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What skills from the skill trees you think need tweaks/changes?


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There're a lot of topics talking about skill trees as a whole, or skill trees of specific characters, but what I'm aiming for here is a discussion about individual skills(or a group of skills, if they're just different levels of the same effect ex: quick picker 1,2,3) that you have a problem with, and how you think they could be improved/reworked. 

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The alchemy and plant crafting branches should be removed and replaced with a crafting station.

Locking crafts everyone needs behind specific characters is essentially adding new recipes to the celestial portal and nothing to the characters.

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To me it's not often the skills themselves but the insight system.

Their unlock is boring and accounts nothing about the world progression, you could be late in the game, and have 0 skills after playing as someone else and require a long time before you feel anything, or start a fresh new world and have affinities + the rest well behind you.

I would prefer if there was a faster pace of unlocking insight or supplements to the waiting, and have their unlocked amount common to every survivors but unique to each world.

 

Edit : would work only better if we could have skill layouts saved with names and loaded back.

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weregoose mastery should either always land far from explored areas or allow you to choose where to fly to on the map, possibly even limiting to only being unable to choose to fly to unexplored areas if they fear that this'll make wortox much more useless and wanda slightly worse       

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Photosynthesis should gain more health 

shadow/lunar fire raiser should be reflective of each other (preferably got the tendrils route but I’m ok the the other one)

im no sure if this counts but:

Lucy  should’ve got alinement skills 

Wolfgang should of got moon rock/dread stone dungbell and a triumphant/moonbound skin for gym

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3 hours ago, skile said:

There're a lot of topics talking about skill trees as a whole, or skill trees of specific characters, but what I'm aiming for here is a discussion about individual skills(or a group of skills, if they're just different levels of the same effect ex: quick picker 1,2,3) that you have a problem with, and how you think they could be improved/reworked. 

Half Wolfgang skill tree...

He should have more variety of minor skills instead of few ones with many nodes... is the wosts tree, even wilson's has funnier stuff. Thermal dumbbell should be buffed, right now is one of the worst items in the game

 

1 hour ago, Dr.Webber said:

Photosynthesis should gain more health 

No! Is enough to counter the cost of his summoning. Wormwood's whole point is to have hard time healing, we already have enough downsides having 0 impact

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3 minutes ago, arubaro said:

No! Is enough to counter the cost of his summoning. Wormwood's whole point is to have hard time healing, we already have enough downsides having 0 impact

I’m not saying by much I’m just saying it’s like one health every couple minutes and if it’s like that what’s the point in the even having it ether slightly increase the amount gained or speed

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Just now, Dr.Webber said:

I’m not saying by much I’m just saying it’s like one health every couple minutes and if it’s like that what’s the point in the even having it ether slightly increase the amount gained or speed

The point is that, by the time you need to fight again, you are full health for free with a character that his whole downside and, for many players, reason to be play him is to don't heal easily

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1 minute ago, arubaro said:

The point is that, by the time you need to fight again, you are full health for free with a character that his whole downside and, for many players, reason to be play him is to don't heal easily

I get get what you mean but all I’m saying is why have it at all if it’s not noticeable so that’s why is was going for something small but noticeable I’m even ready to go as small as two health at the same rate 

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Woodie's Lunar Affinity desperately needs something on the side. As it is right now it's just the moonstorm perk and nothing else.

I always thought it'd be really interesting and thematic if it allowed you to instantly exit transformation whenever you want, making using the Wereforms day to day more convenient and opening up interesting strats for the Weremoose.

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2 hours ago, arubaro said:

The point is that, by the time you need to fight again, you are full health for free with a character that his whole downside and, for many players, reason to be play him is to don't heal easily

I feel like you are vastly overstating the difficulty of healing for Wormwood and the strength of photosynthesis in this regard. Of the many methods Wormwood has to heal, it is by far one of the weakest and could do with some tweaks to make it more appealing. The bloom branch as a whole is kind of lackluster, but this skill, which is the final skill of the branch, is far too situational and underwhelming to warrant use over Bramble Husk Specialist or Moonshroom Clouds.

Having to be in daylight and blooming to activate the skill, and being rewarded with a slight bit of health over a couple minutes, is such a niche and unnecessary effect that it probably still wouldn't be that useful if they increased the health gained. Why waste 4 skill points getting this ability when you can just get Ipecac Syrup and bulk craft a bunch of Compost Wraps, or setup a Monkeytail farm to supply you with honey poultices.

As it currently is, the perk if kind of just... there? It doesn't really do anything significant and Wormwood has so many others methods of healing that the skill feels obsolete even when you do run it, which is the sign of a bad skill that should get some tweaks.

