Mortalbane Posted July 24, 2023 Share Posted July 24, 2023 My opinion on Wormwood Currently Wormwood has one of the biggest downsides in the game (no healing from food), while having no major upsides to justify it. Keep in mind that he came from Hamlet, where he was so OP that he can be considered an "easy mode" - he ignored at least two major threats, and for that he paid with no food healing.He came unchanged for the most part, but we don't have all that stuff from Hamlet here in DST. Known as "the farm guy", Wormwood is supposed to be the king of the farms, yet Wickerbottom laughs at his face. Not being able to enjoy a fresh juicy dragonpie to its fullest, he gives me Wes vibes, a poor guy who makes the life of others better, but not his own. And his animated short supports those vibes. (his own short, not the last one) His skill tree indeed gives him buffs, but i think the direction is strange. No useful farming buffs, but instead combat buffs and summoning pets. Well, i'll take it, but i really wish Klei would take a look at my farming branch suggestions. Current skill (tree) issues Exited to try out the new Wormwood's skill tree, i launched a fresh world and tried to figure out which skills am i going to take. So... do i go for the photosynthesis? Its regen and blooming skills don't seem worth taking. Maybe, plant crafting? Nah, i'll get all those plants without wasting skill points. Mushroom branch? Well, what are mushrooms for me, if i regulate sanity easily, and red caps are just carrots. Grow mushrooms just for my friends and feel like Wes, i guess. Sleep cloud sounds nice, but i can't even grow lunar mushrooms. (i'm glad this is getting fixed now) Probably only bee-friend and bramble traps are worth taking, though there is a trap at the end of the branch. The affinity perks spark my interest, but until I get them the situation seems sad. I don't even become a better farmer with this tree. So, i guess now i'm more of an indirect fighter with the traps. Sigh. *sad Wormwood noises* So, i tried to make perks more impactful and group them together a bit better. Those are just suggestions, the way of thinking, which in my opinion would make Wormwood better reflect his identity. Base kit Blooming stages: 1, 2, 3, full bloom, 3, 2, 1 -> 1, 2, 3, full bloom When the full bloom ends, you drop several petals Added what Seed Sleuth perk does - see what seed will grow into Compost Wrap recipe requires compost (hopefully instead if Nitre) Bottom left branch - full bloom and utility Fertilizer familiarity - all fertilizers are a little tiny bit better at everything they do (they are applied to your face faster, heal you better, speed up blooming more, add more nutrients to the farm soil. The main idea behind this starting perk is to mention what those things do, so that inexperienced players would know. And have a nice tiny buff to all that) replaces Seed Sleuth Growth spurt - reach full bloom faster - stay in full bloom longer - drop more petals when the full bloom ends requires Fertilizer Familiarity Fertilized frenzy ( or Chemical romance) blooming caused by growth formula - - full bloom is reached quicker and lasts longer - further increases movement speed and hunger drain requires Growth spurt (and stacks with it) Enticing blossom when you are in full bloom - - butterflies and bees fly to you and sit near you - butterflies and bees can be picked with bare hands if they don't move - bees don't attack you unless you attack first - Lord of the flies is more likely to appear, if the Friendly fly is killed - Fruit flies prioritize you over crops - Friendly fruit fly prioritizes you over crops, prolonging your blooming requires Fertilized frenzy (often people say than WW's tending is good, but since we got a Friendly Fly - i disagree. Everyone has automated tending. That's why i suggest new functions for the Friendly Fly, while also combining all the insect perks in one themed skill. According to my suggestion, with the Fly you'll be blooming all you want, but if you want more from your blooming, you have to use Growth Formula) Photosynthesis - when under strong sunlight, regenerate health slowly while in full bloom - regeneration is stronger when you are wet requires Growth spurt Tropical plant - when in full bloom when wet, gain increased protection from overheating and fire resistance - hunger drains slower when you are wet - you dry slower requires Photosynthesis Top left branch - farming Farmhand - tend crops in larger radius (who needs it when you can walk closer) - harvest farm plants faster - harvest grass/saplings/bushes/etc faster (why Woodie needs this?) requires Fertilizer Familiarity Farmer - plants harvested by you (any plant in the game) have a chance to yield more - fertilizers are more effective for crops requires Farmhand Seasoned farmer - crops can accumulate more stress and still grow into giants - crops tended by you (manually or via full bloom) grow faster and don't