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Everything on the Wurt skill tree looks useless right now.


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I was gonna wait but honestly I wanna talk about this ASAP so uh

Rundown:

  • Compost Wrap but you can't use it to heal yourself (which is what Wormwood actually uses it for to begin with), it's only as a fertiliser which isn't the main way people use compost wrap in the first place. And this one is somehow the best they showed.
     
  • Inferior bee mine. I have to ask - why? Wurt doesn't need a new type of minion.
     
  • Mosquito passivity - this one is fine but its still nominally useful at best.
     
  • Heal thing - Unless this is somehow an AOE heal this seems beyond useless. Merms are very much disposable due to their fast respawn rates and a single target heal just isnt helpful. If it ends up being substantial self-heal it could be fine for new wurt players but without some sort of nurse merm that can carry theses or something this on allies is just inefficient. I mean even Webber doesnt actually use healing glop and this is a single target version of that so I really don't know what's up here.
     
  • Merm food dish - Once again, merms are already very very disposable, they spawn fast and guards spawn even faster. It is VERY rare for me to be like "oh darn I wish my merms came back sooner". If we can queue up food to feed the king with this then I am A OK with this structure but the respawn time thing just seems entirely worthless.


Further Thoughts:

  • I am well aware that this is far from the entire tree, but I REALLY worry that Wurt's tree is going to be filled with attempts at swamp affinity as opposed to focusing on what her actual gameplay has always been about. I don't want tentacle spike bonuses or spikey bush bonuses or whatever. I want Merm civilisation based stuff and generally applicable perks.
     
  • I am OK with there being SOME useless perks but I really worry when literally all the perks Klei showed were nominal AT BEST and tended more toward totally useless. Maybe all the meaty content just isnt done yet ala winona stuff, but I really don't like where this is going right now.



I would also like to say that I think the Winona stuff shown seems really interesting, and that I love the look of the new crab king fight a lot. I also appreciate sunken treasure being addressed and the new trees look sick as hell. The new boat is a bit of a dissapointment in it just being boat but with a chest pre-built into it. Doesn't really strike me as worth being a seperate boat item, could have just been a boat upgrade ala tin fishin bin but so be it. Otters are cute and cool but I don't care about them that much compared to the other stuff.

Overall it seems like a promising update but every bit of Wurt stuff shown on the stream has been entirely unexciting which makes me very worried. I would really rather we not get another Wormwood situation where Klei has to rework her tree multiple times to appease us Wurt fans.

Honestly, the mosquitoes from her sack DEFINITELY looks kinda underpowered, but they're prob very easy to craft, so amassing those might be our best option for damage. Still I would ask for some changes in the mosquitoes AI that comes from that throwable sack, something to make them attack and not run away.

5 minutes ago, Masked Koopa said:

Heal thing - Unless this is somehow an AOE heal this seems beyond useless. Merms are very much disposable due to their fast respawn rates and a single target heal just isnt helpful. If it ends up being substantial self-heal it could be fine for new wurt players but without some sort of nurse merm that can carry theses or something this on allies is just inefficient. I mean even Webber doesnt actually use healing glop and this is a single target version of that so I really don't know what's up here.

I agree, a potato and tomato can be mass farmed these days and are way superior to the situational healing we got (assuming the crafting recipe stays the same). I think the BEST thing klei can do is make so the healing is similar to wormwood's sporecloud from moonshrooms, but for healing per second. And it's throwable.

7 minutes ago, Masked Koopa said:

Merm food dish - Once again, merms are already very very disposable, they spawn fast and guards spawn even faster. It is VERY rare for me to be like "oh darn I wish my merms came back sooner". If we can queue up food to feed the king with this then I am A OK with this structure but the respawn time thing just seems entirely worthless.

I agree too, as a merm player that made atleast 100 of these, it really wouldn't even matter to me if I had 2 or 3 towers, I say the altar could probably be changed to be a self-feeding structure placed next to the king, so you can place stacks of kelp there and he'll eat it from time to time (since now the king work between shards, having to come back to feed him every few days won't feel practical).

