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[Game Update] - 567776


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16 hours ago, Mike23Ua said:

This is a Noob trap, Klei designs this game for the Mega-Basers first and foremost it’s sad to say that but it’s true… and while I can’t blame them for targeting their most profitable audience, what they’ve ACTUALLY managed to do is let people who are good at the game, make the game hard to play for people who were already bad at it.

In my head in picturing these new pillars being the caves version of Wonkey bombing (that thing good players intentionally did to not so good players for the fun of it.)

I just picture the new pillars leeching sanity away from noobs.

I could be just overthinking as usual, but I just laugh at the idea of these pillars sucking sanity away.

People, still, do not Wonkey bomb. Stop trying to make Wonkey boming happen, it's not going to happen. 

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8 hours ago, GLERMZ said:

this currently makes it pointless for hounds(as an example), since hitting one activates the heard mentallity (which is weird since we are FORCING THEM TO SLEEP, creatures don't magically wake up if they are PUT to sleep, only if they are sleeping by natural sources), this heard mentallity makes it so the hounds can wake up fast (specially if another one outside of the cloud is fighting something else), resulting the cloud to be useless in a situation where it should shine.
I dont think it would be too much, for a character specific perk, who has to invest 5 points to get this skill, to actually have an alternative to the panflute, that has 3 downsides, to actually be different but still a good option for wormwood.


TLDR: Make monsters(non bosses) who are inside the cloud stay continously fall asleep for the duration of the cloud formation (The ones getting hit can obviously wake up). Also maybe make them wake up groggy as-well instead of going full speed?

Moonshroom cloud overriding herd wake up mechanics for smaller mobs would be soooo nice! 

pls kleiiii 

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Great changes , thanks a lot !
But there is one thing I dont get , why switch the blooming skills to be on the right side ?
Since wormwood's summons require health and the final skill you get from blooming portion makes you regenerate health it only made sense for them to unlock each other i think.
Current placement makes no sense to me

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1 minute ago, ZelosCharm said:

Great changes , thanks a lot !
But there is one thing I dont get , why switch the blooming skills to be on the right side ?
Since wormwood's summons require health and the final skill you get from blooming portion makes you regenerate health it only made sense for them to unlock each other i think.
Current placement makes no sense to me

Because people wanted it like this idk

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1 hour ago, Mike23Ua said:

All it takes is a couple noobs to play as Wendy and Die a lot.

Mike, deary, do you remember that .gif you posted not-so-long-ago of you playing Wendu, mid-1st-Winter, running around in circles panicked (no armor whatsoever), with some spoders on your trail, between 3 arachnid lairs? Also freezing?! During which Deerclops was busy icing one of those nests? Random spodericiu bit your hind, you continuously becoming an icicle?! All-the-while Abi was doing Merry-go-round in background? Terrified you stumbled, face-first, into one of DC's swipes? Oh, Lordy, look at that HP going down harder than constipation in a cesspit. Yet, finally, you saw the "light of day" in... actually going somewhere apart from DC&spider bonanza?! And poor you, in that end managed to put a firecamp down to warm up. All's well that ends well, yes? But what do you know, another stray Spuder came and gave you le tender good-night kiss of death?! 'Grats, now you can do too Merry-go-rounds beside Abi, as happy ghosts duo. The tragedy duet in a glass of (frozen) water. Was all described noobish enough? Me kinda think so - just a tiny-tiny bit :ghost::encouragement:

 

18 hours ago, Mike23Ua said:

From my understanding, the new pillars are as easy to obtain as killing the nightmare Werepig...

I understand it's from your understanding, Mike - but aside that "understanding", do you also have actual fighting experience with this boss? In light of the-above-described .gif - your Winter DC&spiders adventure - I have my... somehow-strong reservations. If Wereporky was "as easy to... killing", you'll see each 1st Autumn pub people sporting Dreadstone Helmet and Armor left&right. Spoiler: you almost-never do. Nightmare Porky exudes -800/min to -400/min insanity aura; as a measure, AFw exerts -400/min AoE (in)sanity. Good luck fighting it plus constant shadows that will spawn if no sanity-rising mechanic is employed. You know.. given your Winter "adventure": "new HP sensations on every spider station".

