Skyscale Posted March 21 Share Posted March 21 A little context: I had never played wormwood until he received the skill tree and I started testing the character by gaining points one at a time while trying to survive. After spending more than 450 in game days now, I decided to talk about my impressions and what could be improved in the gameplay. Let's go to them. Seed Sleuth: Nothing special to say, except that now I can know when there is a weed on the farm even before it grows, which saves me time and space. However, for me, it is too simple. If this skill allows me to access the knowledge that I have already unlocked in the Gardeneer Hat / Premier Gardeneer Hat it would be wonderful. , and Growth Spurt I, Growth Spurt II and Flower Power: Great support skills to help maintain full bloom, which helps a lot. My only suggestion would be to add a meter in the UI to show the full bloom meter. Shade Plant: This skill may seem good at first, but I didn't even bother spending my insight points unlocking it because there is already a thermal stone , eyebrella and the natural protection of full bloom without the skill. All of this together doesn't make me want even more protection in the summer. When I was analyzing the wormwood skill tree, I could see skills related to the seasons and realized that there is nothing that helps me in winter. My suggestion is that this skill be reworked and that instead of giving me more protection from heat, it reduces the loss of bloom in winter, this would make me think about spending a point on this skill. Photosynthesis: When I was at the beginning of the game, I focused on unlocking this skill as quickly as possible to allow me not only to regenerate health, but also to allow me to passively farm living logs when I have full health, maximizing efficiency and aiming to stockpile them for future dark swords . My only suggestion here would be to be able to regenerate life also in dusk because, technically, there is still sunlight otherwise, Charlie would attack me, right... RIGHT ?. Farmhand: Excellent skill to save time. My only suggestion was that if it were possible to automatically spend fertilizers from the wormwood inventory to balance the plants' needs it would be top tier for me. Compost Care: Any help in healing wormwood is welcome. However, I have to say that the description of what the skill does and what it actually does confuse me (that's what it says on the game's wiki). What I miss about wormwood is the ability to heal quickly in intense fights or even Hound attacks. I have some suggestions about this skill: instead of only affecting Compost Wrap , it affects all types of healing over time that come only from fertilization items with healing over time effect, making the healing ticks faster. The other suggestion is to swap the position of this skill with the farmhand skill because I prefer to have access to healing more than helping with the farm (my opinion), for those who already have all 15 insight points it is irrelevant, but for me who was unlocking one point at a time would make all the difference to new wormwood players just like me. Bee Kind: Good skill. While I was spending my first insight points , this was one of the ones I chose because I farm a lot of honey to make healing items with it and killer bees always been a nuisance in any season of the year. However, it quickly became irrelevant when I reached the mid/end game because I realized that bee stingers were a very important item for making Bramble Husks and Bramble Traps . So when I had the opportunity to reset my points, I removed this skill. What makes me sad about this skill is that Wormwood most of the time kills bees in order to craft items, in other words, not being attacked by them loses its purpose. My suggestion would be to increase the amount of honey harvests from hives he makes (which would imply he would make his own themed bee house structure ). Bramble Trap Specialist: Unbelievably powerful. Just for context, in my fight against Armored Bearger , I made 60 Bramble Traps and made the boss go through it 5 times and that's it, he died. It blew my mind when the lunar boss fight that I consider the hardest for me was trivialized. I also tested it with Possessed Varg and it was also super effective in group control of the Hounds , which allowed me to attack the boss without many problems. Truly a skill worth its weight in gold and the point it deserves. I don't have any suggestions for improvements and I believe no need to. Bramble Husk Specialist: Just like the Bramble Trap Specialist skill, super useful and decent AoE damage to farm bees and increse damage. Nothing to say about this skill besides good job. Sapling Crafting: I was disappointed that the very first skill in Wormwood's crafting part was just Lunar Sapling . With a shovel , I have much more Sapling than the skill can provide me in the early game (need HP to craft of course). I would like to have a more interesting craft like Sea Sprout Starter . This item has everything to do with the moon because its growth conditions require a full moon to grow, so, if they are related to the moon, why not craft them? I could even plant them more easily near the base and get another source