care about season requires Farmer Life finds a way - plants replanted by you are fertilized - grass/saplings/bushes/etc grow in winter, but at reduced speed requires Farmhand Blooming life force when you are in full bloom - - plants near you recover from withering (as if you re-fertilized them after many harvests, or ice flingomatic effect in summer) - you have a chance to spawn a ripe grass/sapling/berry bush as you walk over the appropriate turf requires Life finds its way Top right branch - mushrooms Mushroom muncher - eating a raw mushroom restores a tiny bit of health over time - eating Mushy Cake restores some health over time replaces Butterfly Friend (as WW can regulate his sanity easily, i just feel like there could be a tiny bonus to mushroom growing. They probably still won't be considered a go-to healing, but it can help new players, and goes in line with combat branches) Mushroom mastery - mushrooms planted in Mushroom Planter by you grow faster requires Mushroom Muncher Mushroom multiplier - mushrooms planted in Mushroom planter by you produce higher yield requires Mushroom Mastery Moon mushroom mania - allows you to transform any mushroom/mushtree into its lunar variant - eating a raw Moon Shroom releases sleep-inducing spore cloud requires Mushroom Multiplier (i feel like transforming is more interesting than growing, and is more in line with WW's affinity perks) Poor sap - same as it is requires Mushroom Mastery Fun guy - learn to craft the Funcap without a blueprint - removes the Funcap +50% spoil effect - removes the Funcap wetness resistance - Red Funcap deals a bit of damage to mobs that attack you when worn during the day - Green Funcap has a chance to panic the mobs that attack you when worn during dusk - Blue Funcap has a chance to heal you a little when you get hit during the night - craft a Moon Shroom Funcap variant from Moon Shrooms, which has minor sanity regeneration and a chance to put the attacking mob to sleep when you have high sanity. Prevents the enlightenment-based (natural) Gestalts from attacking you - learn to craft the Funguy Cap from the Funcap blueprint, which acts as all RGB Funcaps depending on the time of day, and as the Moon Cap when you are at high sanity / under Enlightenment / under the full moon requires Poor Sap (yeah, this is basically an item rework, but i just feel that i would be a nice cherry on top of the mushy cake, and a nice headwear to go along with the bramble husk) Bottom right branch - combat Flower power when in full bloom - - gain a bit of damage - increases healing and regeneration from all sources by a little bit requires Mushroom Muncher Bark at the wrong tree - gain minor built-in armor - any buff to the Bull Kelp Stalk (damage, durability, spoil time) (idk why the Stalk even exists, so why not give it some purpose. Also, Wormwood is a plant, and when plants need some sturdiness and protection, they grow bark. Well, it's just a thought) requires Flower Power Bramble husk enjoyer =) - bramble husk gains more durability, or damage, or both - bramble husk can be repaired with living logs requires Bark at the wrong tree Lureplant friend - craft lureplants - lureplants crafted by you have more health - open lureplants like chests to retrieve items they ate but not yet digested, or put items in requires Flower power (the chest function would skyrocket some farming setups, but i think lureplants for wormwood are mainly a combat tool, and then farming tool) Bramble trap specialist - same as it is requires Lureplant friend Some comments - for the record, i don't like slapping move speed, light, and pets onto every other character to buff them. For example, for Wormwood i'd easily trade his blooming move speed and lunar cultivator perks for my farming suggestions - i removed most plant crafting skills, because i don't see their point. The world is filled with plants, and crafting only promotes turtling in your base and not seeing the game content. I really like the animations though - i could have included some downsides in the perks which balance things, but Klei doesn't do it, so i don't too - now the left branch is for utility and farming, and the right better suits for combat, but there can be other mixes - husk and trap upgrades are not connected, opposing to the Klei's new changes, cause they represent two slightly different combat styles (kinda) Link to comment https://forums.kleientertainment.com/forums/topic/149782-updated-wormwood-skill-tree-overhaul-to-make-perks-more-impactful/ Share on other sites More sharing options...
Mortalbane Posted July 24, 2023 Author Share Posted July 24, 2023 Updated the Fun Guy perk with mechanics revolving around the Funcap Link to comment https://forums.kleientertainment.com/forums/topic/149782-updated-wormwood-skill-tree-overhaul-to-make-perks-more-impactful/#findComment-1653882 Share on other sites More sharing options...
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