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[Game Update] - 566103


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15 minutes ago, V2C said:

Fixed bug with Wolfgang’s Mighty buffs affecting the magic projectile damage from Brightshade Staff.

*sigh*

Obviously this is justified in atleast some sense. 350% damage on a projectile that could hit multiple times was kind of silly. But at the same time, how come it feels like every time players find a fun interaction with the brightshade staff it immediately gets kicked to the ground like a sick puppy. First it was Wigfrid loosing her vampirisim with it, meaning she couldn't quickly restore her stats against groups of enemies or negate the sanity drain of an enlightened crown. And now Wolfgang is given a flat damage bonus; a mechanic that very specifically benefits low-damage, high hit rate weapons. And now it doesn't work with the low base damage, high hit rate weapon. What next? is Wortox going to get a skill tree ability that lets him knock souls out of enemies, but not when using the Brightshade staff because having more than 2 enemies together knocks them out too quickly? 

And I know I've been complaining about the rich-get-richer nature of skill trees. But atleast the Brightshade staff being a strong weapon was funny. It's fun to watch your volley of light balls tear enemy hordes to shreds. It's funny to watch the shadow pieces and ink blights get thrown to the lunar blender. And it was a fun, emergent edition to Wolfgang's kit from a skill tree that was otherwise blander than a plain, undercooked bagel. Are you trying to make the most boring wizard staff in existence? Because it feels like you're trying to make the most boring wizard staff in existence. 

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Numbers:

  • Bramble trap cooldown increased from 0 seconds -> 3 seconds
  • Lightbug lifetime increased from 1 day -> 2.5 days
  • Saladmander health increased from 400 -> 600
  • Saladmander damage increased from 30 -> 40

Stealth changes (might be more, this is just a first glance):

  • Lunar Guardian II was changed to deal 70 physical + 15 planar damage once as opposed to dealing 34 physical + 5 planar damage twice.
  • Saladmander run speed decreased from 4 -> 3 (I think it was 0.5 before last patch?)
Edited by Arcwell
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28 minutes ago, V2C said:

Changes

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

Unnecessary nerf.

28 minutes ago, V2C said:
  • Wormwood’s Photosynthesis skill will now absorb daylight from other sources such as Dwarf Stars.

Thank you for listening me =)

28 minutes ago, V2C said:
  • Wormwood’s Carrats will now give food they've gathered directly to Wormwood, instead of dropping it on the ground.
  • Removed the gathering cooldown from Wormwood Carrats.

Let's see if they have a use now.

28 minutes ago, V2C said:
  • Weremoose now gains stunlock resistance during the 2nd and 3rd hits of the Weremoose Mastery combo.
  • Reverted the changes to physical damage of Weremoose Mastery combo smash.

Does it includes health regen?

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Just now, Habakkuk said:

Does it includes health regen?

If it does... I'd feel too pandered too. Health regen was a bit overtuned. Even the superarmor between 2-3 is a bit boinky... but I'll take it. 

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11 minutes ago, chirsg said:

I'm... Sceptical of this however... It seems overpowered and I'm really prepared to lose it. I won't rally to defend this just in case....

 

 

Anyway, full disclosure, this is appropriately powered for the endgame. For early... I think consideration needs to be taken.

Don't be the Moose needed a good reason to pick it over Woodie and stun resistance is that reason. 

As for early game balance it's fine next to the rest of the items we can get in the first days even at it's peak.

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I'm gonna cry... (Of happyness)

Wormwood changes!

Okokokookokok, one last thing everything is almost perfect (assuming saladmanders are usable xD)

Can we get a skill that gives us 10 petals a day max? Somewhere in the starter skills. Maybe move seed sleuth up and place it below it. 

:wickerbottomthanks:

Edited by HowlVoid
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Uh, before the beta ends.

Can Bramble traps not damage walls/fences or at least a Bramble Wall that is immune to bramble trap damage? I've wanted this for over 2 years now, seems like the perfect time before WW is never touched again. (also the skill thing but I care more about the Bramble trap wall/fence interaction than anything else) pretty please. :love_heart:

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35 minutes ago, Theukon-dos said:

And I know I've been complaining about the rich-get-richer nature of skill trees. 

Um Klei, I think my check got lost in the mail? 

I'd like to get paid for using skill trees, thanks.

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1 hour ago, Random Guy000 said:

Would be awesome if somebody posted feedback on the new "no stunlock" thing, can't test it for myself right now

It's a bit powerful... but there isn't much drama to it. I live for art, and if it's not so OP that it stays, I think it would be cool if there were dust particles indicating a hit on the armor. 

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I dont get why people complain about Bramble Trap cooldown. It is barely noticeable. Sure, it's slower than before, but it's use and damage is still there. Traps primary use was mostly for so called "Panic Rooms" to counter hound waves.

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I am a fan of the nerf to the bramble traps, i dont think it was totally necessary, but klei has spoken and said that it wasnt intended to do so much dps. And i appreciate it.

I feel like klei was bullied into unnerfing the moose, but i could be wrong, they could just agree with the fans. But the backlash was a LOT and the change could have just not been worth backlash.

i LOVE all of the wormwood changes, especially the lightbug change. Now they’re seriously worth using. Fifteen health was a bit iffy before, but for 2.5 days (thanks @Arcwell ) its really worthwhile, even if you want two to aid visibility.

