Jump to content

Justice for saladmanders 2


Recommended Posts

28 minutes ago, Dextops said:

Yeah they still suck a lot, I think just removing the cap they have would be more than enough.

I agree that they suck a lot, but I dont think simply removing the cap would make them work, they cost a lot of HP I just wish they were reliable battle companions. How about a mechanic similar to rock lobsters so instead of dying they go to sleep when they reach low hp, gaining a lot of damage resistance while sleeping and quickly regenarating HP until they have a considerable amount of HP, so instead of simply dying they would just go on some sort of quicky cooldown. Its duration could be changed accordingly to balance. Their atk should also be reliable instead of having such a tiny hitbox that they often miss moving targets.

20 minutes ago, Picklesaurus said:

I agree that they suck a lot, but I dont think simply removing the cap would make them work, they cost a lot of HP I just wish they were reliable battle companions. How about a mechanic similar to rock lobsters so instead of dying they go to sleep when they reach low hp, gaining a lot of damage resistance while sleeping and quickly regenarating HP until they have a considerable amount of HP, so instead of simply dying they would just go on some sort of quicky cooldown. Its duration could be changed accordingly to balance. Their atk should also be reliable instead of having such a tiny hitbox that they often miss moving targets.

The thing is I think a solution that doesn’t take a lot of time would be best for Klei since the update is now fully released. I’m not a coding guy that’s a foreign language to me but it seems like it’d take some effort to program 

Just now, Dextops said:

The thing is I think a solution that doesn’t take a lot of time would be best for Klei since the update is now fully released. I’m not a coding guy that’s a foreign language to me but it seems like it’d take some effort to program 

I can understand what you mean, I also think they didnt give wormwood the ability to plant Moon shroom because it would take time to make new art work of it in the Mushroom planters :( .

31 minutes ago, Picklesaurus said:

I can understand what you mean, I also think they didnt give wormwood the ability to plant Moon shroom because it would take time to make new art work of it in the Mushroom planters :( .

My hope is that the new lunar Mobs start dropping moon shoots on the surface as well.

On 7/27/2023 at 9:40 PM, HowlVoid said:

Increase the cap to the original three at least.

These were so bad that everyone wanted them buffed and instead they got nerfed.

+++++++++++1 

The nerf to two was so weird on top of their reduced HP. 

2 is an awkward number. 3 saladmanders on freakin ww arent going to bulldoze the game geez… 

The saladmanders are guard merms, but way weaker, way less versitile, way more upkeep, less health, gimmicky attacks that can miss alot, no kiting, effected by fear, no resource gathering, much slower, and are capped at 2 saladmanders. They need a pretty big buff. 

On 7/27/2023 at 10:24 PM, Picklesaurus said:

I can understand what you mean, I also think they didnt give wormwood the ability to plant Moon shroom because it would take time to make new art work of it in the Mushroom planters :( .

Correct me if I'm wrong, but moonshrooms already had textures for the mushroon planters already, they just went unused.

16 minutes ago, Maxposting said:

Correct me if I'm wrong, but moonshrooms already had textures for the mushroon planters already, they just went unused.

Other way around! 

When they were first introduced they could be planted in Mushroom starters but they lacked any related art. They functioned pretty much the same as any other mushroom at the time. It was later removed.

59 minutes ago, Maxposting said:

Correct me if I'm wrong, but moonshrooms already had textures for the mushroon planters already, they just went unused.

Ooh, I didnt know that, ty.

21 minutes ago, Owlrust said:

I wouldn't hate if they costed leafy meat instead of dragon fruit since they're not ripe anymore, and leafy meat is more accessible.

I could see myself using it a bit more often if it didn't require a lot of health and a pretty valuable resource.

I think the dragon fruit price is fine, summoned saladmanders drop a fresh dragronfruit when they die or you hit them to despawn, he only needs to get the first two dragonfruits and than he can keep summoning  them, but the HP cost is too high to keep summoning them since they die easily and are not so effective, maybe after this week's patch it'll be better.

1 hour ago, -Variant said:

Other way around! 

When they were first introduced they could be planted in Mushroom starters but they lacked any related art. They functioned pretty much the same as any other mushroom at the time. It was later removed.

My bad. Thanks.