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Skills that have 2 levels are needless padding imo.

 

Skill 1:

Does thing

Skill 2:
Stat upgrade to the thing skill 1 does.

 

Some of them do unique things per level, but others like Wilson and Willows torch skill is just ''bright lvl 1, brighter lvl 2".

 

i don't think the skill trees should have any skill where the following level just ''does it slightly better statistically''.

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All of them. ctrl a ctrl x

But, if I had to choose, all new crafts should be just that, crafts, and leave the skill tree to actually DO something instead of "here, have an item" or "here you can now use the item"

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Definitely Shadow Fire Raiser: low damage, long casting animation, unnecessary cool down, and bad targeting on top of that, compared to Lunar Flames, using it really feels like wasting embers.

  

I really like what other people are suggested to turn it into a DoT.

Not only would it be more useful, but imo setting enemies on black fire, would fit Willow better

Also, it could synergize with Burning Frenzy 

 

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Patch Up I,II  - Willow

I've been hoping that it will be buffed soon to allow Bernie to slowly restore durability while in Willow's inventory. At the moment BERNIE! needs to be active out in the field to simply regen HP and I find himself more often than not; getting into scuffles that in turn make him lose more health while deployed.

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Wormwood’s “Bee Kind” skill has major anti synergy with his Bramble crafts.

It straight up removes the ease with which u can gather stingers by just running across a few wasp hives and killing the swarm with bramble husk. 

And aggressive bees will still attack ur Cultivator pets with this skill too.

——

in an effort to stay close to the original skill and not just replace it, i would suggest just lowering the aggro range on wasp hives for wormwood by a lot. Instead of full neutrality. 
 

like WX and clockworks.

Would be nice if this skill protected the Cultivator pets too.

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20 minutes ago, Ohan said:

It straight up removes the ease with which u can gather stingers by just running across a few wasp hives and killing the swarm with bramble husk

why not just punch the hives? 

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1 minute ago, grm9 said:

why not just punch the hives? 

Because then u’ll eventually have to heal the hive if u dont want it to break. 

The need for stingers is endless. Trying to harvest stingers from wasp hives with the bee kind skill creates a lot of hassle for very little upside imo. 

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Wormwood's plant crafts need to be a crafting station.

 

Wilson's alchemy I can tolerate because at least it gives him a perk that does interact nicely with some parts of progression, while this is just filler that forces you to swap if you want more decorative plants.

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For Wig

1. Remove shield and spear equipment cooldown. Make all spears share a cooldown. But when there is no cooldown, why give newly equipped spear more cooldown? That doesn't make sense.

2. Rework Beefalo branch. Beefalo branch lacks synergies with Wig's passives which could otherwise be a major selling point rather than a mediocre filler branch.

(Someone may argue riding beefalo give you inspiration. But the problem is, inspiration is useful in battle, not outside of battle. It's not like you can use inspiration to tend farm crops. What about in a battle? Inspiration is extremely easy to build up honestly. What a trivia perk. So it's like a synergy, but exactly an extremely weak one. It doesn't sell, at least to me, for the price of 3 precious skill points.)

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1 hour ago, Ohan said:

It straight up removes the ease with which u can gather stingers by just running across a few wasp hives and killing the swarm with bramble husk.

You can also attack neutral Bees near Beehives and Bee Boxes, not that I am against the aggro range idea.

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Here is my personal opinion. I am sure many people will disagree with some or most but this is my view. I even fought very hard with others to change Wormwood's skillset (official name not skill tree) but that is because it is being implemented. I would rather there not be skillsets entirely but since they are here to stay make them minor, very minor. So here we go:

Wilson:

Spoiler

Torch Longevity - affect all light sources spawned/made by Wilson, lower percentage amount.

Torch Range - affect all light sources spawned/made by Wilson, lower percentage amount.

Torch Toss - have it work with other certain light sources like lanterns.

Beard Perks - Relatively fine and minor, no need for change. Have beard storage able to be integrated into the UI more cleanly for people who use the integrated backpack UI.

Alchemy - Remove and turn into crafting station for everyone to use. I had a fancy name for the station but I forgot. Replace with something minor like gunpowder does 10% more damage, or a craftable health potion that heals as much as a poultice but is cheaper (and can only be used by Wilson to discourage CP use.)

Affinity - They are fine. Minor damage and resistance are great.

Willow:

Spoiler

Controlled Burning: Keep as is.

Burn Duration: Remove the objects burn down faster portion.

Fire Fighter: Keep as is.

Brighter Lighters : Keep as is.

Hungry Lighter: Keep as is.

