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Wurt skills poll


Fish Poll  

67 members have voted

  1. 1. How much do you enjoy the mosquito branch

    • I hate it
      15
    • I dont like it
      24
    • Indifferent
      17
    • I like it
      8
    • I love it
      3
  2. 2. Would you like the mosquito branch to be removed/replaced?

    • Yes
      41
    • Indifferent
      15
    • No
      11
  3. 3. Would you enjoy the mosquito branch being replaced by non-combat merms such as fishermerms

    • I would hate it
      7
    • I wouldnt like it
      8
    • I wouldnt care
      8
    • I would like it
      17
    • I would love it
      27
  4. 4. Would you enjoy non-combat nerms being added in a seperate branch instead

    • No I would like it to replace mosquitoes
      12
    • No i dont want non-combat merms
      7
    • Yes i would like it to be added in a seperate branch
      27
    • Indifferent
      21
  5. 5. Overall how do you like the wurt stilltree

    • Its horrible
      3
    • I dont like it
      12
    • Indifferent
      7
    • I like it
      39
    • I love it
      6


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I think its overall pretty great besides mosquito branch, and i would love fishermerms and other non combat merms

Please, comment your thoughts and ideas on the wurt skilltree, if we want klei to make changes we need to voice our opinions no matter how small

<3 you guys at klei and at the forums

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6 minutes ago, GimplyGoose said:

I've expressed this opinion before, but I think it is important for niche skills to exist. Wurt's mosquito branch is a collection of niche skills. I think it would be a shame for them to be removed.

Actually thanks for this perspective this is why i love the forums, but if they dont get replaced i feel they definitely need buffs/changes

Guys, I believe that adding professions to the Merms shouldn't come in the form of a skill tree, but rather as a separate update to introduce variety among Merms in the world. In my opinion, professions should extend to pigs as well. I'd love to see a pig village with farms and fishing pigs.

1 hour ago, SSneaky said:

Wurt's amphibian branch should've been more utility focused (movement speed and Noncombat action speed buffs come to mind) than Defensive/Sanity focused.

Wurt already is a pretty durable character (Especially with merm king) and doesn't struggle with sanity (top hat and fish is the cheapest and most effective way to negate the sanity drain of Dusk/Night/Caves, with 1.66 sanity to spare.)

what Wurt REALLY could use would be a noncombat action speed buff when wet (I suggest 2.5% Noncombat action Speed buff per 5 points of wetness, giving a 50% increase in action speeds when fully wet)

 

the kelp dish thing is worthless as it is RN with merms already fast respawn times.

What you mean with action speed, action speed for what?

I feel Mosquito branch has potential with some adjustments.

Lil' Itchy needs to do more than neutralize Mosquitos, it needs a real reason on why someone will want it to take up an item slot, they can make it give sanity or allow docile Mosquitos to be caught without bug nets or make the Mosquitos follow you and when you attack something they'll swarm that target, anything to make it more than a deadweight for as of right now it's only slightly better than Clever Disguise just cause of the fact Wurt can actually use it.

Skeeter Bombs could be a decent weapon when it actually works, they need to stop doing friendly fire and the Mosquitos need to attack the target not the allies, also they're way too expensive to craft especially when Mosquito sacks aren't a 100% drop, they should either be made cheaper or have them do a lot more damage to match the cost of resources or make Mosquito sacks drop 100% since there is a character who relies those sacks.

Just imagine Walter's slingshot ammo being very expensive while having the amount of ammo he can craft be RNGed on how much you get, and you can only get them during dusk and night in only one biome from a random generated location that freezes over in the winter..

Bloodshot could be decent with some adjustments and giving it an AoE heal.

You're leading a Platoon, you're their Field Medic, how are you going to heal a Platoon with ONE needle?

Fertilizzzer being second place of Wormwood's Compost Wrap is quite decent, this could come in handy during downtimes or Wurts mains who enjoys farming.

Sensible Swamp Fighter, I'm counting it because it's required to use the Bloodshot on Merm Guards and there is no other use for it and with that said it should be fused into the Mosquito branch just put it into Tier 3 and let it also effect regular Merms as well since you start off with them as Sensible Swamp Fighter a dead skill until Merm King and even with Merm Guards available it still isn't strong enough of a perk to have a slot of its own.

These are my thoughts on the Mosquito branch, at first, I didn't like it then I gave it a try and now I like it, I just don't like how clunky and anti-synergy the branch is in its current form.

It does make sense for a Minion Master to help their minions fight from afar using range attacks and buffing them which Wurt has in the form of Skeeter Bombs and Mudslinger, I also like the fact Wurt has the ingenuity to utilize her environment and learn a bit of magic to help her gain the advantage in the constant, which nicely adds to her personality.

19 minutes ago, SSneaky said:

doesn't need AOE, just multi-heal potential. perhaps it could be thrown, and uppon hitting a mearm, heals it and then travels toward the next merm, and then the next.

IMO it should bounce 5-6 times actually.

To me bouncing between units to heal them is still a form of AoE healing, but I find that idea still better than what it currently does now.

2 hours ago, DownloadADuck said:

Actually thanks for this perspective this is why i love the forums, but if they dont get replaced i feel they definitely need buffs/changes

I'd say skeeter bombs technically speaking are actually powerful but the cost to craft them is far too expensive and the a.i. on the mosquitos seems to be bugged between them having trouble keeping aggro to them teleporting to Wurt like followers but constantly trying to return to their spawn origin which will likely cause serious lag issues the more you use them if it isn't resolved. I wish we could get a answer from the devs on them.

