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[Game Update] - 566103


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7 hours ago, V2C said:

Changes

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

 

Revert this. There was absolutely no reason to do this just because someone made a post that omg I killed Deerclops in X seconds!

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12 hours ago, V2C said:

Changes

  • Wormwood's Bramble Trap Specialist skill now has a short cooldown between resetting the same trap.
  • Wormwood’s Photosynthesis skill will now absorb daylight from other sources such as Dwarf Stars.
  • Wormwood’s Carrats will now give food they've gathered directly to Wormwood, instead of dropping it on the ground.
  • Wormwood’s Carrats and Saladmanders will now try to stay closer to Wormwood.
  • Wormwood’s Saladmanders will sleep less when they are healthy.
  • Removed the gathering cooldown from Wormwood Carrats.
  • Wormwood’s Bulbous Lightbugs have longer lifetimes now.
  • Increased the health and damage of Wormwood's Saladmanders.
  • Fixed Werepigs not having the visual effects and panic behavior caused by Syrup of Ipecaca.
  • 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.

Bug Fixes

  • Fixed Wickerbottom’s Nom de Plume skin being invisible in all places.
  • Fixed Wormwood going invisible when fertilizing himself.
  • Fixed Wormwood's Carrat missing its shadow.
  • Fixed Woodie using the wrong pick animation for certain items when he has the Quick Picker skill.
  • Fixed bug with Wolfgang’s Mighty buffs affecting the magic projectile damage from Brightshade Staff.
  • Fixed set bonus damage not working for Brightshade Sword and Shadow Reaper.
  • Fixed crash when using a Drying Rack under an Umbralla barrier.
  • Fixed bug where Support Pillar Wreckage was still blocking earthquakes.
  • Fixed bug with icons for broken equipment showing their frame when picked up on the mouse cursor.

 

View full update

I was not expecting such a fast patch with a bunch of fixes and tweaks. Kudos Devs.

It's sad to see Wolfgang losing the extra power in the brightshade staff but I think it's understandable. Have you considered adding between 5-10 extra Physical damage to the 10 planar of the staff? Would buff it all around and synergize with every character that has damage multipliers.

WORMWOOD:

I think all the changes feel fantastic, especially the top left-side choices which seem way more viable now than before. But i still think his tree deserves more attention:
- Flytrap is still an inexplicable skill
- Petals Production when blooming can very much return under the Flower Power skill perk and have their own one-slot UI as the first stage of beard from Wilson.
- The Skill Self Fertilizer could be expanded to affect all forms of fertilization, even knowing that the one who needed this the most was the wrap.
- The Growth Sprout II should really make a difference in how we maintain blooming outside of spring. Currently, there is no difference before skill trees on how much fertilization we need to keep adding to not drop from blooming, I think tunning this up in order for the fertilization use to feel like we using less and staying bloomed longer would be good. I think having viable options of keeping bloom up instead of waiting to drop to re-fertilize again would be much more interesting.
- Even if I really enjoy the tentacles, at the end they suffer the same problem as the shadow tentacles from the Thulicite club, they often spawn too late or not at all, they don't hit a moving target or switch targets if theirs die, because they have a small range and slow animation, making it very stationary skill on a character that is anti-tank because of his huge downside.

Once again thank you for listening to the feedback and for such fast tunning. This was another incredible hotfix and I'm sure it will have an awesome impact on the community once it goes live.

Best Regards,

Glermz

Edited by GLERMZ
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6 minutes ago, GLERMZ said:

Petals Production when blooming can very much return under the Flower Power skill perk and have their own one-slot UI as the first stage of beard from Wilson.

They should combine photosynthesis and shade plant, then add it back as a optional sub branch. It is not a skill that you want to be forced to use to get other skills. Also if you mean giving it's own section they wouod need to remove skills for that.

13 minutes ago, Antynomity said:

Revert this. There was absolutely no reason to do this just because someone made a post that omg I killed Deerclops in X seconds!

I killed deerclops in 30 seconds as Wolfgang without needed stingers, living log, setup and maintenence.:wink:

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13 hours ago, V2C said:

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

the character with one of the largest downsides in the entire game cant have an extremely cumbersome dps boost in combat that requires a ton of setup and maintenance, in-combat maneuvering of ur foe so they stay on the traps and then hauling of non stackable traps

but woodie can spawn two treeguards each with 3750 HP and 190 dmg per swing against mobs 

to flatten ANY boss with aoe or tree felling moves with no limit at the ridiculously low cost of some grass, 2 living logs and 5 nfuel? On top of everything moose idol does on day 1 for the cost of grass and monster meat? 

