Wyrmwood7 Posted August 2, 2023 Share Posted August 2, 2023 As of now, the Saladmanders that Wormwood can summon via Lunar Cultivator III have some room for improvement. It costs 1 Dragonfruit and 25HP to just make 1 one them, so to get 2, you'll be using up 50 health for a semi-decent follower that only lasts for a limited amount of time. That's not good at all for someone like Wormwood, since healing items are more valuable and harder to get. Also, whenever I talk about Saladmanders, know that I specifically mean Wormwood's craftable/summonable Saladmanders. I would suggest making the health cost 15HP for each Saladmander, because I don't think it should be more costly than a living log. Also, this number makes more sense, since carrats cost 5HP, and lightbugs cost 10HP. In addition, I think that the maximum saladmanders should be reverted back to 3, if not more. If not unlimited, I think having a high amount of summonable saladmanders (maybe 5, maybe more) not only makes them more useful, but also gives you more control on how much HP you use when paired with the lowered HP cost. This one's minor, but still important, since Saladmanders need to be a lot quicker in terms of movement speed to catch up with Wormwood, who can move 45% faster with full bloom and a walking cane, since they move waaaaayyy too slow. As for attack speed, I can't really complain since that's just how fast normal Saladmanders attack, but it would definitely be really nice if Wormwood's Saladmanders could attack faster. Something I wanted to jot down, was possibly removing the time limit before they die, but I guess if the Saladmanders had this perk, this would have to carry over to the other summons, which might make the Lightbugs too OP so this definitely isn't necessary, but I did want to put this down just in case. This isn't specifically about the Saladmanders, but Wormwood's followers (any kind) are damaged by the Bramble Husk and Bramble Traps set off by mobs. I don't know if these bugs were fixed yet, since I last checked yesterday after the update to Wormwood's skill tree. That's mostly it (unless I forgot something) and I think it would be useful if at least some of these changes were implemented. The most important ones are the HP cost and the walk speed, since they would make the Saladmander more complete. These shouldn't be too difficult to implement since they don't change the actual skill tree and mostly involve changing the values in-game, but these are just suggestions so let me know what you think Link to comment https://forums.kleientertainment.com/forums/topic/150109-how-lunar-cultivator-iii-could-be-improved/ Share on other sites More sharing options...
Ohan Posted August 2, 2023 Share Posted August 2, 2023 2 hours ago, Wyrmwood7 said: In addition, I think that the maximum saladmanders should be reverted back to 3, if not more. This would be so nice 2 is such a sad number. Especially considering their HP got nerfed to 600 from 900 too. i think the hp cost is fine tbh. U get the dragonfruit back so the hp is the only cost after initial investment. Id definitely take max 3 cap over cheaper hp cost. 2 hours ago, Wyrmwood7 said: This one's minor, but still important, since Saladmanders need to be a lot quicker in terms of movement speed to catch up with Wormwood, who can move 45% faster with full bloom and a walking cane, This issue is really noticeable with lightbugs too if not more so. Saladmanders teleport to u now if u outrun them and during fights theyre always near u but outrunning lightbugs during the nights feels really bad. the july 21 beta patch actually reduced saladmanders mspeed from 4 to 3 for some reason 2 hours ago, Wyrmwood7 said: This isn't specifically about the Saladmanders, but Wormwood's followers (any kind) are damaged by the Bramble Husk and Bramble Traps set off by mobs. I don't know if these bugs were fixed yet, since I last checked yesterday after the update to Wormwood's skill tree. This has been fixed fortunately Link to comment https://forums.kleientertainment.com/forums/topic/150109-how-lunar-cultivator-iii-could-be-improved/#findComment-1656729 Share on other sites More sharing options...
Wyrmwood7 Posted August 3, 2023 Author Share Posted August 3, 2023 Also this was something I forgot to add, but the HP for the Saladmanders should be reverted back to 900. They're good for fighting basic enemies like hounds and bee swarms, but utterly useless against bosses with how easily they'll die. Link to comment https://forums.kleientertainment.com/forums/topic/150109-how-lunar-cultivator-iii-could-be-improved/#findComment-1656851 Share on other sites More sharing options...
Recommended Posts
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.