Mysterious box Posted June 9, 2024 Share Posted June 9, 2024 So I wanted to give my thought on the skill tree after having messed around with the skills a fair bit morebiifirst starting with the amphibian branch. Amphibian Honestly I don't really have much issue with the amphibian skills aside from it not being very easy to keep wet and not too many easy methods to raise your wetness. Mosquito skills Skeeter bomb They suffer from three major flaws the first is that they are too expensive to craft. A single bug net will get you 10 mosquitos and it costs 4 mosquitos and a sack to craft. This means to craft 5 skeeter bombs you need to use 2 full bug nets(This is 8 sticks, 4 silk, and 6 grass) and catch 20 mosquitos. The second major flaw is that the mosquitos barely target enemies and even when they do they often drop their target. Finally the mosqutio will attack your allied merms and their explosions can harm you. Proposed solutions to skeeter bomb Lower the crafting cost to 2 live mosquitos and 1 sack and raise the amount per craft to 2 skeeter bombs this will balance out at 10 skeeter bombs per net not including the sacks Raise the mosquito sack drop rate to 100% Make the mosquitos summoned by skeeter bombs followers who will focus their attacks on Wurt's targets like normal followers Remove the friendly fire Bloodshot This skill mainly just suffers from the fact it's not really worth trying to heal individual merms one by one in a big fight Proposed solution to blood shot: Make it a blow dart that bounces from merm to merm to heal multiple like was already suggested by others Fertilizzzer While I don't think it fits very well it's a craft bundled in with others so I don't have much of a issue with it existing Sensible Swamp fighter Honestly at first I wondered why this was a skill but the more I thought about it this had to be one it pairs with bloodshot to make it easier to tell which merms need healed but if your not using bloodshot it technically just shrinks your merm's hp since it'll take them out of the fight earlier than they would have been otherwise even if they technically won't die this way. Communal kelp feeder This doesn't really seem worth it as Wurt players tend to make alot of houses anyway and merms won't die to most threats due to their natural high hp King's quests and other merm buff skills Honestly I feel like Klei did a really good job In this aspect of the tree both in terms of resource harvesting and combat the buffs merms have become much better per individual merm which makes building less merm houses a viable approach if you have issues with the grind and allows merms to face aoe bosses. I also really enjoy the fact that the king's quests power up Wurt as well giving you a bit of a direct payoff for all your hard work Mudslinger I feel like this is a really interesting concept however it feels like it's held back by how long it's cooldown is and how short it's duration is which I think would be resolved if the duration and cooldown were 4 minutes so that you can always have a patch active but only in one area at a time Swamp pathfinder This skill I can't really defend it just seems completely useless however I do somewhat get the intention in that it's probably meant to help encourage other players to base in the swamp alongside Wurt and to be used with Mudslinger in boss fights for a group speed boost. The problem is there's just no way of telling if people want to base with you and it highlights that a skill point should not really be invested in a skill that requires another player to play in a way you want them to the skill should give Wurt a personal incentive to want to get this Overall the skill tree isn't bad it just suffers from padding and some incentive issues on some skills. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/ Share on other sites More sharing options...
Jakepeng99 Posted June 9, 2024 Share Posted June 9, 2024 2 minutes ago, Mysterious box said: Make the mosquitos summoned by skeeter bombs followers who will focus their attacks on Wurt's targets like normal followers Remove the friendly fire I used the healthbar mod and they had green health bars when i initially threw them so i wonder if it exists already but is really short. Also the skilltree needs more utility. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721898 Share on other sites More sharing options...
Mysterious box Posted June 9, 2024 Author Share Posted June 9, 2024 1 minute ago, Jakepeng99 said: I used the healthbar mod and they had green health bars when i initially threw them so i wonder if it exists already but is really short. If this is the case maybe they're abit bugged? 2 minutes ago, Jakepeng99 said: Also the skilltree needs more utility. Honestly as I've messed around with it more I feel like she's probably fine in this aspect for what she is. She just needs some tweaks to her existing skills and a change needs to be made to sack drop rates. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721908 Share on other sites More sharing options...
abrocator Posted June 9, 2024 Share Posted June 9, 2024 1 hour ago, Mysterious box said: Honestly I don't really have much issue with the amphibian skills aside from it not being very easy to keep wet and not too many easy methods to raise your wetness. Drown yourself. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721941 Share on other sites More sharing options...
