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[Game Update] - 566103


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5 hours ago, devourerofsugar said:

bloom meter is much needed

There's a mod that adds the bloom meter

10 hours ago, Antynomity said:
18 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!

A cooldown that is only bad when you're using only 3 traps, even with the cooldown, it's strong af

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19 minutes ago, Antynomity said:

The forum's definition of 'strong' is quite perplexing. Go off lol.

Personally rather than being op I just feel it fits what the ability is supposed to do better making it 0 seconds means it's a turret making it 3 seconds makes it more like a trap.

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13 hours 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!

A video showing the power of something is a lot better reasoning for change than "No! Ignore that!". There's no reason to revert it just because you said to.

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21 minutes ago, Cheggf said:

A video showing the power of something is a lot better reasoning for change than "No! Ignore that!". There's no reason to revert it just because you said to.

Except you are ignoring that it was the weakest boss in the game, took more resources than just doing it regularly, and used up its durability. It was also barely faster. The video was misleading and the traps were in a good spot (I still think they’re decent but they didn’t deserve a nerf)

Edited by Dextops
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10 hours ago, Mysterious box said:

Personally rather than being op I just feel it fits what the ability is supposed to do better making it 0 seconds means it's a turret making it 3 seconds makes it more like a trap.

Oh my gosh! The character with the biggest downside in the game can get more dps that has very little durability and needs set up! Shiver me timbers! Wormwood is now OP!

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On 7/20/2023 at 9:57 PM, cybers2001 said:

The forums don’t deserve Klei, especially the ones who have been personally vitriolic towards the devs.

Who's been "personally vitriolic towards the devs."? Cause that is unacceptable.

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Would like to ask if anyone is getting a game crash when crafting the brightshade helm. I'm disabling my mods one by one but they don't seem thematically connected to armor at all and it's not working. If I try to craft it Wilson will move his hands like he is crafting but then say ''I can't do that'' and then the game pauses and then disconnects me from my offline game.

 

Trying to spawn it in via console also pauses the game and boots me.

 

This also rolls back my server to its last save.

 

Anyone know of any mods or issues with the brightshade helm? I was able to craft the sword successfully.

 

EDIT: Found the problem, it was armor mod related. Namely the unbreaking eye mask and shield of terror mod. Must have something to do with brightshade stuff not breaking at 0% either. Kind of a weird conflict but I never get my cthulhu gear broken anyway so I can live without this mod.

Edited by cropo
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On 7/21/2023 at 12:52 AM, V2C said:

Weremoose now gains stunlock resistance during the 2nd and 3rd hits of the Weremoose Mastery combo.

They're encouraging holding F now for real

Edited by Wonz
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7 hours ago, Antynomity said:

Oh my gosh! The character with the biggest downside in the game can get more dps that has very little durability and needs set up! Shiver me timbers! Wormwood is now OP!

Maybe read what you qutoed more clearly I understand you saw the letters O and P and your fight or flight instincts got triggered but give it another shot.

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2 hours ago, Wonz said:

 

They're encouraging holding F now for real

You still have to dodge properly cuz you can still get interrupted on the first hit, the regen is nerfed, and you don't have enough HP to facetank most bosses. They just made it so you can get off the combo hit more consistently.

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Klei, you guys are fantastic, thank you so much for the dilligence of this patch. The woodie buffs are great, wormwood is really close to being perfect now (i think he's always going to be somewhat underwhelming but that's ok, it's hard to balance such a heavy drawback with appropriate advantages without making it "op" and if someone doesn't like it, there's always mods). Thank you devs! you are amazing!

Small question though, and i'm not sure if i can even get an answer but; what kind of update schedule do you guys think the characters ReRefreshes are going to have and how is that going to impact the release of "world content" updates? (i don't mind if it takes a few decades, i'm just curious)

GOD I LOVE THIS GAME

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4 hours ago, Wuldahfel said:

You still have to dodge properly cuz you can still get interrupted on the first hit, the regen is nerfed, and you don't have enough HP to facetank most bosses. They just made it so you can get off the combo hit more consistently.

There's rarely time I'm not aware how many hits I can do before i have to dodge since all enemies use attacks at fixed timings.

I wish he got some extra stuff on side to enable him in some fights better.

Because 100% base movement speed doesn't always makes do.

For example  moose being able to hit shadow hands regardles of sanity level or that his charge could break champion's cage, that would enable him in fuelweaver fight. 
Maybe let his charge oneshot lavae so team can skip the boring rock farming for dragonfly wall. Moose providing utility for team in this way is.

It's just shame he has cool charge barely usefull in boss fights other than toadstool with teammate's help and maybe shadowpieces and he's being prefered to have more power in punches making him just punching machine. That's only time in long time we'll be having woodie touched.  

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1 hour ago, Wonz said:

There's rarely time I'm not aware how many hits I can do before i have to dodge since all enemies use attacks at fixed timings.

I wish he got some extra stuff on side to enable him in some fights better.

Because 100% base movement speed doesn't always makes do.

For example  moose being able to hit shadow hands regardles of sanity level or that his charge could break champion's cage, that would enable him in fuelweaver fight. 
Maybe let his charge oneshot lavae so team can skip the boring rock farming for dragonfly wall. Moose providing utility for team in this way is.

It's just shame he has cool charge barely usefull in boss fights other than toadstool with teammate's help and maybe shadowpieces and he's being prefered to have more power in punches making him just punching machine. That's only time in long time we'll be having woodie touched.  

I agree, I really wanted some more oomph on the charge too, even if they would have to nerf it some other way to keep it in check (like it deals less damage the more enemies it hits in a row). The charge needs to feel a little more enticing to use so that it isn't just a horde spam kill ability. And although I'm having some wet dreams about a buffed charge being like every time you get a third hit off it gets stronger, so that when you charge you do 600 damage or so, I think the playerbase that already has an odd bias against Woodie would absolutely FLARE if they saw Woodie being as tiny bit useful in combat as a Wolfgang.

I guess him being base move speed is just the tradeoff for having infinite 90% armor. Imo it's bearable, you can utilize the charge to dodge some tough to dodge attacks like Klaus's pounce or Shadow Rook 3rd phase.

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Is idea I don’t even ask for credit I just want it to be taken in to account when deciding for his skin tree  

This would make a better consistency 

this will help lunar and shadow mirror each other better 

Edited by Dr.Webber
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The new fixes to Wormwood's skill tree are good... But they could still be a bit better!

Firstly, the Longer Bloom doesn't seem to work too well in Summer. You still need to fertilize yourself the same amount, at least from what testing I've done, to keep up the bloom.

Secondly, the Photosynthesis healing is laughably weak. Instead of 1 health per 20 seconds, how about say, 2 health per 15 seconds? A much better rate, but still not so strong that you can rely on it while in battle.

Finally, the Fruit Fly perk. Just cut it, I don't think really anyone really cares about keeping fruit flies away from crops, especially not that far into the skill tree, and at the price of summoning LoFF more often. Instead, might I suggest an alternative capstone perk: Allow Wormwood to plant grass tufts and berry bushes and suchlike, without needing to fertilize them. Heck, you could even let him fertilize them for free, without manure when they wither in summer. It's a small thing, but it'll be so practical, especially in the early game.

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