Brotid01 Posted June 10, 2024 Share Posted June 10, 2024 Sorry my english isn't my first language and putting ideas into real words is hard enough doing it into another language is awful so if you see any bad english yea... anyways let's go into it. Amphibian Skill Line. / Mental Fluidity I & II. Even at perfect conditions (All -Day / Always Raining) this perk gives you around +4/min. (Lvl I) and +6/min. (Lvl. II) with 100 Pts. of wetness, but i don't believe you are gonna even notice any value in real gameplay (Because of Dusk/Night Sanity drain, Monster Insanity Aura, just standing near any fire, random raining, how hard is to sustain 100 wetness, etc.) So we need a way to sustain wetness outside spring or with the help of Wicker's Rain Book. Also the boost of this perks (Both sanity and Healing) is not even worth it spending so much time for such tiny boost. Idea: Replace this perks with new Perks: Dry-Proof Scales I. Wurt cannot longer lost Wetness unless standing near a heat source. Dry-Proof Scales II. Increases Wetness +1/min. when standing on swamp turf. (Or other natural way to gain wetness outside of rain/balloons). -------------------- All-Weather Scales. As far this Perk protecs you a little from overhead and freezing while you are Wet i have nothing to say. -------------------- / Slippery Hide I & II. Im not a big fan of making Wurt even more tanky, unless you have someway to take advange from it... maybe create a perk or item can aggro enemies and allow to wurt tank all the damage, outside of that i don't know why this perk should exist. Idea: Make a new Item or someway to aggro enemies as wurt so you can use this ability and the high stats/defense to protects others from danger. -------------------- / Hydrous Healing I & II. Same as before, Wetness is hard to sustain and even tho the effects are so little, as far i know this perks give you at best +4/min Hp (Lvl I) and +7/min (Lvl. II) Approx. I don't believe these perks (Sanity and Healing) are completely useless but why having 4 perks for such puny effects? We should merge Hydrous Healing I & II into one and merge Mental Fluidity I & II into one as well, then moving the skill line order a little bit so let me show you an example of what i mean: > Then just buff a little the numbers of Mental Fluidity and Hydrous Healing and that should do the trick. Swamp Master. Mosquito Incognito. The Mosquito Plushie is cute and is the only good thing i can say about this perk, oh dear, what are going to do with this skill line... Instead of making a plushie why don't just upgrade the Clever Disguise? so you and other survivors can safety blend into the swamp, speaking of the mosquito items also they'll need some changes: Skeeter bomb: too expensive and time consuming, this recipe needs to be cheaper, the mosquitos should ignore allies, the aoe damage from explosion also should not damage you and your allies. Blood Shot: healing is too low and slow, make this recipe more expensive but increase the healing and healing overtime or make this item aoe healing. Mosquito Plushie: merge the effects to the clever disguise. Idea: New Effect: Upgrade your Clever Disguise, all the survivors wearing the mask are neutral to Merms and Mosquitoes and you learn to craft Mosquito based items, (This perk give you all the mosquitoes craft items "Skeeter Bomb, "Blood Shot", "Fertilizzzer"). -------------------- Itchcraft I. We don't need this perk anymore because Mosquito Incognito already have all the recipes so we can make a new perk instead. Idea: New Perk: Tentacle Spectacle. (Idk i'm bad naming things) Upgrade even more your Clever Disguise, all the survivors wearing the mask are neutral to Merms, Mosquitoes and Tentacles take longer to aggro. As Wurt anytime you damage an enemy gets aggro on you. (You don't have to wear the clever disguise). (Maybe this effect only can occur when you are standing on swamp or using a tentacle spike). -------------------- Itchcraft II. Same effect as the original but also increase the effects of clever disguise and tentacle spectacle, also it needs a new name but i'm out of names. Idea: New Effect and Name: Swamp Master. Increase the efficiency of all Swamp related items. (Same buffs to mosquitoes related items [Increase the amout of mosquitos per bomb, increase healing from blood shot , etc.) (All the tentacles has half aggro range when wearing clever disguise). (Increase the time to aggro enemies 3 to 5 sec. when fighting on swamp or using tentacle spike). -------------------- / Community Feeder I & II. I believe this perk increases the spawn rate of all merms houses in range but i waste almost 2 hours of my life killing and waiting, taking the time, making notes and i can tell 2 things, this perk is bug as #ffffff there's no difference between having this perks or not, the spawn rate are so random around 10 Min. to 18 Min. maybe this perk only increase the chance of getting a merm early wherever the case this perk make the mosquitoes skill line looks like meta gameplay. Idea: Increase the range of effect and reduce by 40/60% the time all the houses in range takes to respawn merms. Or better idea make the idle merms use the food inside of the Community Feeder to feed the Merm King. -------------------- Sensible Swamp Fighter. Most of the time the merms are expendables, easy to amass, the royal merm guards take so little time to respawn, and barely die in combat only to certain bosses even if they die is free fish to the king and free loot there isn't a good reason to worry about the hp. Idea: Merm Guards will retreat from combat when low on health, while outside of combat all the Merm Guards have 30% more healing speed and all healing items restore their Hp. 