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Questions on Wurt's mosquito perks and items


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SO... I have looked at wurt's perks, and the mosquito ones have drawn my attention.

starting off we have a neutrality perk, for 2 mosquito-sacks and a single beefalo wool, mosquitos leave you alone.

meh, it's... okay, I think it would have been nice to have something that commanded them or rallied them, that way you have a army of the swamp going to fights but its kinda a minimal not-a-perk to lead to others.

then you unlock crafts, heals, bombs and fertilizer.

  • The heal (2 sacks, thats it), is an initial of 16 (which is just taking the sacks that give you 8 each and combining them) and with the perk at the end of the tree it ads regen going up to 25.
  • Cheap healing sounds nice but, for a Wurt player, a good portion of healing options are better then this, you would have to spend 3 perks just for a heal of 25.

(yes im aware you can use this to play field medic for merms, however, the merms are expendable and are even more so with the shadow affinity, if the merms could have these in their own inventory, the perk would stink a lot less, and reduce the need for another perk to exist, just so you can find the weak merms to heal them)

  • The bombs, for the cost of 4 live mosquitos and 1 sack, you get to throw 4 *****-o's at a monster. my best way to describe this perk... its a smoke bomb, this is for when a person doesn't want to deal with a hound or monster so you just throw bugs at it. The thing is... Wurt has an army already, even basic merms do the job just fine of keeping the attention off wurt, and that's not even considering the fact that bee mines are just better then this.

(which is ridiculous considering im pretty sure no one uses bee mines, and the only time i used them was for crab king, yet the ai and lifespan of mosquitos leaves them infinitely worse off)

  • Finally the Fertilizer, I can not in any way endorse its use due to the nitre component. Due to the way that farming works and where a wurt is most likely to live (swamp with tons of decaying monster meat or frog legs), you are better off making composters and filling them with excess logs from your merm lumber yard and tons of rotten junk from the swamp or monster meat, and deliberately planting compost devouring plants rather then trying to feed all of them at the cost of rot. 

(Most farmers in dst will tell you, feed one plant, to feed them all. Compost is king, praise be to the garlic, corn, asparagus and sometimes durian, these are the plants, that feed merm nations... well that and kelp or stone fruit, but you get the idea!)

If the fertilizer gets a boost of any kind from the "Itchcraft 2" perk , I haven't got a clue what it is...

my thoughts on the matter of improvement if we can't just replace them...

  1. move the heal craft over the sensible swamp fighter perk and make it so merms can equip themselves with 1-2 heal items so mid combat they can heal themselves.
  2. If again these items need to stick around, Itchcraft could be combine with mosquito incog. because to be honest, 1 perk point for a sack of blood and fur is not really worth it, I suppose itchcraft 2 could still be present but something needs to take its place at the end of the tree. (yet to think of other perks that would be better here, but honestly most options in front of the player are already infinitely better)

Whilst we are on the topic of the tree still, I can't stress enough how badly, I want wurt to swim and use the trident or spear to do ocean combat, heck if its just swimming Id' be okay with it. This could probably easily replace the largely irrelevant regen and sanity when a fish and a hat just does the job better.(please please please, swimming, merm society, more merms, florp and thank you)

P.s. how can I change the title of the post? I think the post is a little misleading as this turned into criticisms and suggestions rather then questions.

 

18 minutes ago, ZeRoboButler said:

yes im aware you can use this to play field medic for merms, however, the merms are expendable and are even more so with the shadow affinity

While this is true I do have to admit all the defense boosting skills and mutant merms guards having 700 hp does make using only afew merms a viable strategy if someone wants to build for it which seems to be the intended idea.

1 minute ago, SSneaky said:

heal 50 hp to All merms in its path (including other wurts, but only for 20 hp) when mastered, it should heal for 75 hp (35 for other wurts) and do 25 damage to all hostile mobs in its path.

I would like the idea if... merms were not so scattered during combat, it would be like madness, and a lot of accidental heals rather then intentional ones, Im kind of surprised the mosquito bomb wasn't just a blood bag heal that would heal in an area similar to the flower staff in forge. (or even making it so the heal bounced around like the brightshade staff) 

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