Realistically what purpose does saladmanders have if it's only 2-3 I've always found followers to be practically garbage unless you amass a decent enough army.

I can only see them being used for a small dps boost against single target bosses or as distraction to take a swipe or two.

I'm not a wormwood main, hell I don't even like wormwood but to me saladmanders just seem like Maxwell's old crappy duelists.

Perhaps since mass producing won't be coming back they can serve another purpose like providing wormwood buffs if they are kept alive.

Either a health Regen, blooming rate increase, a sanity aura, a damage increase.

Anyways I don't think wormwoods cap is coming off so let's trying something else.

8 minutes ago, Cloakingsumo198 said:

I'm not a wormwood main, hell I don't even like wormwood but to me saladmanders just seem like Maxwell's old crappy duelists.

I'm very curious over the mindset of the summons entirely. 
The lightbulbs I understand, they are fun and can be useful, although the Carrats and most notably, the Saladmanders did feel confusing.

I had never really considered Wormwood to be a summoner type character, nor really needed the extra help during combat situations.
I can maybe see them being useful for whittling down stronger mobs though.
They're neat but in their current state I don't see them as something I'd want to go out of my way to obtain!

11 minutes ago, Cloakingsumo198 said:

Anyways I don't think wormwoods cap is coming off so let's trying something else.

Never ideal to drop the idea of change, even if something feels set in stone!
I do suggest you keep suggesting it, as long as you're constructive about it! I think the cap goes unneeded currently, I wouldn't find it being removed or lessened.

1 minute ago, Captain_Rage said:

Wurt, Wendy and Maxwell had minions as part of their theme. It's extremely boring that every character is getting followers, especially when people insist that the followers have to be powerful and arguably equal, whatever that means.

They don’t need to be equal, they need to be usable and not a waste of points.

1 hour ago, -Variant said:

I'm very curious over the mindset of the summons entirely. 
The lightbulbs I understand, they are fun and can be useful, although the Carrats and most notably, the Saladmanders did feel confusing.

I had never really considered Wormwood to be a summoner type character, nor really needed the extra help during combat situations.
I can maybe see them being useful for whittling down stronger mobs though.
They're neat but in their current state I don't see them as something I'd want to go out of my way to obtain!

I think the reason Klei is limiting Saladmanders is because he isn't a summoner. It is more of a nod to his Lunar Roots. The perks in of themselves aren't suppose to be revolutionary just slight buffs or QoL. The Lightbulbs and Carrats would both fall under buff/QoL but I feel Klei didnt want Wormwood to rely on Saladmander damage and couldn't really come up with a use for them outside of their (adorable) bite. I think this is why the path is split. You can go for Lightbugs or Saladmander (or both) I personally and going for Saladmander because I think they are extremely adorable and I want a bajillion of them even if they never fight. They are too cute! The right path I think is more geared toward assisting in combat given that's kind of its entire purpose.

While I want more Saladmanders I can always activate the Halloween Event and use the Lunar Elixir thingy. The 2 following me around is more than enough.

On 8/1/2023 at 12:35 AM, Evelo said:

I think the reason Klei is limiting Saladmanders is because he isn't a summoner. It is more of a nod to his Lunar Roots. The perks in of themselves aren't suppose to be revolutionary just slight buffs or QoL. The Lightbulbs and Carrats would both fall under buff/QoL but I feel Klei didnt want Wormwood to rely on Saladmander damage and couldn't really come up with a use for them outside of their (adorable) bite. I think this is why the path is split. You can go for Lightbugs or Saladmander (or both) I personally and going for Saladmander because I think they are extremely adorable and I want a bajillion of them even if they never fight. They are too cute! The right path I think is more geared toward assisting in combat given that's kind of its entire purpose.

While I want more Saladmanders I can always activate the Halloween Event and use the Lunar Elixir thingy. The 2 following me around is more than enough.

Klei seems to limit Saladmanders for a reason – they are a nod to Wormwood's Lunar roots. The perks are meant to be slight buffs or QoL improvements, not revolutionary changes. The split path allows players to choose between Lightbugs or Saladmanders (or both). The right path is more combat-oriented. Personally, I love Saladmanders for their cuteness and will activate the Halloween Event for more fun with them.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...