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3 minutes ago, Copyafriend said:

I am a fan of the nerf to the bramble traps, i dont think it was totally necessary, but klei has spoken and said that it wasnt intended to do so much dps. And i appreciate it.

I feel like klei was bullied into unnerfing the moose, but i could be wrong, they could just agree with the fans. But the backlash was a LOT and the change could have just not been worth backlash.

i LOVE all of the wormwood changes, especially the lightbug change. Now they’re seriously worth using. Fifteen health was a bit iffy before, but for 2.5 days (thanks @Arcwell ) its really worthwhile, even if you want two to aid visibility.

You can’t just “bully” a company by just saying constructive criticism. 

Edited by CyberSkink
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1 minute ago, Copyafriend said:

I am a fan of the nerf to the bramble traps, i dont think it was totally necessary, but klei has spoken and said that it wasnt intended to do so much dps. And i appreciate it.

I feel like klei was bullied into unnerfing the moose, but i could be wrong, they could just agree with the fans. But the backlash was a LOT and the change could have just not been worth backlash.

i LOVE all of the wormwood changes, especially the lightbug change. Now they’re seriously worth using. Fifteen health was a bit iffy before, but for 2.5 days (thanks @Arcwell ) its really worthwhile, even if you want two to aid visibility.

For the most part, our case was plead. I'll admit to being a bit too passionate, but within that, points were made to defend the original decision. Especially in the case where it made the Woodie mains happy before the patch. 

I'm seeing something similar when it comes to wormwood's bloom generating flower petals. Again, I personally could not care less if it did or didn't make it in, but I appreciate seeing how happy wormwoods got when a petal would appear into their pockets.

The enjoyment of that is lost on me, but I don't need to understand them to recognize that it's a good mechanic for what it's worth.

Weremoose slam at full power, no one actually complained that it was OP. Just your clickbaity "Influencers" (Off topic, I am awaiting the day influencers are tarred, feathered and exposed for what they truly are) 
It wasn't and isn't that unreasonable.

Even Maxwell still has superiority over Woodie in combat niches. All the armor moose has doesn't mean that much compared to not getting hit in the first place. 

And if you look closely at the posts I've made, there is a Woodie buff I feel convicted and conflicted about as it stands.

Take that for what you will. 

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Just now, chirsg said:

For the most part, our case was plead. I'll admit to being a bit too passionate, but within that, points were made to defend the original decision. Especially in the case where it made the Woodie mains happy before the patch. 

I'm seeing something similar when it comes to wormwood's bloom generating flower petals. Again, I personally could not care less if it did or didn't make it in, but I appreciate seeing how happy wormwoods got when a petal would appear into their pockets.

The enjoyment of that is lost on me, but I don't need to understand them to recognize that it's a good mechanic for what it's worth.

Weremoose slam at full power, no one actually complained that it was OP. Just your clickbaity "Influencers" (Off topic, I am awaiting the day influencers are tarred, feathered and exposed for what they truly are) 
It wasn't and isn't that unreasonable.

Even Maxwell still has superiority over Woodie in combat niches. All the armor moose has doesn't mean that much compared to not getting hit in the first place. 

And if you look closely at the posts I've made, there is a Woodie buff I feel convicted and conflicted about as it stands.

Take that for what you will. 

I also was guilty of being a bit too heated.

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7 minutes ago, chirsg said:

I'll admit to being a bit too passionate

 

6 minutes ago, CyberSkink said:

I also was guilty of being a bit too heated

Very mature of ya’ll to admit you felt that you went overboard, but i have nothing against either one of you for believing that the nerf was undesirable, nor do i think you were “wrong” for wanting it reverted. 

i was more referring to the longer than the original patch notes comment chain on the patch notes along with the multiple “unnerf woodie >:(“ forum threads. The majority of players wanted it unnerfed, its fair for them to unnerf it on those grounds and nothing else, because of pressure from the community over - honestly - a fairly minor nerf overall.

or maybe they just went “eh nah the health nerf was plenty”

we’ll never know really, but ya’ll are just two people, and theres nothing wrong with disagreeing with a choice, or an opinion.

even if its mine (lmao)

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Just now, Copyafriend said:

fairly minor nerf overall.

I still can't believe I have to convince people even after we got what we wanted, but it's to ensure that skill distributions are properly rewarded instead of exploiting a faster attack rate which can't be taken out of the game, at risk of having the entire combat experience feel altogether clunky. 

I actually would kind of like it if all characters got a 3 hit combo lol.

I don't think nerfing things for the sake of nerfing things is in any way warranted, even if it's "small"

As it stands, moose still isn't the best fighter, but it's a combat designation that to woodie, is more valuable than a dark sword and armor.

And this game isn't entirely combat. 

It's still probably going to be more precious to have a darksword in your pocket at all times if it's too much of a commitment to moose out at the slightest inconvenience.

"I rummaged through a catcoon den and now I'm under attack. What do I do? I have a full stomach and a good amount of sanity. Oh well, better go hulk to defend myself from a single creature"

 

I think that in the face of a life of peace, there can be allowances for other wereforms to be viable enough to put weremoose mastery on the backburner. it's just a bit sad the nerf had to happen in the first place, because the other forms could have been explored a bit more in terms of experimentation. 

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