Treeguard idol nerf: 1 nfuel to 5 total

bramble trap nerf: from 0 second reset immediately to 3. 

this is so ridiculous 

Meanwhile,

  • flytrap is still a pointless skill,
  • growth spurt I and 2 are total fillers,
  • photosynth replaced a skill that was better at doing what photosynth does,
  • we are still forced to waste points on seed sleuth and butterfly friend
  • no skill for bramble husk.
  • no ipecac on glommer
  • no moonshrooms in mushroom planters
  • both saladmanders fall asleep after tanking 1 bishop with no way to wake them up.
  • anti-syngery between own skills:
    • carrats and saladmander trigger bramble traps even with the skill
      • Killer bees aggro on them too even with the bee kind skill 
Edited by Ohan
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26 minutes ago, Jakepeng99 said:

They should combine photosynthesis and shade plant, then add it back as a optional sub branch. It is not a skill that you want to be forced to use to get other skills. Also if you mean giving it's own section they wouod need to remove skills for that.

You already forced to take Flower Plant to get Photo, so whats the problem here again ? Also as stated, they can use the beard UI from wilson for the petals. So it's literally just an extra thing, like it should be. Also it makes sense to be in a skill called "FLOWER Power"

Edited by GLERMZ
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4 minutes ago, Ohan said:

the character with one of the hugest downsides in the entire game cant have a dps boost in combat that requires a ton of setup, in-combat maneuvering of ur foe so they stay on the traps and then hauling of non stackable traps

but woodie can spawn two treeguards each with 3750 HP and 190 dmg per swing against mobs to flatten ANY boss with aoe or tree felling moves at the ridiculously low cost of some grass, 2 living logs and 5 nfuel? On top of everything moose idol does on day 1 for the cost of grass and monster meat? 

Treeguard idol nerf: 1 nfuel to 5 total

bramble trap nerf: from 0 second reset immediately to 3. 

this is so ridiculous 

Meanwhile, flytrap is still a pointless skill, growth spurt I and 2 are total fillers, photosynth replaced a skill that was better at doing what photosynth does. 

Not disagreeing with your wormwood comments, but I think you're really giving treeguards too much credit. Aside from petty weak bosses that were never a problem to begin with they aren't really going to do much on any boss that actually matters before they're flat out obliterated by merciless AOE.

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6 minutes ago, Ohan said:

the character with one of the hugest downsides in the entire game cant have a dps boost in combat that requires a ton of setup, in-combat maneuvering of ur foe so they stay on the traps and then hauling of non stackable traps

but woodie can spawn two treeguards each with 3750 HP and 190 dmg per swing against mobs to flatten ANY boss with aoe or tree felling moves at the ridiculously low cost of some grass, 2 living logs and 5 nfuel? On top of everything moose idol does on day 1 for the cost of grass and monster meat? 

Treeguard idol nerf: 1 nfuel to 5 total

bramble trap nerf: from 0 second reset immediately to 3. 

this is so ridiculous 

Meanwhile, flytrap is still a pointless skill, growth spurt I and 2 are total fillers, photosynth replaced a skill that was better at doing what photosynth does. 

hopefully they don't take this as a message to nerf woodie and instead revert that change to the traps, there was 0 issue with them, it was from a character with a huge downside, who's always seen as the farmer and farmer only, the traps needed set up, maintenance, and like you said hauling the traps to begin with.

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I'm not sure what kind of people are naysaying the petals perk for wormwood, but I'm having difficulty seeing wormwoods disagreeing with petal perk. I don't think breaks the game, but my opinion is less valuable as I'm not a wormy, but my 2 cents is it's not going to ruin the overall exp if wormwood got it back.

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3 minutes ago, cropo said:

Not disagreeing with your wormwood comments, but I think you're really giving treeguards too much credit. Aside from petty weak bosses that were never a problem to begin with they aren't really going to do much on any boss that actually matters before they're flat out obliterated by merciless AOE.

They can flatten any boss with aoe or tree felling moves to aggro them. This is not my opinion or me giving them too much credit, we're idk how many weeks into the beta i think we've all seen the videos. 

Ur the one whos severely downplaying the potential of a mob with 3750 hp and 190 per swing that comes in pairs at the cost of grass, 2 l-logs and 5 nfuel. and this on top of everything else woodie can do.

