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Wurt's Affinity (And why I don't think she should have one)


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To me, it doesn't make sense for Wurt to have a Lunar and Shadow Affinity, and then be locked out of one after picking the other. Just either having Shadow or Lunar Merms kinda just make it feel too one sided, when Wurt's whole thing was being a character that can beat any enemy w/ enough Merms. Now it's more like "Now I can use less Merms, but only against shadow or lunar mobs"

Character wise, it doesn't make sense either. We don't know enough about Wurt to come to a conclusion on what her affinity would be, canonically speaking.

You can guess Wilson is Lunar Affiliated because of the shorts w/ Wagstaff. You can tell Willow is Shadow Affiliated because of her ties to shadows her appearences in multiple shorts. And you can tell Wormwood is Lunar Affiliated because HE LITERALLY DOESN'T HAVE THE CHOICE.

Wigfrid taught us that characters may have to unlock skills through less conventional means (sidequest type things) and Wormwood teaches us that not all character have to have both Lunar and Shadow affinities. They can have just one sometimes.

So, for Wurt: I think her Affinity shouldn't be tied to either. But instead, be tied to either just the Merms, or something more lore specific, like the Gorge.

For a more in depth ability, I think having +5 Planar Damage for all mobs w/ Planar defense would suffice, as opposed to having +10 for either shadow or lunar mobs. Her Merm varients would not be present until the Shadow and Lunar Rifts appear, making for a form of progression.

When the Lunar Rifts activate, Merms on the surface would turn to their Lunar Varients, and in the Caves, when Shadow Rifts are present, Merms would turn into their Shadow Forms. This makes for a dynamic w/ time management. Like: "Hm, the Lunar Rift is going to take a while to respawn, so maybe I should go and do other things BEFORE absolutely destroying a boss with my Merms."

Her Mudslinger would also go through a change w/ this. When in a Shadow Affiliated Area, the Mudslinger would turn to it's Lunar Varient, and vice versa. This allows your Merms to deal more damage to Shadow or Lunar mobs, depending on the occasion. But if you really wanted, you could also maybe attach a Pure Brilliance or Pure Horror to change the Mudslingers form at will. This would also make it so that (If you so choose) you won't have to wait to get your stronger Merms. It also makes it so that Shadow Merms can be on the Surface, and Lunar Merms can be Underground.

This idea sounded better in my head, but actually writing it down (I think) makes it look a little underbaked. Tell me what you think though in the replies.

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