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BIG Wormwood thoughts and suggestions topic


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First of all, before I get to the plant, the man himself:
allow to Reset Insight for free upon defeating AF/CC. It's pretty self explanatory, that 1st time one would play, they won't spare their Insight for special skills they cannot take now and having to change characters doesn't seem like an adequate way for resetting one's Skillset nor is it intuitive. Also it seems a good idea to change your mind and swap sides once in a while (without character swapping, which some despise)

A little thing regarding Woodie
Wooden Walking Stick attack animation is just the usual fist punch, which means it deals 10 damage and is slooow, probably an oversight, so I'm just pointing it out.

Wormwood skilltree still needs some loving touch from a green thumbed developers
Bloom Branch is good and balanced, the only thing I could think of was to maybe combine Growth Spurt I and II into just Growth Spurt and add Growth Speed which would take bonus movement speed benefit from blooming and add it as a skill in the Skillset. I think it would be fitting this branch, but I understand devs might not want to take existing stuff and put it into skillsets and just to add new things

Seed Sleuth should just show seeds as respective crops' names similarly to how Winona sees Wagstaff's tools, having to examine each seed by clicking on it takes a lot of time and effort for not much profit, while one could just wait for 2nd phase and dig whatever grows letting that 1 point of stress pass
Farmhand seems fine as it is, but it wouldn't hurt to combine it with Seed Sleuth and add a skill for the Bramble Husk, you know
Skilled Self-fertilizer shouldn't be tied to only Compost Wrap. Let this skill use all fertilizers faster and/or allow to accumulate healing overtime (so for example rubbing 20 rots doesn't take half a day, waiting for animations and healing to go off, rub all in and then healing will process all instances)
Bee Kind received a good buff, I'd see it even as far as giving Wormwood base defense from Bee stings (similarly to Walter's base +10 bee damage give Wormwood base -5 damage or so, this would represent his immunity to bee venom and would slightly help him fighting Bee Queen, as the venom immunity would lower Bee Queen's and Grumble Bees' damage by 5).
Fly Trap skill is lacking big time, especially being the last skill in its branch. Taking a note from actual Flytraps let Wormwood catch Fruit Flies by hand and consume them for some hunger and health, this is what actual Flytraps do, they don't just atract bugs, they consume them for nutrients the soil they grow in is lacking. This could also allow Wormwood to bundle some flies for later and use them to grow weeds n demand (flies should be possible to catch with Bug Net[!] anyway).
 

Butterfly Friend, as @HowlVoid pointed out, would be fine if Wormwood could catch them by hand, he's not able to benefit this skill much anyway and cheaper flowers for beehives and petals (production of which has been removed from his skilltree) he is punished for picking could make this skill actually useful and not just a flavour feature (which I still appreciate).

We're getting to the worse part of Wormwood's skilltree, sadly
Mushroom Mastery I and II should be just one skill, Wormwood doesn't benefit too much from Mushroom Planters, as he cannot heal with Blue Caps. Red Caps are just Carrots he has to lose health for (to replenish the planter) and Green Caps can be used to easily manipulate his Sanity (which he does fairly easily with other cheaper means). The main flaw of Mushroom Planters isn't that they stop working in winter, but that shrooms in them rot when snow falls. They only way to grow them reliably is to have the farm in Caves or use Bundling Wraps to store Caps for planting, and by that time you won't really need shrooms anyway. The indirect fix to this skill would be to disable Mushroom Planters rotting in winter. This should be addressed anyway, shrooms seem fine in the ground in winter, idk why Planters just make them rot all of a sudden.
Poor Sap is a skill I don't understand other than a joke skill and it's fun, but quite pointless to take it when you can take other skills. Damage is ok (20+15*5=95), poop production is pretty good (15+1 for pigs), Merms are smart enough not to eat this while Bunnymen, Moslings and Splumonkeys aren't affected at all (and these are ones I'd like to see poop to death the most). For me this skill is lacking in usability. Poop production: ok, applicability: disappointingly limited. Cost of this item and the amount of poop it can yield is fine, but as long as Werepigs exist I cannot find an explanation to waste Insight on this skill.
Mushroom Multiplier is ok if...
Moon Shroom Could would be a fine skill for a character having harder time in combat because of his worse healing if...
...if there was a skill allowing Wormwood to plant Moon Shrooms in Mushroom Planters. We're not saying it has to be possible for all characters, but Wormwood is a Moon based one and should have a special interaction with these mushrooms.
That is if Moon Shroom Cloud would remain as it is - eating the Cap to spawn the cloud, but I'd see a craft made from Moon Shrooms that would work like a poor man's Napsack.
Then we could move it in the place of joke craft Poor Sap (the Syrup of Ipecaca could just become Wormwood's base craft, because it's fun but not any good for placing it in the skilltree with better options available) and the final skill in the mushroom branch could be the real deal, another one of @lakhnish's ideas - the built in fun cap. To distinguish it from normal Fun Caps I'd give it just the spore spawning ability (based on season) and still have a good synergy with Mushroom Planters or give it just the lower hunger drain with only visual spores, but impossible to catch and plant (Fun Caps are still Boss Tier crafts, they should remain much stronger than one of many skills in one character skillset).