 

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5 minutes ago, Ohan said:

They can flatten any boss with aoe or tree felling moves to aggro them. This is not my opinion or me giving them too much credit, we're idk how many weeks into the beta i think we've all seen the videos. 

Ur the one whos severely downplaying the potential of a mob with 3750 hp and 190 per swing that comes in pairs at the cost of grass, 2 l-logs and 5 nfuel. and this on top of everything else woodie can do.

 

 

I mean it has a few niche and cool uses, but it's not really some amazing alternative to bossing in most cases and is actually pretty hard to set up with the way aggro works.

Edited by cropo
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Wormwood is amazing character. But he really deserves a little bit of boost. He is still pick and switch type of character for many of us I guess? Purely because

  • maintaining bloom is absolute crazyness outside of the spring.
  • For some reason you still did not implement bloom meter 
  • No damage modifier or anything. Even those useless traps actually felt like a boost :D 
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6 hours ago, Antynomity said:

hopefully they don't take this as a message to nerf woodie

ur not being serious if u think treeguard idol is fine the way it is rn. 

Having the ability to summon a limitless amount of mini-boss level minions wherever u have planted evergreens at the insanely low cost of the current idols is nothing but busted. 

you only need the first 2 lliving logs from TNTs and then the damage boost against treeguards from the other two skills lets u mow them down endlessly with cheap moose to amass a metric ton of living logs (way better than wormwood without a wortox) and then just make enough idols to flatten whatever boss with aoe or tree felling moves u want. 

Edited by Ohan
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14 minutes ago, Ohan said:

ur not being serious if u think treeguard idol is fine the way it is rn. 

Having the ability to summon a limitless amount of mini-boss level minions wherever u have planted evergreens at the insanely low cost of the current idols is nothing but busted. 

you only need the first 2 lliving logs from TNTs and then the damage boost against treeguards from the other two skills lets u mow them down endlessly to amass a metric ton of living logs and then just make enough idols to flatten whatever boss with aoe or tree felling moves u want. 

Watch the video I just linked you.

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25 minutes ago, Ohan said:

ur not being serious if u think treeguard idol is fine the way it is rn. 

Having the ability to summon a limitless amount of mini-boss level minions wherever u have planted evergreens at the insanely low cost of the current idols is nothing but busted. 

you only need the first 2 lliving logs from TNTs and then the damage boost against treeguards from the other two skills lets u mow them down endlessly to amass a metric ton of living logs and then just make enough idols to flatten whatever boss with aoe or tree felling moves u want. 

cool I can just spawn treeguards myself instead, my main concern is the bramble trap resetting nerf which was unjustified even if it doesn't really change much

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In general, I liked the update, thanks for reading the comments.

Is it possible to make Umbralla create a dome when thrown to the ground, and not when activated, this change in my opinion will be relevant for players using Beefalo.

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23 minutes ago, Danila6300 said:

In general, I liked the update, thanks for reading the comments.

Is it possible to make Umbralla create a dome when thrown to the ground, and not when activated, this change in my opinion will be relevant for players using Beefalo.

it should activate on default if thrown on the ground from the hand slot directly

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I really love the changes and love to see Klei still hearing they community and considering changes back! So thank you very much Klei!

Rn i am satisfied with the state of wolfgang and woodie skill trees and with the other changes from the update, but i feels like wormwood is almost there, i liked most of the changes to him on this hotfix, but some few things still feels a bit off.

First i believe the photosyntesys is not rly good enogh to be a final line of a skill tree, it feels like a very slow passive healling for a very conditional healing (blooming + sunlight). So my sugestion would be either increse the amount of healing (maybe 1 hp every 12s, for 40hp a day), or add other bonuses on top of it (like maybe reduce the food consumption penalty since it make sense with photosinthesys theme).

The petals perk was rly nice, it could brigh back even if not as strong as before, like put together with another perk with less efficiency or a new perk that make flowers grow on wormwood over time to be harvest while blooming (maybe like webber and wilson beard, but siggly diferent)

The flytrap also seems a bit not much of use rn, but i can see the potential for a unique and fun perk there, so maybe do something to make it seems worth invest on it, like the boss could be neutral to wormwood, and we could "tame" it to do something for us (like protect the farm area, automatically hoe, remove debris or get rid of the bad plants), or make it have a unique drop if killed by wormood, or a new craft with its actual drops. I think explore a unique way to make flytrap more fun and usefull better than replace it, but if not at least replace for a better perk seems better than keep as how it is rn.

Lastly i believe the bramble trap indeed shouldnt have 0 cooldown as before, but 3s seems a bit slow, maybe down to 1~2s or even increase the activation range a bit would be nice, but not much of an issue.

