation ideas) because if they were permanent, they would be way too op.

  • Lunar Cultivator I: their Idea is good, but their Ai is not so good at being a "follower";
  • Lunar Cultivator II: The health cost is too expensive for something that you will want a least three at a time;
  • Lunar Cultivator III: They got less buggy from the last patch, but all the nerfs make you reconsider using it over Wormwood normal skills;

6.

I think that it is a good branch, but it's strength is held back by the fact that you almost always can "tap" into it. (I will talk more about it in the suggestion part).

 

Suggestions

I will preface it with the following sentence "Wormwood Skill Tree structure should be remade", because, currently it does not matter the path you take, you will always have to take both central perks (basically making them a "passive").

1.

As I've stated before:

  • Photosyntesis should go out and Petal production should come back(maybe without the 10 petals cap, as it can't even make a garland);
  • Shade plant: I think that the name is cute but not fitting for the perk;

2.

This branch is mostly good, but there should be a bramble husk related skill. (I did suggest before that it could benefit from Wormwood healing, so when you use rot, Wormwood heals 4Hp, and his eqquiped husk also heals 4hp).

  • Flytrap: I think that the bee kind and the butterfly friend should be compacted in this one, for an all insects neutrality;
  • Bee kind: maybe having a way to make bees get out of their home would bee good (without fire and watering cans of course).

3.

Changes I'd make:

  • Poor Sap: Ipecaca can be given to any mob, making them panic and poop (instead of forcing the mob to poop, it could just apply a debuff that made it take damage and spawn poop);
  • Moon Shroom Cloud: You can also plant moon Shrooms in Mushroom planters;
  • Mushroom Mastery II: Mushrooms in Mushroom planters no longer rot in winter, but will halt growth.

4.

This branch could be changed to have skills that Address improve Wormwood Gameplay, as I've suggested before:

  • A skill that makes your fertilizers healing over time stack, so you can gulp 10 rot and heal 40 health over 40s;
  • A skill that helps you getting rotten food and fish in the first days;
  • Another skill that gives you storage, similar to Wilson's Beard (Maybe one slot at full bloom).

 

The next Two branches will be the one to receive structural changes to reward more choosing one or another.

5.

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I. I want to change the requirements for this one, just for the flavor, as it still will be a lunar affinity.

  • Find and Defeat the Ancient FuelWeaver.

A. Lunar Grace: "Your lunar origin rewards your courage".

  • Neutral lunar mobs will now follow you (similar to bees when you are bloomed), and aggressive lunar mobs will have a lower aggro range;
  • You can now recruit neutral lunar mobs using fruits, petals and veggies(they will just follow you around giving you sanity, once you get the Lunar cultivator skills, they will start to work(gather, recruit, fight) for you).

B. Lunar Cultivator I

  • Transform carrots into carrats(this way you can produce them for decorations);
  • Carrats now have double the follower time(feeding them now is twice as effective on their follower time);
  • Carrats followers will pick up itens from the ground and sea for you.

C. Lunar Cultivator II

  • Transform Lightbulbs into Bulbous Lightbugs (same things as the carrat);
  • Bulbous Lightbugs now have double the follower time and follower cap(so you can have 6 at a time);
  • Bulbous Lightbugs that are your followers will recruit other Bulbous Lightbugs to follow you.

D. Lunar Cultivator III

  • Transform Dragon Fruit into wild Saladmanders;
  • Saladmanders now have double the follower time, but will take double damage (this means that their 900hp will be as effective as 450hp);
  • When they are ripe, they will not set things on fire, but will attack faster.

6.

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A. Lunar ascension: "The moon recognizes your potential"

  • Non mutated lunar mobs (Gestalts, Brightshade Gestalts and lunar grazers) will now talk to you ( you will mostly hear "rubbish", similarly to the mants from hamlet that you can't understand without that stone);
  • Hurting or killing them now reduces your sanity (when they get hurt, you get a negative sanity aura, and when they die is the same as when you chop down a tree).

B. Lunar Guardian I:

  • Stays the same.

C. Lunar Guardian II:

  • Now applies to ranged weapons (Shade staff and bomb).

D. Lunar Cry for help:

  • When you are at full bloom, using any lunar equipment (Moon glass sword, celestial crown, brightshade equipment) and below the insanity threshold when you attack or when you get damaged you will have a chance to summon Gestalts(both variations) that will attack nightmare creatures and shadow aligned creatures (They will not attack anything else). 
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5 minutes ago, Valase said:

Bramble trap Specialist: Is really strong, but should have a cooldown(~1,5s) when hitting bosses;

I disagree a lot with this part. I think its perfect in its current state. It’s more expensive than using regular methods while still losing durability and requires you to be in a full bloom to actually benefit off of and isn’t actually viable on many bosses. It’s good for lower health bosses and I think it’s a good niche for it.

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Sorry but the brambles don't need a nerf and catching fruit flies wouldn't make the skill any more good, it's flawed and should be replaced by something else either wormwood craft related like for the Hus or something else entirely.

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