The Plant Crafting branch is well... strange, mostly because it doesn't synergize with Wormwood's gameplay much, maybe Lureplant Crafting, because Lureplants are neutral to Wormwood.
If it had to remain as part of Wormwood's skilltree I'd add Saplings and Grass Tufts Crafting while combining Berry Bush Crafting with Juicy Berry Bush Crafting.
Another fitting change would be changing the Monkeytail Crafting skill into a Banana Bush Crafting skill (yet again @lakhnish's proposition). While I understand why Reeds are more "useful" to Wormwood, growing Monkeytail makes you a... well, a Monkey... Wormwood's a plant so he should either grow just a Reed Tuft (allow them to be planted only on marsh turf similarly to Wurt's crafts) or just make the skill work with one of Wormwood's features - his favorite food are bananas, let him make Banana Bushes (just change the recipe to 4 Manure instead of 4 Reeds).

Lastly, there should be a skill for Bramble Husk, this item needs some love. Maybe allow it to activate periodically when in full bloom, maybe allow it to regenerate slowly when in full bloom (doesn't seem too overpowered with Eye Mask and Dreadstone set in the game), maybe allow it to be repaired with fertilizers. Something. Anything.

Last but not least, I have a problem with final Lunar skills, being Lunar Cultivator I-III and Lunar Guardian I-II:
And I don't mind them in any way other than their requirements.
Well, maybe I, myself, would swap places of Lunar Cultivator I and Lunar Cultivator II, because Bulbous Lightbugs are smaller and this would match the amount of lunar followers created - LC I would make 6 Lightbugs, LC II would make 4 Carrats and LC III would make 2 Saladmanders.
Also crafting 6 Lightbugs means losing 90 health (?!) are we still talking about Wormwood?? My suggestion would be to move Lightbugs to LC I and lower health cost to 5 health, while moving Carrats to LC II and increasing health cost to 15 health. Carrats are still really useful while farming big crops and using automatic farms, so don't be afraid of people not taking that skill.

My problem is, that you need to invest 6 Insight to right side branches if you want to take Lunar Guardian skills, which are designed for fighting, yet no skill in the right branch even remotely improves your fighting abilities. We could argue Moon Shroom Cloud is combat oriented, but sleep is more of an combat evading mean than improving combat skills.
As for now, right branch is quite useless, mushrooms are not that good for Wormwood, Poor Sap is a joke skill to produce manure and Plant Crafting branch is a swap-only-to-craft branch. I suggest swapping one of the left side branches (the better side, let's be real) for one of the right side ones, to balance things out.