GhostyToasty Posted June 9, 2024 Share Posted June 9, 2024 They absolutely did wurt dirty this update. So many of her skills either don't help her at all, or are so miniscule that they don't matter (Wurt already has easy sanity control with her fish. There's no reason to add a wetness sanity gain!!) Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721942 Share on other sites More sharing options...
marshyds Posted June 9, 2024 Share Posted June 9, 2024 19 minutes ago, abrocator said: Drown yourself. jokes aside, the skilltree is nice combat wise for merms but horrible with everything else. the armor shed, merm king quests, affinities and hunger are the only things i think fit her, and even the armor shed has a tier I behind it nobody uses for some reason. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721945 Share on other sites More sharing options...
Wander89 Posted June 9, 2024 Share Posted June 9, 2024 2 hours ago, Mysterious box said: So I wanted to give my thought on the skill tree after having messed around with the skills a fair bit morebiifirst starting with the amphibian branch. Amphibian Honestly I don't really have much issue with the amphibian skills aside from it not being very easy to keep wet and not too many easy methods to raise your wetness. Mosquito skills Skeeter bomb They sufferom three major flaws the first is that they are too expensive to craft. A single bug net will get you 10 mosquitos and it costs 4 mosquitos and a sack to craft. This means to craft 5 skeeter bombs you need to use 2 full bug nets(This is 8 sticks, 4 silk, and 6 grass) and catch 20 mosquitos. The second major flaw is that the mosquitos barely target enemies and even when they do they often drop their target. Finally the mosqutio will attack your allied merms and their explosions can harm you. Proposed solutions to skeeter bomb Lower the crafting cost to 2 live mosquitos and 1 sack and raise the amount per craft to 2 skeeter bombs this will balance out at 10 skeeter bombs per net not including the sacks Raise the mosquito sack drop rate to 100% Make the mosquitos summoned by skeeter bombs followers who will focus their attacks on Wurt's targets like normal followers Remove the friendly fire Bloodshot This skill mainly just suffers from the fact it's not really worth trying to heal individual merms one by one in a big fight Proposed solution to blood shot: Make it a blow dart that bounces from merm to merm to heal multiple like was already suggested by others Fertilizzzer While I don't think it fits very well it's a craft bundled in with others so I don't have much of a issue with it existing Sensible Swamp fighter Honestly at first I wondered why this was a skill but the more I thought about it this had to be one it pairs with bloodshot to make it easier to tell which merms need healed but if your not using bloodshot it technically just shrinks your merm's hp since it'll take them out of the fight earlier than they would have been otherwise even if they technically won't die this way. Communal kelp feeder This doesn't really seem worth it as Wurt players tend to make alot of houses anyway and merms won't die to most threats due to their natural high hp King's quests and other merm buff skills Honestly I feel like Klei did a really good job In this aspect of the tree both in terms of resource harvesting and combat the buffs merms have become much better per individual merm which makes building less merm houses a viable approach if you have issues with the grind and allows merms to face aoe bosses. I also really enjoy the fact that the king's quests power up Wurt as well giving you a bit of a direct payoff for all your hard work Mudslinger I feel like this is a really interesting concept however it feels like it's held back by how long it's cooldown is and how short it's duration is which I think would be resolved if the duration and cooldown were 4 minutes so that you can always have a patch active but only in one area at a time Swamp pathfinder This skill I can't really defend it just seems completely useless however I do somewhat get the intention in that it's probably meant to help encourage other players to base in the swamp alongside Wurt and to be used with Mudslinger in boss fights for a group speed boost. The problem is there's just no way of telling if people want to base with you and it highlights that a skill point should not really be invested in a skill that requires another player to play in a way you want them to the skill should give Wurt a personal incentive to want to get this Overall the skill tree isn't bad it just suffers from padding and some incentive issues on some skills. Mosquito skills Skeeter bomb Proposed solutions to skeeter bomb Lower the crafting cost to 2 live mosquitos and 1 sack and raise the amount per craft to 2 skeeter bombs this will balance out at 10 skeeter bombs per net not including the sacks Raise the mosquito sack drop rate to 100% Make the mosquitos summoned by skeeter bombs followers who will focus their attacks on Wurt's targets like normal followers Remove the friendly fire YES! Bloodshot Proposed solution to blood shot: Make it a blow dart that bounces from merm to merm to heal multiple like was already suggested by others Or make it an AOE heal Fertilizzzer While I don't think it fits very well it's a craft bundled in with others so I don't have much of a issue with it existing I agree. Sensible Swamp fighter Honestly at first I wondered why this was a skill but the more I thought about it this had to be one it pairs with bloodshot to make it easier to tell which merms need healed but if your not using bloodshot it technically just shrinks your merm's hp since it'll take them out