One thing to note is that the Ice Cube item will probably be very good for fights now since apparently one side of her skill tree is dedicated to her being stronger while wet. Flashy melon too. Who would've thought that RoG had this item planned for wurt all along xd.

16 minutes ago, Masked Koopa said:

Heal thing - Unless this is somehow an AOE heal this seems beyond useless. Merms are very much disposable due to their fast respawn rates and a single target heal just isnt helpful. If it ends up being substantial self-heal it could be fine for new wurt players but without some sort of nurse merm that can carry theses or something this on allies is just inefficient. I mean even Webber doesnt actually use healing glop and this is a single target version of that so I really don't know what's up here.

Somehow the new designer seems to dislike consumables, especially the various variants of consumables such as Armor (which consumes crafting materials) or Bernie (which consumes sewing kit), preferring to make them all permanent or add some better permanent items to replace them...

A strange weird for Don't starve. Maybe they just doesn't like the supply management part of the game?

I more or less feel the same the healing items isn't going to be useful unless Wurt is able to tell when merms are hurt, how much they're hurt, and it has a massive heal radius since merms already passively regen outside of boss fights them dying rarely becomes a thing.

As for the altar merm guards as already mentioned respawn every 4 minutes and with the sheer bulk if their hp I can't see a good reason to use this and this is even more of a issue since in order to get a steady supply of kelp you need to rush lunar anyway meaning by the time you can comfortably use this you should already have guards.

As for the mosquito crafts honestly I don't even mind them they don't seem particularly useful but if it was put as a single skill point I wouldn't mind their existence so long as her mosquitos are slightly better than normal ones.

1 minute ago, Mysterious box said:

I more or less feel the same the healing items isn't going to be useful unless Wurt is able to tell when merms are hurt, how much they're hurt, and it has a massive heal radius since merms already passively regen outside of boss fights them dying rarely becomes a thing.

As for the altar merm guards as already mentioned respawn every 4 minutes and with the sheer bulk if their hp I can't see a good reason to use this and this is even more of a issue since in order to get a steady supply of kelp you need to rush lunar anyway meaning by the time you can comfortably use this you should already have guards.

As for the mosquito crafts honestly I don't even mind them they don't seem particularly useful but if it was put as a single skill point I wouldn't mind their existence so long as her mosquitos are slightly better than normal ones.

They can add a visual indication of when merms are low.

2 minutes ago, Mysterious box said:

I more or less feel the same the healing items isn't going to be useful unless Wurt is able to tell when merms are hurt, how much they're hurt, and it has a massive heal radius since merms already passively regen outside of boss fights them dying rarely becomes a thing.

As for the altar merm guards as already mentioned respawn every 4 minutes and with the sheer bulk if their hp I can't see a good reason to use this and this is even more of a issue since in order to get a steady supply of kelp you need to rush lunar anyway meaning by the time you can comfortably use this you should already have guards.

As for the mosquito crafts honestly I don't even mind them they don't seem particularly useful but if it was put as a single skill point I wouldn't mind their existence so long as her mosquitos are slightly better than normal ones.

Yeah,why not give us medic merms ala nurse spiders for wurt rather than these syringes

1 minute ago, Wormboi said:

Yeah,why not give us medic merms ala nurse spiders for wurt rather than these syringes

I only see myself using those syringes if they add damage or another buff to wurt or something, simple healing is very boring really. As the OP said, what we saw was not that hype.

The only thing that usually stops me from playing Wurt currently is gold. Getting renewable gold as Wurt is extremely painful, not to mention the amount of rot that comes with it (seeds and kelp, blegh) so if there's a skill that make the king trade more worthwhile, I would be really happy.

7 hours ago, Mysterious box said:

As for the mosquito crafts honestly I don't even mind them they don't seem particularly useful but if it was put as a single skill point I wouldn't mind their existence so long as her mosquitos are slightly better than normal ones.

Honestly yeah - I wouldn't find them useful but if we get all the mosquito stuff as one skill it'd probably just be a funny filler skill.

The thing is, they could even hypothetically be seperate skills and we could still end up with a fun and interesting tree if her other perks are all really substantial.