of food with them more easily and I could use them in farms and traps against mobs. and Berry Bush Crafting and Juicy Berry Bush Crafting: In my opinion, these two skills should be one and with it I could craft all types of berry bushes . With this, you could free up a skill slot for another craft. Or, make the bushes made by Wormwood cold-resistant by producing berries . Monkeytail Crafting: This skill is worth it. Even though you can go to the swamp and get all the Reeds there, there is no guarantee that there will be many in the world, which would make it difficult to produce Honey Poultice , my main source of emergency healing in difficult fights as it is very cheap and accessible very early in the game. Nothing to say about this skill, it could come a little earlier in the talent tree ;p. Lureplant Crafting: Good skill. I like to use them on other things, not only as collectors on farms, but also as protection since they are neutral. My only suggestion is in the behavior of the Lureplants . I had placed 4 of them near the Oasis and an Ice Flingomatic to protect them. When I came back after a few days just before summer started, I saw that there was only one. For my surprise the Lureplants attack each other and only one is left :c. I had to plant them further away from each other and also prevent their eyes from attacking each other. , , and Mushroom Mastery I, Mushroom Mastery II, Mushroom Multiplier and Moon Shroom Cloud: Great QoL. I love making mushroom farms and even more so with Wormwood which has more uses for them. I loved. Poor Sap: This skill helps me a lot. Not only does it save me so much time collecting Light Bulb , it also makes me laugh every time I use Syrup of Ipecaca in order to craft more Compost Wrap . , and Lunar Cultivator I, Lunar Cultivator II and Lunar Cultivator III: I have a little story to tell. When I unlocked the Saladmander summon and started walking around the map I immediately saw a serious problem with them, they are too slow. I waited for them to catch up to me for too long, which took up their sumon time as they weren't doing anything other than walking and besides, there was one time when their time was up and I had to go back aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaall my way looking for where they disappeared. Seriously, I love the idea of summons, but they all need changes like: showing a message in the chat saying that my summon is back to normal so that I can go and get it if they are left behind. Speaking of the Saladmander's speed , they should at least have the same speed as the player while I'm out of combat. Talking about the Bulbous Lightbug summon ... I never tried to use them because until I had enough points to get to it, I would already have a mining hat... on a second map since the other half needs to kill the Celestial Champion . Talking about Carrat , they could avoid combat and run away from mobs that tried to kill them since the purpose of this summon is not combat but collecting items. Another important point: it's kind of annoying to have to walk around with perishable items in your inventory waiting for an opportunity to be used (I'm talking more about you Saladmander ) and besides, in a real combat situation against a horde of Hounds , I have I had to first sacrifice my own life and heal quickly to face them. In my opinion, the way to summon should be through an item that Wormwood can pre-craft and only use to summon when necessary, preventing the item from perishing in the inventory OR do something similar to UI's Willow / Maxwellwhere they have a special menu for his powers, Wormwood could have a UI for sumons where he could precraft the sumons, spending their resources and life (and healing himself away from danger) and when necessary, use the UI to summon, preventing the item from perishing and more items in the inventory too. In short: the idea of having sumons is good, but it's not fun in practice with these micro management. and Lunar Guardian I and Lunar Guardian II: These two skills are very good, they have a balance between defense and attack, which makes them valuable. I haven't had much time using these two skills yet because I managed to kill the Celestial Champion recently with Wormwood but I liked what I experienced before making this post. Final thoughts: Overall, the skill tree is very solid, it gives me a lot of new mechanics and changes your gameplay. I still miss some skill that helps me in winter, not that it's necessary, but since it's a plant and all plants have some kind of mechanism that helps them through the seasons, I wonder how Wormwood could have something similar... Also, I'm disappointed that he doesn't experience any kind of change in the light of the full moon . Even pigs have a special interaction ;C. Something that buffs, for example, the Wormwood Summons or the Lure Plant it produces could have a permanent transformation like the Sea Weeds ... make the Lure Plants Moon-themed and buff their aspects and make them peaceful to others players when using at least one Brightshade Armor or Weapon piece... Anyway, I loved my experience so far with it and I look forward to the next updates! Link to comment Share on other sites More sharing options...