Here is my take on Wormwood's skilltree with some suggestions visually updated:
651351907_Wormwoodskilltreesuggestion.thumb.JPG.5f5b5ab4ec8268d7840d8838ef5101fe.JPG

Here we have:

  • left root: Farmhand + Seed Sleuth combined into one skill, Farm Sleuth
  • bottom left: Saplings Crafting (improved with actual Saplings), Grass Tufts Crafting, (Juicy) Berry Bushes Crafting (so 2 previous skills combined), Lureplants Crafting and Banana Bushes Crafting (though It may remain as Reed Tufts Crafting, but please not Monkeytails)
  • top left: Growth Spurt I & II, Flower Power, Photosynthesis and Shade Plant (intact branch)
  • Lunar Cultivator II (in place of LC I), Lunar Cultivator I (in place of LC II), Lunar Cultivator III
  • right root Butterfly Friend (notice how now this branch has all 3 bugs with hearts <3 )
  • bottom right: Mushroom Mastery (I & II combined), Mushroom Multiplier, Moon Shroom Planter, Moon Shroom Cloud and Poor Sap (after some testing I think it's a fun skill and it uses a Red Cap to produce a lot of poop, so why not)
  • top right: Skilled Self-Fertilizer (improved with other fertilizers), Bramble Husk Specialist, Bramble Trap Specialist, Fly Trap (improved with catching and consuming Fruit Flies), Bee Kind (improved with base defense from venom)
  • Lunar Guardian I and II (intact branch)

Please let me know what you're thinking (even if it's too late for changes I still would like to know what community thinks) and if I took any of your ideas feel free to point it out, I do want to give credit where it's due and I've been reading some posts about Wormwood lately, so even if I may consider some of these my own ideas, I could have read them before (like well, Saplings, Grass Tufts, Bramble Husk and Moon Shroom planting has been posted before, but so many people repeated it, that I didn't try to search for the first mention of these).
Big green thumb up for @lakhnish, I really like your ideas love!

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Banana bushes will probably require... Bananas making it a big hassle for beginner players. It costs a couple skill points to get to, just to inconvenience everyone for more food and sanity which no wormwood player should really need.

Meanwhile monkey tails actually help newer player get more comfortable with combat thanks to getting honey poultice.

Just combine the two berry bush skills, and place banana bushes after monkey tails. 

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Little hurt I wasn't mentioned (my hubris oof)

Replace all the plant crafts (Except Lureplant I think) with a station craftable by anyone. Would be great to use compost for these recipes since it isn't used right now in anything.

I also suggested catching fruitflies to use as pseudo-butterflies to plant weeds rather than flowers which would be real nice for everyone. I like your idea for the flytrap though, om nom nom yummy fruitfly.

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8 minutes ago, HowlVoid said:

Banana bushes will probably require... Bananas making it a big hassle for beginner players. It costs a couple skill points to get to, just to inconvenience everyone for more food and sanity which no wormwood player should really need.

Meanwhile monkey tails actually help newer player get more comfortable with combat thanks to getting honey poultice.

Just combine the two berry bush skills, and place banana bushes after monkey tails. 

Well, Monkeytails Crafting requires Bananas as well, so I don't see the point. It's probably easier for the new players to put on some armor and gather Cut Reeds on swamp than venturing to caves for bananas, use up health to plant a single Reed in base and wait days for it to grow. New players will most likely make Healing Salves or sleep in Tent (or just play other characters, because people are mostly aware Wormwood is more of a hard character to play).
Meanwhile Bananas synergize well with Wormwood's favorite food and even a single Bush can be used to reproduce more Banana Bushes (while Banana dishes are amazing for other characters if one plays in a group).

I like the middle ground to add both crafts, that makes Wormwood suspiciously close to residents of the Moon Quay Island though...

 

11 minutes ago, Evelo said:

Little hurt I wasn't mentioned (my hubris oof)

Replace all the plant crafts (Except Lureplant I think) with a station craftable by anyone. Would be great to use compost for these recipes since it isn't used right now in anything.

I also suggested catching fruitflies to use as pseudo-butterflies to plant weeds rather than flowers which would be real nice for everyone. I like your idea for the flytrap though, om nom nom yummy fruitfly.