I could have talk a lot about what i think would be nice to change, but im already glad with how wormwood is overall!

 

Anyway thanks a lot Klei for the good work!

Edited by SrOkami
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I think fly trap's main purpose if any is around weed farming? I think that would make sense as a valid skill path in order to farm them more easily if you want to, but the skill doesn't go into that avenue very well if that is the intent. In fact, it just seems to make a punishing mechanic more frequent, and it's at the top of the tree!

I think most would agree the friendly fruit fly has almost no effect to hold while wormwood is blooming - how about making it when you have the fly trap skill when booming, when you are holding the fruit to control the friendly fruit fly, it turns into a regular fruit fly, and starts planting weeds?

That might need some balancing! Maybe it would use some durability of the fruit for each weed and it needs some time out of your inventory to recharge? I'm sure there's lots of other costs you could configure too, maybe each weed is 1 hp or 1 sanity?

Also, I'd remove the faster lord of the fruit fly spawning - apart from if the friendly fruit fly is not in the world (dead or not spawned yet). So you can use the skill to get it faster, but you're not going to have to deal with a recurring annoyance (if you haven't trapped it somewhere..)

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3 hours ago, Ohan said:

the character with one of the largest downsides in the entire game cant have an extremely cumbersome dps boost in combat that requires a ton of setup and maintenance, in-combat maneuvering of ur foe so they stay on the traps and then hauling of non stackable traps

but woodie can spawn two treeguards each with 3750 HP and 190 dmg per swing against mobs 

to flatten ANY boss with aoe or tree felling moves with no limit at the ridiculously low cost of some grass, 2 living logs and 5 nfuel? On top of everything moose idol does on day 1 for the cost of grass and monster meat? 

Treeguard idol nerf: 1 nfuel to 5 total

bramble trap nerf: from 0 second reset immediately to 3. 

this is so ridiculous 

Meanwhile,

  • flytrap is still a pointless skill,
  • growth spurt I and 2 are total fillers,
  • photosynth replaced a skill that was better at doing what photosynth does,
  • we are still forced to waste points on seed sleuth and butterfly friend
  • no skill for bramble husk.
  • no ipecac on glommer
  • no moonshrooms in mushroom planters
  • anti-syngery between own skills:
    • carrats and saladmander trigger bramble traps even with the skill
      • Killer bees aggro on them too even with the bee kind still 

I think no ipeca on glommer or moonshrooms in planters is fair. Also seed sleuth and butterfly friend are neat.

3 hours ago, cropo said:

 

I mean it has a few niche and cool uses, but it's not really some amazing alternative to bossing in most cases and is actually pretty hard to set up with the way aggro works.

You can use more than 10 tree guards.

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17 minutes ago, Jakepeng99 said:

You can use more than 10 tree guards.

He tried 15 on some bosses. Any more and their management becomes even harder to deal with. You have a crowd of insanity auras bodyblocking each other and only enough to surround the boss a specific amount who will be dying like cattle. The amount of effort it takes to wrangle a billion or whatever crazy number of treeguards is far higher than the cost of materials, acting like that isn't some kind of factor in this super gimmicky and goofy method of cheesing is ridiculous.  A lot of the bosses have attacks that aren't considered aggro-able, you're never going to have an entire herd of them attacking a single boss unless you keep their numbers low.

 

You have to put yourself in harms way to lure the boss to incidentally hit the stragglers as it tries to hit you. You can even see it in his videos how often he struggles to keep all the treeguards on the boss. Even if you have 50 of them, what good is it if 35 of them are too uncaring to to fight back? The amount of loopholes you gotta jump through to get this to work is far more effort than just learning how to kill the boss legitimately.

 

 

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Woodie is now perfect! Thanks so much for that! 

My notes on Wolfgang is that the extra mightiness skills are not really adding anything, I'd love to have them reworked into 5 skills that boost movement speed for 2% each except when wimpy, and they can be placed under his Normal skills too.

Love the changes to Wormwood, but I agree with the others that petal production should be brought back and that a bloom meter is much needed, and I also suggest that his crafts are reworked to something like: 

- (craft and identify all seeds, including tree seeds - this way Wormwood does not have to keep a living being in a cage!)

- (all saplings + grass tufts)

- (all berry bushes)

- monkeytails

- lureplants

Edited by devourerofsugar
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14 hours 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.

 

10/10 update, on the stunlock resistance is a great perk thinking that while transformed you can´t use the inventory.

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