of the fight earlier than they would have been otherwise even if they technically won't die this way. It is a bloodshot synergy, actually a need concept. It would be nice if the merms would start to regen health like bunnyman do when they are waiting. Communal kelp feeder This doesn't really seem worth it as Wurt players tend to make alot of houses anyway and merms won't die to most threats due to their natural high hp Indeed it could be changed to feed the mermking and slow the spoilage of kelp. This way your mermking won't starve if you make a long cave or ocean trip. King's quests and other merm buff skills Honestly I feel like Klei did a really good job In this aspect of the tree both in terms of resource harvesting and combat the buffs merms have become much better per individual merm which makes building less merm houses a viable approach if you have issues with the grind and allows merms to face aoe bosses. I also really enjoy the fact that the king's quests power up Wurt as well giving you a bit of a direct payoff for all your hard work The Kings quest is amazing! Good job Klei! Mudslinger I feel like this is a really interesting concept however it feels like it's held back by how long it's cooldown is and how short it's duration is which I think would be resolved if the duration and cooldown were 4 minutes so that you can always have a patch active but only in one area at a time I agree. I also like the idea to make mud bridges in shallow water. Right now it is a bug, but it would be a need feature! That being said, it should only work in shallow water and it should only last 4 minutes. Swamp pathfinder This skill I can't really defend it just seems completely useless however I do somewhat get the intention in that it's probably meant to help encourage other players to base in the swamp alongside Wurt and to be used with Mudslinger in boss fights for a group speed boost. The problem is there's just no way of telling if people want to base with you and it highlights that a skill point should not really be invested in a skill that requires another player to play in a way you want them to the skill should give Wurt a personal incentive to want to get this This skill should make Wurt slowly wet, when she is in the swamp, in addition to the function it has now. This way the skill isn't useless when Wurt is alone in the swamp and can manage her wetness better. In addition a reason more for her to base in the swamp. Overall the skill tree isn't bad it just suffers from padding and some incentive issues on some skills. Those are great ideas pal! P.S. In addition to the axes that the Craftmerms can use to dig up stumps, they also could use: Hoes to tilt farm land and water plants. Fishing rods to fish pond and ocean fish. This way Wurt has a useful and cool followership in her mermKINgDOM TO DESTROY EVERY BLOODY PIGMAN IN EXISTENCE BY SHEER FORCE AND SLAVE LABOUR!!! Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721952 Share on other sites More sharing options...
Daszkal Posted June 9, 2024 Share Posted June 9, 2024 16 minutes ago, Wander89 said: It would be nice if the merms would start to regen health like bunnyman do when they are waiting. Merms do regenerate health at a speed rate of 5.2 health per 10 seconds. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721962 Share on other sites More sharing options...
Wander89 Posted June 9, 2024 Share Posted June 9, 2024 4 minutes ago, Daszkal said: Merms do regenerate health at a speed rate of 5.2 health per 10 seconds. That is great!.Thx man. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721965 Share on other sites More sharing options...
GreenBowers Posted June 9, 2024 Share Posted June 9, 2024 I think its a great idea to have swamp pathfinder make wurt gain wetness in swampland passively Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1721982 Share on other sites More sharing options...
Jakepeng99 Posted June 9, 2024 Share Posted June 9, 2024 1 hour ago, Wander89 said: Or make it an AOE heal Wont work. They scatter. 36 minutes ago, GreenBowers said: I think its a great idea to have swamp pathfinder make wurt gain wetness in swampland passively If you dont have rhe amphibian skills, then it is a really weird downside. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722002 Share on other sites More sharing options...
Sunshine. Posted June 9, 2024 Share Posted June 9, 2024 4 hours ago, Mysterious box said: Communal kelp feeder This doesn't really seem worth it as Wurt players tend to make alot of houses anyway and merms won't die to most threats due to their natural high hp I thought the communal kelp feeder helps with civil waring merms to speed up the process of getting more merm guards ( for context: let merms / merm guards fight each other, get fish, trade /w merm king and get tentacle spots) I don't know if perhaps this is a none issue to Wurt players since in the long run you'll get enough spots with normal respawn rates anyway, as is the case already right now, but I'd personally take it to build up my merm count faster (and since it looks cool as decoration) Perhaps a matter of preferences, as insight points could surely be spent more effectively otherwise Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722011 Share on other sites More sharing options...
Kvetevk Posted June 9, 2024 Share Posted June 9, 2024 Klei could add swimming at least in shallow waters, but with the wetness skills it would be too op. This is a picture I made with a swimming mod !!!NO THIS IS NOT IN THE BETA!!! the mod was made by Masked Koopa and it wasnt updated since 2021 Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722015 Share on other sites More sharing options...