 

Anyway, fine changes to Wormie; and I hope the fixes come Soon™ too.

Edited by MostMerryTomcat
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10 minutes ago, ZelosCharm said:

Great changes , thanks a lot !
But there is one thing I dont get , why switch the blooming skills to be on the right side ?
Since wormwood's summons require health and the final skill you get from blooming portion makes you regenerate health it only made sense for them to unlock each other i think.
Current placement makes no sense to me

Because the right side is more combat oriented, so the higher speed would be more beneficial to them, and also the healing (though its pretty much useless) and also it has a synergy with bramble trap specialist.

And its gonna take a while to regen any health lost from summons or plants for it to be a viable option

 

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1 minute ago, Wardin25 said:

Because the right side is more combat oriented, so the higher speed would be more beneficial to them, and also the healing (though its pretty much useless) and also it has a synergy with bramble trap specialist.

And its gonna take a while to regen any health lost from summons or plants for it to be a viable option

 

Since wormwoods regen is so slow , I never thought of it as a combat oriented perk since it is barely noticable. But right now you can have 2 lightbugs and 2 carrat at all times in most seasons and still regenerate all the health you have used since they last for a decent amount of time. Assuming they did not get killed by a mob of course.

As soon as I start blooming I always walk around with 2 lightbugs and 1 carrat with esentially no cost or effort at all with photosynthesis. So I wouldnt call it unviable , it is quite good actually.

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1 minute ago, ZelosCharm said:

Since wormwoods regen is so slow , I never thought of it as a combat oriented perk since it is barely noticable. But right now you can have 2 lightbugs and 2 carrat at all times in most seasons and still regenerate all the health you have used since they last for a decent amount of time. Assuming they did not get killed by a mob of course.

As soon as I start blooming I always walk around with 2 lightbugs and 1 carrat with esentially no cost or effort at all with photosynthesis. So I wouldnt call it unviable , it is quite good actually.

You good sire, have opened mine mind

Still isnt very worth it unless you have one skill point left and no other good abilities to be unlocked

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36 minutes ago, ZelosCharm said:

Great changes , thanks a lot !
But there is one thing I dont get , why switch the blooming skills to be on the right side ?
Since wormwood's summons require health and the final skill you get from blooming portion makes you regenerate health it only made sense for them to unlock each other i think.
Current placement makes no sense to me

The blooming branch is great for early game, late game it's horrible. You're not gonna make much use of saladmanders in the early game unless you rush the lunar island. 

If you want early game damage the bramble tree is far better and more reliable. You will get more mileage out of photosynthesis+bramble husk than photosynthesis+saladmanders. Use photosynthesis to stock up on living logs. 

For mid to late game you can use bramble traps to farm splumonkeys for bananas and make a monkey tails farm. The resulting honey poultice will provide far more healing that photosynthesis ever will. You can refresh the saladmanders every two days easily. 

Lightbugs have had their cost reduced but you still need two (20hp) and to me a living log is more worth it. I rather not spend precious HP on light when a lantern already does plenty. And a sun caller can be easily obtained by wormwood for even more light. 

I mean at the end of the day, you can still get lightbugs and photosynthesis.

Edited by HowlVoid
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It is a good idea to rebuild Wormwood‘s skill tree and Im happy to see a more useful bramble husk.

There is a confusion about the bramble husk and the brightshade armor.

Wormwood’ skill tree can strengthen both of them but brightshade armor is not so useful compared with husk. When I conquered so many difficulties to get an armor, I would still use a bramble husk because it can deal 22.6 AOE damage while a brightshade armor can only deal 10 planar damage to one attacker. 

Both of them have 80% damage defense and in most situations I don’t need planar defense and use Wormwood’s lunar-aligned skill to trap an attacker. I cannot find any reason to use brightshade armor. That’s so frustrating.

 

 

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I don't know if anyone pointed it out. But there is a bug in which Wormwood's Photosynthesis skill doesn't regenerate his health. Even if all requirements are met.

This would be a great chance to buff that skill to a more reasonable number. Something like Moose would be absolutely fair game when blooming is harder to achieve and maintain than Woodie's forms.

I'm really happy with this update and i hope it's not the last we see from Wormwood changes. Cheers!

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