I think Crafting Plants will remain as a Wormwood thing (I cannot say I love that, but I'm not mad about it either). And yeah, compost could be used in some crafts, that is a nice suggestion, but it's a minor thing.

 

4 minutes ago, HowlVoid said:

Your flytrap idea is so good I think it deserves its own post.

Thanks guys, I had a flytrap once, but I was pretty young then, so I put it behind the window because I was scared of it, and it withered :(

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19 minutes ago, Sapientis said:

Well, Monkeytails Crafting requires Bananas as well, so I don't see the point. It's probably easier for the new players to put on some armor and gather Cut Reeds on swamp than venturing to caves for bananas, use up health to plant a single Reed in base and wait days for it to grow. New players will most likely make Healing Salves or sleep in Tent (or just play other characters, because people are mostly aware Wormwood is more of a hard character to play).
Meanwhile Bananas synergize well with Wormwood's favorite food and even a single Bush can be used to reproduce more Banana Bushes (while Banana dishes are amazing for other characters if one plays in a group).

I see sorry, I'm stuck on console so I didn't know. That's quite surprising, I wasn't aware the recipe was so cumbersome.

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1 hour ago, Sapientis said:

 I'd add Saplings and Grass Tufts Crafting while combining Berry Bush Crafting with Juicy Berry Bush Crafting

 

 I completely agree with you. I don't know why normal saplings and grass are not craftable. I think it is important for player that don't play endless, it can be a good way to create some resourses. And the berry bush is craftable, it is weird, is Wormwood borned from berry bush?

so many players have the same ideas for Wormwood in forum, why klei don't adopt these ideas\(`Δ’)/

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11 minutes ago, HowlVoid said:

I see sorry, I'm stuck on console so I didn't know. That's quite surprising, I wasn't aware the recipe was so cumbersome.

It also requires quite a bit of health.
image.png.916660b5ac34ac78f324c94583b5e7b9.png

12 minutes ago, NexusMercer said:

 I completely agree with you. I don't know why normal saplings and grass are not craftable. I think it is important for player that don't play endless, it can be a good way to create some resourses. And the berry bush is craftable, it is weird, is Wormwood borned from berry bush?

I think this setting should be enabled by default, as of now Saplings, Grass Tufts and Berry Bushes are constantly endangered species because of Wildfires and Fire Hounds.

image.png.45dbb45b52fde134a3e97d719cf3ce3c.png

It should be enabled on public servers FOR SURE

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I like those ideas, especially the Fly trap.
Though crafting grass tufts and saplings doesn't seem useful to me, cuz you literally have tons of both around. Well, unless you are super unlucky and got a twiggy tree + grass gekko world BOTH on the surface and underground, and those skills would cost nothing but hp. Even then i would think twice if i want to spend a point on that.

Also i have a Wormwood skill tree suggestion post of my own, now it's probably drowned somewhere. Check it out, and if you like any of those ideas, please help it resurface again ^^
 

 

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2 hours ago, Mortalbane said:

I like those ideas, especially the Fly trap.
Though crafting grass tufts and saplings doesn't seem useful to me, cuz you literally have tons of both around. Well, unless you are super unlucky and got a twiggy tree + grass gekko world BOTH on the surface and underground, and those skills would cost nothing but hp. Even then i would think twice if i want to spend a point on that.

Also i have a Wormwood skill tree suggestion post of my own, now it's probably drowned somewhere. Check it out, and if you like any of those ideas, please help it resurface again ^^
 

I'm not a huge fan of Plant Crafting (being Wormwood-only thing) either. But because we got that branch and it doesn't seem to go anywhere I think it should include normal Saplings and Grass Tufts. I'm not going to spend skills on these in a normal playthrough, but on a megabase world, where you will change to Wormwood to craft some Leafy Berry Bushes for decoration, you can also craft some Grass Tufts you're missing because of Gekkos, or what not.

My biggest issue with Worm's skilltree is how one-sided it is. Left branch has all the good stuff while red side is crap, but then you have Lunar Guardian skills on the right side for some reason...

