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Some Wurt Insight Ideas


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So, Wurt feels really slow to build up its advantages, so much he looks more like a nuisance for players, them having to use the disguise thing else they get attacked by Merms. With that in mind, I have three insight ideas that could make this a lot more bearable and allow players to roam freely on the Merm Kingdom.

1. Fish Diplomacy(Passive): Wurt pacifies merms when she is nearby (about lightining rod radius), also stopping already aggroed merms from attacking allies. Merms affected also receives 4 aditional damage on hit.

2. Wurt's Totem (requires Fish Diplomacy): Wurt places a Totem (like the Merm Head thing, but with the Wurt's Head, mirroring its skin) that pacifies merms within its range (about lighning rod radius), while also strenghtening their attacks by 4 additional damage.

3. Fish Diplomacy II (Passive) (requires Wurt's Totem): when Wurt offers fish to the Merm King, he will notify all Merms on the game not to attack Wurt's Allies for 3 in day games. Wurt's Totem boosts Merms for an extra 4 damage on Hit and 20% damage reduction.

This would be on a branch made specifically for team play, seeing that Wurt might be one of the most problematic characters to play with others. It can also benefit some army preparation for bosses (would be about an extra 12 damage per hit per Merm at the end of the tree, if Wurt is present and there is a Totem nearby), so it doesn't seem like you are forced to use these insights just to play with your friends.

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On 12/19/2023 at 7:26 AM, Dfzoz said:

. Fish Diplomacy II (Passive) (requires Wurt's Totem): when Wurt offers fish to the Merm King, he will notify all Merms on the game not to attack Wurt's Allies for 3 in day games. Wurt's Totem boosts Merms for an extra 4 damage on Hit and 20% damage reduction

Merms are already passive when the merm king is active?

Other than that i think totems/flags that increase merm productivity are pretty neat concepts!

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