50 minutes ago, Mysterious box said:

I'd say skeeter bombs technically speaking are actually powerful but the cost to craft them is far too expensive and the a.i. on the mosquitos seems to be bugged between them having trouble keeping aggro to them teleporting to Wurt like followers but constantly trying to return to their spawn origin which will likely cause serious lag issues the more you use them if it isn't resolved. I wish we could get a answer from the devs on them.

Wow you could liturally just craft a bee mine.

Okok you cant throw a bee mine but rest is same bad idea.

 

 

Foe rhe lag same yes,, same problem with all the merms, klei wants to make us even more merms and then we get even more lags.. and not even kleis server can handle them i bet ;).

If i play alone Dst i dont get lags but well its a multiplayer and this really lags.

 

Just now, BeastNleashed said:

Wow you could liturally just craft a bee mine.

Okok you cant throw a bee mine but rest is same bad idea.

 

 

Foe rhe lag same yes,, same problem with all the merms, klei wants to make us even more merms and then we get even more lags.. and not even kleis server can handle them i bet ;).

If i play alone Dst i dont get lags but well its a multiplayer and this really lags.

 

Really and here I didn't realize a bee mine did 59 damage on impact with a follow up of a potential 222 damage if all hits land or 204 damage if just all the explosions land. Also I don't know what platform you play on but for me merm lag only starts getting noticeable between 100-300 merms which isn't a realistic amount to just be carrying around anyway.

Merms don't really lag in the same ways spiders do for example.

3 hours ago, cameron8800 said:

I will always say no to fishermerms. Aesthetically it’s cool, but otherwise it makes no sense. 

I kinda fully agree here. I don't want fishermerms. We can already basically secure infinite fish with some structures, so I would prefer to have farmerms instead, since that both makes more sense and serves a greater utility purpose that isn't already pretty much locked down. Farmerms that grow crops > fishermerms that catch fish which are relegated as pets and wouldn't even serve a role in this very simplistic society past novelty.

5 hours ago, Trevindo said:

Guys, I believe that adding professions to the Merms shouldn't come in the form of a skill tree, but rather as a separate update to introduce variety among Merms in the world. In my opinion, professions should extend to pigs as well. I'd love to see a pig village with farms and fishing pigs.

yeah i feel like a big issue with new merms is that followers generally arent very varied in terms of utility and combat, so a follower update with a focus on webber and wurt could fix that.

6 hours ago, GimplyGoose said:

I've expressed this opinion before, but I think it is important for niche skills to exist. Wurt's mosquito branch is a collection of niche skills. I think it would be a shame for them to be removed.

I would not want the mosquitoes branch to be deleted, BUT I want to change it, at least the mosquitoes bomb is expensive. A mosquito nest would solve this problem + it is necessary to repair the intelligence of mosquitoes and their interaction with the mermaids

6 hours ago, SSneaky said:

bloodshot also needs a change, ither swap it to some AOE heal or have it be thrown to a target and then have it 'fly' (ricochet) to like 3/4 more

They made the mermaids stand and wait for you to heal them. But to do this, you need to spend a skill point

I don't care for much in the mosquito perk section, the skeeter bomb seems a little too expensive. The fertilizer is cool, no issues with it as a perk, but I know crop combos so  it's useless for me. The healing sack is weird cause why would I spend resources on merms when they respawn in like 2 mins after they die in glorious combat for their benevolent leader?(faster if I get the sistmerm bowl) The only thing I like is the little plushy, not cause of the mosquito neutrality but cause it's cute.

1 hour ago, GreenBowers said:

I kinda fully agree here. I don't want fishermerms. We can already basically secure infinite fish with some structures, so I would prefer to have farmerms instead, since that both makes more sense and serves a greater utility purpose that isn't already pretty much locked down. Farmerms that grow crops > fishermerms that catch fish which are relegated as pets and wouldn't even serve a role in this very simplistic society past novelty.

You say very good words.I think mermaids need farmers and Mosquito hives. As far as I can tell, the adhesives strongly hint that the mermaids are having a Neolithic revolution, they are gathering in settlements - cities, they have mastered stone tools and honed the skill of creating them, they have domesticated Mosquito (Lil' Itchy) and use them for their needs, they have a primitive medicine, they have learned how to create fertilizers for agriculture(Fertilizzzer). They are already engaged in domestication and agriculture(Perhaps, in addition to plowing, they could sometimes pick up seeds from the ground and plant them), but now it has not been shown to us as well as it could be. If mermaids could plow beds and arrange nests for Mosquito, it would show very well how much mermaids have developed into a somewhat primitive but still society!

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7 hours ago, marshyds said:

yeah i feel like a big issue with new merms is that followers generally arent very varied in terms of utility and combat, so a follower update with a focus on webber and wurt could fix that.

It feels more like they decided rather than focus too much on giving large distinctions on mutant and shadow merms. They decided to focus on doing that to the existing variants since normal merms are using tools and can dig further specializing in labor. While merm guards are all about the combat tactics knowing when to retreat, do combo attacks, and wear armor making them more than twice as durable as the base merms.

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