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7 hours ago, Sapientis said:

First of all, before I get to the plant, the man himself:
allow to Reset Insight for free upon defeating AF/CC. It's pretty self explanatory, that 1st time one would play, they won't spare their Insight for special skills they cannot take now and having to change characters doesn't seem like an adequate way for resetting one's Skillset nor is it intuitive. Also it seems a good idea to change your mind and swap sides once in a while (without character swapping, which some despise)

A little thing regarding Woodie
Wooden Walking Stick attack animation is just the usual fist punch, which means it deals 10 damage and is slooow, probably an oversight, so I'm just pointing it out.

Wormwood skilltree still needs some loving touch from a green thumbed developers
Bloom Branch is good and balanced, the only thing I could think of was to maybe combine Growth Spurt I and II into just Growth Spurt and add Growth Speed which would take bonus movement speed benefit from blooming and add it as a skill in the Skillset. I think it would be fitting this branch, but I understand devs might not want to take existing stuff and put it into skillsets and just to add new things

Seed Sleuth should just show seeds as respective crops' names similarly to how Winona sees Wagstaff's tools, having to examine each seed by clicking on it takes a lot of time and effort for not much profit, while one could just wait for 2nd phase and dig whatever grows letting that 1 point of stress pass
Farmhand seems fine as it is, but it wouldn't hurt to combine it with Seed Sleuth and add a skill for the Bramble Husk, you know
Skilled Self-fertilizer shouldn't be tied to only Compost Wrap. Let this skill use all fertilizers faster and/or allow to accumulate healing overtime (so for example rubbing 20 rots doesn't take half a day, waiting for animations and healing to go off, rub all in and then healing will process all instances)
Bee Kind received a good buff, I'd see it even as far as giving Wormwood base defense from Bee stings (similarly to Walter's base +10 bee damage give Wormwood base -5 damage or so, this would represent his immunity to bee venom and would slightly help him fighting Bee Queen, as the venom immunity would lower Bee Queen's and Grumble Bees' damage by 5).
Fly Trap skill is lacking big time, especially being the last skill in its branch. Taking a note from actual Flytraps let Wormwood catch Fruit Flies by hand and consume them for some hunger and health, this is what actual Flytraps do, they don't just atract bugs, they consume them for nutrients the soil they grow in is lacking. This could also allow Wormwood to bundle some flies for later and use them to grow weeds n demand (flies should be possible to catch with Bug Net[!] anyway).
 

Butterfly Friend, as @HowlVoid pointed out, would be fine if Wormwood could catch them by hand, he's not able to benefit this skill much anyway and cheaper flowers for beehives and petals (production of which has been removed from his skilltree) he is punished for picking could make this skill actually useful and not just a flavour feature (which I still appreciate).

We're getting to the worse part of Wormwood's skilltree, sadly
Mushroom Mastery I and II should be just one skill, Wormwood doesn't benefit too much from Mushroom Planters, as he cannot heal with Blue Caps. Red Caps are just Carrots he has to lose health for (to replenish the planter) and Green Caps can be used to easily manipulate his Sanity (which he does fairly easily with other cheaper means). The main flaw of Mushroom Planters isn't that they stop working in winter, but that shrooms in them rot when snow falls. They only way to grow them reliably is to have the farm in Caves or use Bundling Wraps to store Caps for planting, and by that time you won't really need shrooms anyway. The indirect fix to this skill would be to disable Mushroom Planters rotting in winter. This should be addressed anyway, shrooms seem fine in the ground in winter, idk why Planters just make them rot all of a sudden.
Poor Sap is a skill I don't understand other than a joke skill and it's fun, but quite pointless to take it when you can take other skills. Damage is ok (20+15*5=95), poop production is pretty good (15+1 for pigs), Merms are smart enough not to eat this while Bunnymen, Moslings and Splumonkeys aren't affected at all (and these are ones I'd like to see poop to death the most). For me this skill is lacking in usability. Poop production: ok, applicability: disappointingly limited. Cost of this item and the amount of poop it can yield is fine, but as long as Werepigs exist I cannot find an explanation to waste Insight on this skill.
Mushroom Multiplier is ok if...
Moon Shroom Could would be a fine skill for a character having harder time in combat because of his worse healing if...
...if there was a skill allowing Wormwood to plant Moon Shrooms in Mushroom Planters. We're not saying it has to be possible for all characters, but Wormwood is a Moon based one and should have a special interaction with these mushrooms.
That is if Moon Shroom Cloud would remain as it is - eating the Cap to spawn the cloud, but I'd see a craft made from Moon Shrooms that would work like a poor man's Napsack.
Then we could move it in the place of joke craft Poor Sap (the Syrup of Ipecaca could just become Wormwood's base craft, because it's fun but not any good for placing it in the skilltree with better options available) and the final skill in the mushroom branch could be the real deal, another one of @lakhnish's ideas - the built in fun cap. To distinguish it from normal Fun Caps I'd give it just the spore spawning ability (based on season) and still have a good synergy with Mushroom Planters or give it just the lower hunger drain with only visual spores, but impossible to catch and plant (Fun Caps are still Boss Tier crafts, they should remain much stronger than one of many skills in one character skillset).