50% more. -------------------- / / King's Quests I love this skill line i have nothing to say good job klei. -------------------- / Industrious Merm I & II. The tier I Shoddy Tool Shed should use Flint instead and have more durability (50 uses was 40). The tier II Shoddy Tool Shed should use Gold and have even more durability (200 uses was 80). I don't have any trouble to the range just make one Shed near your tree farm but if the people really wanna it increases the range. -------------------- / / Sated Sovereign I - II & III. Im crazy but i remember posting in this forum about this perks ages ago but wherever still kind of funny i was right, a lot of people are mad because waste of perk slot but i think is okay... meh... also i don't have any clue of how to buff this perk maybe just increase the numbers, best case scenario reworking the perk completely but i don't know what perks should replace this skill line. -------------------- / Hardheaded I & II. Another good perk, the helmets are cheaper and you'll only need Merm Guards for fighting anyway so Cheaper helmet + Expendable Merm like two peas in a pod. -------------------- Swamp Path Finder. Sadly, i don't have friends who like playing DST but i love the idea of this perk as far the range is good enough maybe twice the range from a flingo and adding more buffs to all survivors near you. Idea: New Effects: Survivors near Wurt will move like her though the mash. Survivors also see all the tentacles in your range of vision. Survivors have a decrease sanity drain from wetness and will not drop slipery items so easy. Affinity. I'm still testing these perks so i don't have much to speak here everthing looks fine but theres 2 things. The mudslinger cooldown is so long needs to be shorter Why the shadow merms looks so meh? they need a better skin. the rest looks fine to me so far. I believe is all i have to say right now and i hope this help, i don't wanna a completely rework of all skills because that's not gonna happen most of the times betas from the games i play are for testing numbers and rarely make a new perk from zero so im trying to work with all i have here and making a realistic feedback. Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/ Share on other sites More sharing options...
ZeRoboButler Posted June 10, 2024 Share Posted June 10, 2024 58 minutes ago, SSneaky said: Imo there should be a perk in the amphibian branch that gives wurt a 2.5% buff in her noncombat action speed for every 5 points of wetness. so like mining, chopping, paddling or sailing actions, stuff like that? Because if so, absolutely brilliant idea! Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/#findComment-1722450 Share on other sites More sharing options...
flamboyant wolf Posted June 10, 2024 Share Posted June 10, 2024 I like the merm hunger perks, with all 3, his full hunger lasts about 18 days, if my math is correct(as opposed to 8 days prior). This let's you feed him once and forget for a whole season, which is especially nice since he also works for caves now. Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/#findComment-1722459 Share on other sites More sharing options...
Danila6300 Posted June 10, 2024 Share Posted June 10, 2024 It seems to me that shadow merms and mutated merms do not return to their homes after Wurth kills the living fish. Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/#findComment-1722477 Share on other sites More sharing options...
Brotid01 Posted June 10, 2024 Author Share Posted June 10, 2024 1 hour ago, skile said: I like the merm hunger perks, with all 3, his full hunger lasts about 18 days, if my math is correct(as opposed to 8 days prior). This let's you feed him once and forget for a whole season, which is especially nice since he also works for caves now. Testing on the Ptb without perks he starts starving on day 8 and dies on day 10. With all 3 perks he starts starving on day 14 and finally dies on day 16 still a fair amount of time a whole winter. In my opinion this perk should be keeping him alive at minimum of 20 days and i still prefer using idle merms to auto fed the king. Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/#findComment-1722478 Share on other sites More sharing options...
flamboyant wolf Posted June 10, 2024 Share Posted June 10, 2024 54 minutes ago, Brotid01 said: Testing on the Ptb without perks he starts starving on day 8 and dies on day 10. With all 3 perks he starts starving on day 14 and finally dies on day 16 still a fair amount of time a whole winter. In my opinion this perk should be keeping him alive at minimum of 20 days and i still prefer using idle merms to auto fed the king. fair Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/#findComment-1722490 Share on other sites More sharing options...
Brotid01 Posted June 10, 2024 Author Share Posted June 10, 2024 3 hours ago, SSneaky said: Yes, and gathering items like grass/twigs from grass tufts/saplings for example. That could be so handy when you are starting a new village or when you're working on base/farming/chopping but until we have a way to sustain the Wetness, I’m scared to add more perks to this branch, outside of that having a base related perk like that sound so amazing. Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/#findComment-1722560 Share on other sites More sharing options...
coomaker Posted June 10, 2024 Share Posted June 10, 2024 Good thread fellow wurt main. This update is Def a W but with some tweaks It could bê Just amazing Link to comment https://forums.kleientertainment.com/forums/topic/156839-wurts-skill-tree-ideas-and-feedback/#findComment-1722576 Share on other sites More sharing options...
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