Mysterious box Posted June 9, 2024 Author Share Posted June 9, 2024 57 minutes ago, Sunshine. said: I thought the communal kelp feeder helps with civil waring merms to speed up the process of getting more merm guards ( for context: let merms / merm guards fight each other, get fish, trade /w merm king and get tentacle spots) I don't know if perhaps this is a none issue to Wurt players since in the long run you'll get enough spots with normal respawn rates anyway, as is the case already right now, but I'd personally take it to build up my merm count faster (and since it looks cool as decoration) Perhaps a matter of preferences, as insight points could surely be spent more effectively otherwise Problem with this idea is that merm guards respawn in 4 minutes meaning the respawn is already extremely fast the superior feeder drops it down to 1 minute and 20 seconds which is a difference but not really worth using 2 skill points over. As for normal merms it seems to drop their spawn rate down to slightly under a day. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722043 Share on other sites More sharing options...
Mysterious box Posted June 9, 2024 Author Share Posted June 9, 2024 3 hours ago, Wander89 said: Or make it an AOE heal I feel like bouncing would be better as even with aoe it'd be hard to land on multiple merms. 3 hours ago, Wander89 said: Indeed it could be changed to feed the mermking and slow the spoilage of kelp. This way your mermking won't starve if you make a long cave or ocean trip. I haven't tested how much of a boost it gives the king since I find his hunger lasts more than long enough at 10 days till fully starving but I imagine his 3 hunger skills solve this as 2 increase his max hunger and the final one decreases the rate it drains. 3 hours ago, Wander89 said: This skill should make Wurt slowly wet, when she is in the swamp, in addition to the function it has now. This way the skill isn't useless when Wurt is alone in the swamp and can manage her wetness better. In addition a reason more for her to base in the swamp. This is a interesting idea I like it. 3 hours ago, Wander89 said: Those are great ideas pal! Thanks! 3 hours ago, Wander89 said: P.S. In addition to the axes that the Craftmerms can use to dig up stumps, they also could use: Hoes to tilt farm land and water plants. Fishing rods to fish pond and ocean fish. This way Wurt has a useful and cool followership in her mermKINgDOM TO DESTROY EVERY BLOODY PIGMAN IN EXISTENCE BY SHEER FORCE AND SLAVE LABOUR!!! I think this would be a good addition too. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722056 Share on other sites More sharing options...
Jakepeng99 Posted June 9, 2024 Share Posted June 9, 2024 1 hour ago, Sunshine. said: don't know if perhaps this is a none issue to Wurt players since in the long run you'll get enough spots with normal respawn rates anyway, as is the case already right now, but I'd personally take it to build up my merm count faster (and since it looks cool as decoration) By the time you collect the drops, the merms respawn, so the kelp thing is unessisary since their respawn time is already fast enough for merm wars to constantly run. The merm king skills also make them kill each other slower Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722057 Share on other sites More sharing options...
Wander89 Posted June 9, 2024 Share Posted June 9, 2024 36 minutes ago, Mysterious box said: I feel like bouncing would be better as even with aoe it'd be hard to land on multiple merms. I haven't tested how much of a boost it gives the king since I find his hunger lasts more than long enough at 10 days till fully starving but I imagine his 3 hunger skills solve this as 2 increase his max hunger and the final one decreases the rate it drains. This is a interesting idea I like it. Thanks! I think this would be a good addition too. "I feel like bouncing would be better as even with aoe it'd be hard to land on multiple merms." Fair point, so bouncing it is. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722075 Share on other sites More sharing options...
GreenBowers Posted June 9, 2024 Share Posted June 9, 2024 I liked the idea of a swarm of healing mosquitos that would sting all the Merms in an area to heal them Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722089 Share on other sites More sharing options...
Wander89 Posted June 10, 2024 Share Posted June 10, 2024 18 hours ago, GreenBowers said: I liked the idea of a swarm of healing mosquitos that would sting all the Merms in an area to heal them That is a really great Idea! The they did feed of the merms and can now bring there blood back to the mermfolk. Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722493 Share on other sites More sharing options...
Dextops Posted June 10, 2024 Share Posted June 10, 2024 On 6/9/2024 at 5:43 AM, Wander89 said: In addition to the axes that the Craftmerms can use to dig up stumps, they also could use: Hoes to tilt farm land and water plants. Fishing rods to fish pond and ocean fish. This way Wurt has a useful and cool followership in her mermKINgDOM TO DESTROY EVERY BLOODY PIGMAN IN EXISTENCE BY SHEER FORCE AND SLAVE LABOUR!!! Preach Link to comment https://forums.kleientertainment.com/forums/topic/156772-my-thoughts-on-wurts-skill-tree/#findComment-1722602 Share on other sites More sharing options...
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