The Plant Crafting branch is well... strange, mostly because it doesn't synergize with Wormwood's gameplay much, maybe Lureplant Crafting, because Lureplants are neutral to Wormwood.
If it had to remain as part of Wormwood's skilltree I'd add Saplings and Grass Tufts Crafting while combining Berry Bush Crafting with Juicy Berry Bush Crafting.
Another fitting change would be changing the Monkeytail Crafting skill into a Banana Bush Crafting skill (yet again @lakhnish's proposition). While I understand why Reeds are more "useful" to Wormwood, growing Monkeytail makes you a... well, a Monkey... Wormwood's a plant so he should either grow just a Reed Tuft (allow them to be planted only on marsh turf similarly to Wurt's crafts) or just make the skill work with one of Wormwood's features - his favorite food are bananas, let him make Banana Bushes (just change the recipe to 4 Manure instead of 4 Reeds).

Lastly, there should be a skill for Bramble Husk, this item needs some love. Maybe allow it to activate periodically when in full bloom, maybe allow it to regenerate slowly when in full bloom (doesn't seem too overpowered with Eye Mask and Dreadstone set in the game), maybe allow it to be repaired with fertilizers. Something. Anything.

Last but not least, I have a problem with final Lunar skills, being Lunar Cultivator I-III and Lunar Guardian I-II:
And I don't mind them in any way other than their requirements.
Well, maybe I, myself, would swap places of Lunar Cultivator I and Lunar Cultivator II, because Bulbous Lightbugs are smaller and this would match the amount of lunar followers created - LC I would make 6 Lightbugs, LC II would make 4 Carrats and LC III would make 2 Saladmanders.
Also crafting 6 Lightbugs means losing 90 health (?!) are we still talking about Wormwood?? My suggestion would be to move Lightbugs to LC I and lower health cost to 5 health, while moving Carrats to LC II and increasing health cost to 15 health. Carrats are still really useful while farming big crops and using automatic farms, so don't be afraid of people not taking that skill.

My problem is, that you need to invest 6 Insight to right side branches if you want to take Lunar Guardian skills, which are designed for fighting, yet no skill in the right branch even remotely improves your fighting abilities. We could argue Moon Shroom Cloud is combat oriented, but sleep is more of an combat evading mean than improving combat skills.
As for now, right branch is quite useless, mushrooms are not that good for Wormwood, Poor Sap is a joke skill to produce manure and Plant Crafting branch is a swap-only-to-craft branch. I suggest swapping one of the left side branches (the better side, let's be real) for one of the right side ones, to balance things out.

