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A way to balance merm spam


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EDIT: one of my worse takes as a wurt main. ignore this post and stop bumping it up. 

So a big issue with wurt is that she can build merms... which last forever.

she can keep going and going until everything dies to her merms.

So... what if she had a hard cap on merm structures?

Any merm structures will check who owns them/built them and add to a number, until it reaches a cap. (To prevent character switching), owned buildings carry over if you swap character so you cant make an absurd number ofp them.

1 king. "Only one king!"

15-20 guard merms "Swamp safe now, florp".

5-10 whatever utility could be added one day.

This way wurt still has to occasionally THINK, while having merms to aid her.

An alternative is a cap on how many she can tame at a time.

edit: nvm

Just now, Jakepeng99 said:

I dont think a structure cap is a good idea, especially in multiplayer.

If your going to limit merms, add a follower cap or make them more expensive to tame.

Individual players can still make 15 each, its just that a single wurt cant make 500 anymore.

Just now, marshyds said:

15 fully boosted shadow merms can demolish CC up to phase 3, which is a lot of health

Okay but your talking with skill tree skills and that runs back into the issue of people getting really upset if you nerf a character to sell them back their powers

15 minutes ago, marshyds said:

So a big issue with wurt is that she can build merms... which last forever.

she can keep going and going until the server starts lagging from all the merms.

So... what if she had a hard cap on merm structures?

Any merm structures will check who owns them/built them and add to a number, until it reaches a cap. (To prevent character switching), owned buildings carry over if you swap character so you cant make an absurd number of them.

1 king. "Only one king!"

15-20 guard merms "Swamp safe now, florp".

5-10 whatever utility could be added one day.

This way wurt still has to occasionally THINK, while having merms to aid her.

An alternative is a cap on how many she can tame at a time.

 

Come to think of it why would this apply to Wurt specifically you can do the same with spiders, pigs, or any other mob you can build homes for.

Just now, Mysterious box said:

Come to think of it why would this apply to Wurt specifically you can do the same with spiders, pigs, or any other mob you can build homes for.

honestly, true. maybe it could only apply to structures that provide utility or some kind of hamlet style trading? (if wurt even gets any love in that department)

9 minutes ago, marshyds said:

honestly, true. maybe it could only apply to structures that provide utility or some kind of hamlet style trading? (if wurt even gets any love in that department)

Personally I feel like it should just be up to the players to decide when enough is enough when it comes to building also from my experience at least merms don't seem to lag the world like spiders do. A world doesn't tend to start to chug until you get around 200-300 merms on screen which is unrealistic to go unnoticed for most multiplayer worlds.

30 minutes ago, marshyds said:

So a big issue with wurt is that she can build merms... which last forever.

she can keep going and going until the server starts lagging from all the merms.

a harsh solution for a problem that doesn't exist, i'm sorry but this isnt a good idea
it's better to make it so that wurt needs less merms to accomplish a task, which the skill tree already does
any character can mass produce any mob to lag the server, should there be a hard limit on bee boxes pig houses bunny hutches spider dens etc? (the answer is no)
 

2 minutes ago, Catuna_ said:

any character can mass produce any mob to lag the server, should there be a hard limit on bee boxes pig houses bunny hutches spider dens etc? (the answer is no)

would a better solution be the max tamed number then? similar to the wicker grumble bee book.

4 minutes ago, marshyds said:

would a better solution be the max tamed number then? similar to the wicker grumble bee book.

I'm confused I assumed the problem you had was you were worried merms were going to lag servers but this wouldn't solve that is the actual problem you think they're too overpowered?

5 minutes ago, marshyds said:

would a better solution be the max tamed number then? similar to the wicker grumble bee book.

wurt is a character that by design needs to take a lot of time (compared to other characters) to set up her perks, putting a limit on the character that's supposed to be absurd given setup time doesn't sound like a good idea to me
i think wurt is in a perfect spot balance wise with her tree! i even if i do not like a lot of the design choices within it

I don't think that's a good idea. Wurt already struggles to keep up with characters like Maxwell, and she also got one of the worst skill trees, with most of the skills being worthless. I don't think nerfing her even more is a good idea. Especially when you consider how long it takes her to build all these houses. Even a professional wurt player would need an entire season just dedicated to building 

2 hours ago, marshyds said:

So a big issue with wurt is that she can build merms... which last forever.

she can keep going and going until everything dies to her merms.

So... what if she had a hard cap on merm structures?

Any merm structures will check who owns them/built them and add to a number, until it reaches a cap. (To prevent character switching), owned buildings carry over if you swap character so you cant make an absurd number of them.

1 king. "Only one king!"

15-20 guard merms "Swamp safe now, florp".

5-10 whatever utility could be added one day.

This way wurt still has to occasionally THINK, while having merms to aid her.

An alternative is a cap on how many she can tame at a time.

 

why do you think this is needed like if you have 30 merms you can kill any boss , and if someone build more then that it will not make any change he probably build more for fun or for design let him build how many he went

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