Even then, I really would prefer each individual skill be concretely useful.

Looks like a cheaper bee mine, to the point that I'll say that the bee mine should have it's cost lowered instead of a whole board to two logs, OR at least make it stackable, since and correct me if I'm wrong - mosquito bombs I think can be stacked?

In general, Wurt feels very strong as she is, but something is odd about those additions as it doesn't bring that much besides just that she can spam more fighters often than before. Maybe it won't be that bad, I mean she's got strong minions and that Sisturn like item might be neat.

10 hours ago, Masked Koopa said:

Heal thing - Unless this is somehow an AOE heal this seems beyond useless. Merms are very much disposable due to their fast respawn rates and a single target heal just isnt helpful. If it ends up being substantial self-heal it could be fine for new wurt players but without some sort of nurse merm that can carry theses or something this on allies is just inefficient. I mean even Webber doesnt actually use healing glop and this is a single target version of that so I really don't know what's up here

They said the merms would get an AI update and also stop and wait when you click to heal them

I still think it's a waste of time considering you lose dps while both you and that merm are not attacking

Unless they give merms some kind of perk that makes them better in combat overtime. Maybe then it will be interesting to try to keep them alive as long as possible or for future fights, kind of like an xp levelling system.

3 hours ago, Masked Koopa said:

Honestly yeah - I wouldn't find them useful but if we get all the mosquito stuff as one skill it'd probably just be a funny filler skill.

The thing is, they could even hypothetically be seperate skills and we could still end up with a fun and interesting tree if her other perks are all really substantial.

Even then, I really would prefer each individual skill be concretely useful.

I mean I guess it's possible but I can't help but see them as Wilson's torch tree or Wormwood's butterfly friends skill something you get for the novelty or because you have to rather than it actually having a purpose we didn't get to see how all the mosquito skills will function yet but from what I've seen they feel like skills where you go out of your way to find a use for them rather than them actually having a good use which would be sad if this is what a fair bit of the skill tree will be made of.

21 minutes ago, Mysterious box said:

I mean I guess it's possible but I can't help but see them as Wilson's torch tree or Wormwood's butterfly friends skill something you get for the novelty or because you have to rather than it actually having a purpose we didn't get to see how all the mosquito skills will function yet but from what I've seen they feel like skills where you go out of your way to find a use for them rather than them actually having a good use which would be sad if this is what a fair bit of the skill tree will be made of.

welp, at least the amphibious tree makes it seem like we better stock up on our water balloons, so mosquitos might be useful to have around. 

I believe they should take the lunar funcap approach (item not exclusive to wormwood intended to make his moonshroom skill better) and make the mosquito items available to everybody.

 

I will make my own thread with my own thoughts i got alot to say.

11 hours ago, Masked Koopa said:

. I want Merm civilisation based stuff and generally applicable perks.

They mentioned "merm civilisarion stuff" at the end so i hope that means they make it more grand.

31 minutes ago, skile said:

welp, at least the amphibious tree makes it seem like we better stock up on our water balloons, so mosquitos might be useful to have around. 

While that's true placing a merm hut next to ponds leaves you with more sacks than you'll know what to do with I tend to base next to ponds for this reason already since it's a alternative passive healing/water balloon supply.

I want Wurt to be able to swim very short distances before drowning.. give her a stamina bar and make it identical to how players can swim in Lego Fortnite before running out of stamina and drowning. Also UNLIKE Goose Woodie, let her gather and collect resources while swimming.

If this is in her skill tree, it’s all I could ever ask for, because it solves a lot of the early game problems with Wurt needing to gather Kelp, etc for her crafts.

Isn't the point of the mosquito mines to mass produce it and throw like idk, 20 of those in a boss fight along merms? and that once they die you collect all sacks for the heals or something like that?

Im not a Wurt player at all, but that sinergy of mosquitoes + merms looks fine to me. From what I've seen in swamps theres always like easily 10+ ponds with a never-ending spawn of mosquitoes, you put 1 spider nest close and you can easily stack lots of sacks. Her being able to take advantage of that "material" doesn't seem that bad

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