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Poll: Make mosquito stuff available to all survivors instead?


Mosquito skills  

33 members have voted

  1. 1. Keep, or remove?

    • Keep all of them as skills
      7
    • Make them all available to the other survivors instead
      7
    • Make all of them available to other survivors instead, but Wurt keeps the mosquito neutraliser (lil itchy)
      10
    • Straight up delete from existance
      4
    • Other
      5


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I don't feel like they fit Wurt, and many agree. Wurt doesnt really use gadgets, and fertsliser perks are kinda odd. Though, in my opinion, she should keep the mosquito doll so these items are still best suited for her. New skills can be added instead.

Mosquitos need more uses, and mosquito bombs synergise more with other characters.

1 hour ago, Jakepeng99 said:

I don't feel like they fit Wurt, and many agree. Wurt doesnt really use gadgets, and fertsliser perks are kinda odd. Though, in my opinion, she should keep the mosquito doll so these items are still best suited for her. New skills can be added instead.

For me, this is a difficult question, on the one hand, yes, it seems strange for wurt, on the other hand, if you do everything more competently, then it could be left, my thoughts on which case it is worth leaving:

1. each perk will take no more than 1 skill point (that is, there will be no such thing that 1 takes to create a bomb and the other to strengthen it)

2. Wurt will be able to grow live mosquitoes in hives (nests) otherwise it will be expensive for her And it won't make. (Again, the cultivation of mosquitoes is a plus for the civilization of mermaids and displaces where the connection between mermaids and mosquitoes comes from)

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3. A mosquito in a web must treat several purposes or put it on a pinch and the most wounded merm uses it himself (and yes, I wanted to ask everyone, I correctly understood that for Survivors a mosquito in a web is an analog Booster Shot? If not, then this item makes little sense)

4.  mosquito fertilizer should be REMOVED from the Wurt skill tree. But it can be left as a craft for everyone by adding live mosquitoes to the crafting recipe, so that there would be a small synergy with the wurt

5. mosquito bombs should cause 51 damage when exploding, or the mosquitoes themselves from the bomb should cause more damage at least 10 like bees and preferably more than

6. The mosquito doll I think is fine.

Finally. Without such adjustments, I think the mosquito branch will not be very viable . If you leave it unchanged and spend more than 4-5 skill points on it, then it's better to remove it.And so if wurt has easy access to live mosquitoes in the form of a hive (nest), then crafts from them will be worth doing.

And again, it will make sense for the Merman civilization, which is very important for us in wurt

22 minutes ago, Creatorofswamps said:

4. mosquito fertilizer should be REMOVED from the wurt skills, mosquito fertilizer should be REMOVED from the Wurt skill tree.

I slightly agree with this, even if it's a bit extreme.

It doesn't make much sense for wurt to become a farmer going off her quotes and playstyle, so I assume klei will add farmerms with a use for the fertilizer.

Honestly the fertilizer and the merm altar are the biggest offenders for me and I would prefer they were deleted. The altar in particular feels like it was designed not understanding how Wurt and merms work. Even ignoring merm guards low regen time their main use is for killing bosses and since that requires a lot of merms that undermines the altar completely. The high hp of merms also means they aren't going to be dying fast enough for faster respawn to matter in day to day travels.

The mosquito bomb I actually don't mind much so long as they work out the problems using mosquitos alongside merms would bring and they make the mosquitos do something special that's useful beyond direct damage or being a distraction because as we all know they aren't good at dealing damage.  Perhaps also they should consider giving Wurt the ability to create ponds.

Alot of things need to happen for the healing item to work. Being able to see follower hp, needing to effect multiple followers, making it easy to use on followers during combat, and it being cheap enough that the player doesn't feel it's better to let the merm die instead.

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