Pyrokinetic Skills: Remove all of them. Make some of them baseline not requiring a skillset or embers.

Spontaneous Combustion: Baseline with short to no cooldown. Non-Giant Creatures can only be affected by this every specified time. (once ever minute maybe)

Fireball : Removed

Burning Frenzy: Removed.

Bernie Skills: Keep as is except mostly.

Hot-Headed: Removed

Burning Bernie: Damage reduced.

Affinity: Removed and replaced with minor buffs to Willow and Bernie like Wilson's 10% extra damage/damage reduction.

Shadow Affinity: Willow can use Nightmare Fuel to start fires.

Lunar Affinity: Willow can use Glass to start fires.

 

Wolfgang:

Spoiler

I know basically nothing about Wolfgang, uh I don't like there are new crafts but they are never talked about ever so keep as is I guess? I remember the Ice Dumbbell being really strong so maybe remove that? Idk. I don't interact with this character ever.

Woodie:

Spoiler

Transformations excluding Weremoose: They are fine, keep as is.

Weremoose 2: health regen is lowered slightly.

Quick Picker: Removed and given to all characters because come on. Replaced with chance to give 1 extra item can start small at 5% then go up to 15% per pick.

Woodworker: Keep as is.

Hat and Cane carving: Moved to baseline craft. Can replace with 2 Lucy damage bonuses to make her as strong as a spear.

Treeguard Feller 3: Removed.

Affinity: Add damage and damage reduction like Wilson gets.

Shadow Affinity: Removed. Replaced with: Woodie can craft Temporary Living Logs using Nightmare Fuel and Logs. The logs last for 1 minute before reverting back to normal logs

Lunar Affinity: Removed. Skill replaced with: Woodie can capture moon moths with his hands. Lune Trees chopped by woodie can drop rarer lunar materials (like moonstorm stuffs)

Baseline: Chest piece item learned in the Archives for Woodie only which allows him to ignore transformation from full moon.

Wormwood, my main buddy, my favorite, the apex:

Spoiler

Seed Sleuth: Keep as is

Bottom Right: Keep as is.

Top Right: Keep as is.

Bramble Husk Specialist: Replaced with: Increase damage reduction of Bramble Husks worm by Wormwood to 85 or 90%

Plant Crafting: Sapling, Berry, Juicy berry removed and moved to universal crafting bench.

Monkeytail crafting: Removed. No replacement.

Replacement Skills: Plant Friends: plant based creatures do more damage, maybe have health regen, when wormwood is in bloom 3 stages. (Treeguards, Eye Plants, Brightshades, etc).

Lureplant Crafting: Keep as is.

Moonshroom Cloud: The eating drops a cloud, removed. Eating Moonshrooms does not induce grogginess.

Lunar Cultivator 1: Allow the Carrats to pick up fertilizers.

Lunar Cultivator 2: Max reduced to 3, smaller radius to be more like bugnet captured Lightbugs. HP cost reduced to 5 HP.

Lunar Cultivator 3: Replaced with: Wormwood can craft Lunar Experiment (the hallowed nights item) any time and makes 3 per batch guaranteed.
(If you know me you know I love Saladmanders, but the current skill doesn't really fit Wormwood I feel, I love the skill but I would still change it)

Lunar Guardian 1 and 2: Keep as is, there are enough pre-requisites for this so it is fine.

Baseline adjustment: Wormwood becomes friendlier to plants. (Treeguards impose no sanity loss, brightshades are passive and can be opened if not hostile to Wormwood, Wormwood can use the Lureplant Bulb as a chest [yes this would remove it becoming a trashbin], Feed Saladmanders a spicy food to ripen them immediately)

Those are my thoughts on everyone (except Wolfgang mostly). I don't make it a habit of doing suggestions but if I was a game designer this is what I would do if I was stuck with the skillset system. If I could, I would remove it all entirely and just make minor baseline adjustments to characters, as I have suggested for some characters here.

Edit: Oops forgot Wigfrid somehow.
Wigfrid:

Spoiler

Remove it all and start over. Too much going on. Too many crafts no real minor adjustments. I like the Battle Canister so make that baseline. Beefalo isn't a wigfrid thing so remove that concept entirely.

 

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For characters I play regularly

 

Willow:

Burning Frenzy feels like the worst skill she has, I'd either change it to a passive under fire fighter or make the duration at least doubled.

Accelerant feels like it exists just because the pun was too good to not include.

I'd also remove the cooldown on affinity skills

 

Wormwood:

The farmhand branch feels like an unfocused mess, and while I'll admit I hate seed farming and don't want to use seed perks, it still seems weird he doesn't have more.

 

 

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