Silversliver Posted March 22 Share Posted March 22 (edited) 10 hours ago, Skyscale said: now I can know when there is a weed on the farm even before it grows, which saves me time and space how does this save you time? are you wasting time while planting to examine them? just keep a shovel nearby and dig up any weeds as they sprout, you need to talk to your plants anyways, so it should be easy to find them when you check on them, and if you miss any it doesn't matter, it's not like the first crop will yield seeds, and you aren't planting wild seeds in actual fields. 10 hours ago, Skyscale said: Bee Kind: Good skill. As Wormwood you have the second best bee killing experience in the game, if killer bees are even slightly inconveniencing you, just use a bramble husk. Or just walk directly through them, they can't hurt you if you don't stop and let them. 10 hours ago, Skyscale said: My only suggestion is in the behavior of the Lureplants As a suggestion, lureplant eyes don't spawn on all terrain types, my favorites are: carpeted floors, rocky turf, cobblestones, wooden floors, docks, and boats. I also think it's odd that a lureplant's leafy meat spoils while it's on the vine. 10 hours ago, Skyscale said: I love making mushroom farms and even more so with Wormwood which has more uses for them. What does wormwood use mushrooms for? Aside from lunar mushrooms with the perks I think he has the least benefit from having mushrooms. Wormwood can easily gather cactus flesh (if it's decently placed in the desert), he has a strong incentive to boat early for bull kelp and bottles anyways which takes care of your veggie/filler needs, or you could just farm with actual seeds. Any of these are better for wormwood himself than red, blue, or green mushrooms for a solo wormwood who usually has pretty good control of his sanity anyways. 10 hours ago, Skyscale said: Shade Plant: This skill may seem good at first, but I didn't even bother spending my insight points unlocking it because there is already a thermal stone , eyebrella and the natural protection of full bloom without the skill. I just wanted to point out that eyebrella and shade plant stack really well, keeping a thermal stone cold is really annoying, while keeping it hot is really easy, so I can understand using a point for shade plant if you're already getting the path up to it. I guess if summer isn't a problem for you, it's fine to skip though. 10 hours ago, Skyscale said: Monkeytail Crafting: This skill is worth it. I actually think this is his most balanced skill. Monkeytails are good, the use for the bananas you get from the splumonkeys makes sense, and it's not too difficult because Wormwood is the second best at killing shadow splumonkeys. I just wish that Wormwood got more crafting recipes per insight point, as is he can't even craft grass, and I think that's a bit disappointing. I think you've got a pretty good review on these insight points, I just wanted to share my thoughts on a few I don't quite see the same as you seem to. Edited March 22 by Silversliver accidentally hit send before it was finished Link to comment Share on other sites More sharing options...
Skyscale Posted March 22 Author Share Posted March 22 6 hours ago, Silversliver said: how does this save you time? In a fresh map, where i don't have specific seeds, I need wait the seed grow up to know what kind plant is. But Woormwood now can tell what is before grow up saving space to plant a new seed. 6 hours ago, Silversliver said: As a suggestion, lureplant eyes don't spawn on all terrain types, my favorites are: carpeted floors, rocky turf, cobblestones, wooden floors, docks, and boats. No no... I was trying make a field with lure plants like "mining camp" to deal with Hounds, but just like a said, the eyes kill another lure plants so I plant them far away in order to avoid that Link to comment Share on other sites More sharing options...
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