Here is my take on Wormwood's skilltree with some suggestions visually updated:
651351907_Wormwoodskilltreesuggestion.thumb.JPG.5f5b5ab4ec8268d7840d8838ef5101fe.JPG

Here we have:

  • left root: Farmhand + Seed Sleuth combined into one skill, Farm Sleuth
  • bottom left: Saplings Crafting (improved with actual Saplings), Grass Tufts Crafting, (Juicy) Berry Bushes Crafting (so 2 previous skills combined), Lureplants Crafting and Banana Bushes Crafting (though It may remain as Reed Tufts Crafting, but please not Monkeytails)
  • top left: Growth Spurt I & II, Flower Power, Photosynthesis and Shade Plant (intact branch)
  • Lunar Cultivator II (in place of LC I), Lunar Cultivator I (in place of LC II), Lunar Cultivator III
  • right root Butterfly Friend (notice how now this branch has all 3 bugs with hearts <3 )
  • bottom right: Mushroom Mastery (I & II combined), Mushroom Multiplier, Moon Shroom Planter, Moon Shroom Cloud and Poor Sap (after some testing I think it's a fun skill and it uses a Red Cap to produce a lot of poop, so why not)
  • top right: Skilled Self-Fertilizer (improved with other fertilizers), Bramble Husk Specialist, Bramble Trap Specialist, Fly Trap (improved with catching and consuming Fruit Flies), Bee Kind (improved with base defense from venom)
  • Lunar Guardian I and II (intact branch)

Please let me know what you're thinking (even if it's too late for changes I still would like to know what community thinks) and if I took any of your ideas feel free to point it out, I do want to give credit where it's due and I've been reading some posts about Wormwood lately, so even if I may consider some of these my own ideas, I could have read them before (like well, Saplings, Grass Tufts, Bramble Husk and Moon Shroom planting has been posted before, but so many people repeated it, that I didn't try to search for the first mention of these).
Big green thumb up for @lakhnish, I really like your ideas love!

I completely agree until they Removed the leafy meat as a Drop from the Carrat and Increased the Lureplant requirement from one to two composts, honestly it was the best combination of the tree being able to create a Lureplants farm before Spring, now they have become totally worthlessimage.png.d97858bb940e772494c58e5ba6910412.png

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7 hours ago, Sapientis said:

651351907_Wormwoodskilltreesuggestion.thumb.JPG.5f5b5ab4ec8268d7840d8838ef5101fe.JPG

 

This layout is leagues better than the current jumbled garbage pile. 

Combining farmhand and seed sleuth makes the most sense in the world. An introductory skill that doesnt make u feel like ur forced to spend a point on something useless. 

Something else could be added on top of butterfly friend to achieve the same thing for the right side. Bee kind  and butterfly and flytrap (without ur suggestion) still dont suit this side. 

Having the self-fert, bramble trap and the potential bramble husk skill on the side of lunar guardian again is very logical. 

The fact that he doesnt have a bramble husk skill.. :lol:

7 hours ago, Sapientis said:

My problem is, that you need to invest 6 Insight to right side branches if you want to take Lunar Guardian skills, which are designed for fighting, yet no skill in the right branch even remotely improves your fighting abilities.

its so freaking funny how obvious this is. Ive said it from the very beginning his layout is a total mess. With the changes to the farmhand branch it became even more of a mess. 

growth spurt 1 has 0 impact and growth spurt 2 speeds up each stage by only 2 minutes for a total of 4.

12 minutes from lvl 0 to full bloom instead of 16 after two skill point investments :lol:

——
Ill stop there since i think its safe to say its probably over at this point. 

This skilltree didnt change much about WW and like someone already said hes most likely gonna come out of this skill tree arc again as one of the weakest survivors despite having one of the most crippling downsides. ¯\_(ツ)_/¯

very high cost for a painfully mediocre reward. 

I dont see what WW’s point is supposed to be in multiplayer setting. Especially after this skill tree update. 

Spoiler

Treeguard idol prints out living logs like crazy as soon as u have the first 2 without the need for a wortox. In addition to making treeguard armies a thing.

Woodie has easy pre-tusk mspeed that he can share with others. 

Abigail and moose do what bramble husk/trap are trying to do in a clunky way. 

Wickerbottom is the better crop and crockpot filler farmer. 

Etc. 

And these survivors have way more going on for them on top of the things they outclass WW in. 

 

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