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wurt skill tree affinity is not balanced


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his shadow resurrection Merm is Much stronger the his lunar mutated Merm  the shadow skill make it that any Merm that follows Wurt and die will Resurrect for Free ? i don't know if its bug or what but this is why batter then the mutated Merm because its make it that every Merm you have is double the strength for free and the mutated one only give him 40 hp and thorns for 1 glass  and the thorns don't work if a Merm is in his Attacking animation   

and for his terra corruption and terra mutation its so an fair for the terra Mutation because you can get pure horror from day 6 and get the terra corruption while you will get the terra mutation on day 60 Probably 

HOW TO FIX IT ? 

for the terra mutaion and the terra corruption you can fix it In two ways the first one is buffing the terra mutation by make it made of glass rather then pure brilliant or nerfing the terra corruption by make it that you can't make it without a Shadowcraft table , so you will get it in late game just like the terra mutation , 

and for shadow resurrection Merm i and the lunar mutated Merm  its the same either buff the  lunar mutated Merm by buffing his dmg and hp and thorns or nerfing the shadow merm by making it that any merm have to eat Nightmare Fuel before he die to resurrect from death . 

While I would love for the lunar mudslinger to be pre endgame the affinities do balance each other out in their own ways while shadow merms get double the hp of lunar merms due to their thorns damage lunar merms aren't getting stunlocked by hordes and they're easier to amass than shadow merms meaning once you get access to glass you have a horde of merms with infinite loyalty and this gets better in the end game where you fighting planar enemies as you get the mudslinger which makes converting and empowering merms completely free while letting you temporarily remove the need for sanity management.

Compare that to the shadow side where it's hard to build up a big army of shadows so you'll likely only have a few followers who don't need to be fed at a time and you can only empower when they are in that post death state.

Shadow requires no commitments but is clearly the weaker alignment overall to compensate much like Winona's tree.

1 hour ago, Mysterious box said:

Compare that to the shadow side where it's hard to build up a big army of shadows so you'll likely only have a few followers who don't need to be fed at a time and you can only empower when they are in that post death state.

It doesnt matter too much because the shadow tentacles do insane damage.

2 hours ago, Jakepeng99 said:

It doesnt matter too much because the shadow tentacles do insane damage.

So it didn't seem like it was that impactful when I tested it last but I'll have to give it another test as last time I tested shadow swamp was before it got the new design maybe it's better than I thought so I'll test it again.

13 minutes ago, Mysterious box said:

So it didn't seem like it was that impactful when I tested it last but I'll have to give it another test as last time I tested shadow swamp was before it got the new design maybe it's better than I thought so I'll test it again.

been waiting for a time to show this off lol

50 minutes ago, Fish boy said:

been waiting for a time to show this off lol

I mean that doesn't seem that powerful?

Is it that strong against a more mobile boss for example?

7 hours ago, Mysterious box said:

I mean that doesn't seem that powerful?

Is it that strong against a more mobile boss for example?

The staff is niche but powerful against groups. But I used the shadow swamp with 2 merm guards and 4 regular merms with 3 other people and it stunned her in like 4 seconds which was crazy. I think it is one tentacle every hit for each Wurt and merm. The downside is it lowers your sainity a ton but i could tank some nightmares because Wetness.

Also people should stop suggesting to lower the cooldown, its really powerful as is.

With Winona or a Nightmare werepig killer you can get it super early.

11 hours ago, Mysterious box said:

I mean that doesn't seem that powerful?

Is it that strong against a more mobile boss for example?

yeah it kinda flops when its a mobile boss or it can break structures but i still think its really cool! mudslinger also is just generally good for merms especially with each hit of the triple attack having a chance to spawn a tentacles

5 hours ago, Jakepeng99 said:

2 merm guards and 4 regular merms with 3 other people

Do you realize how much damage this is? That's where the actual damage is coming from.

 

5 hours ago, Jakepeng99 said:

The staff is niche but powerful against groups. But I used the shadow swamp with 2 merm guards and 4 regular merms with 3 other people and it stunned her in like 4 seconds which was crazy. I think it is one tentacle every hit for each Wurt and merm. The downside is it lowers your sainity a ton but i could tank some nightmares because Wetness.

Also people should stop suggesting to lower the cooldown, its really powerful as is.

With Winona or a Nightmare werepig killer you can get it super early.

I skill is okay but it's really not too powerful and I don't think either staff's abilities really justify a 2 minute duration vs 8 minute cooldown split personally I think the durations should be raised to 4 minutes.

41 minutes ago, Mysterious box said:

Do you realize how much damage this is? That's where the actual damage is coming from.

 

I skill is okay but it's really not too powerful and I don't think either staff's abilities really justify a 2 minute duration vs 8 minute cooldown split personally I think the durations should be raised to 4 minutes.

I think the duration of the lunar staff should be longer than the shadow one since it is significantly weaker than the damage boost the merms receive from the shadow staff

The shadow staff basically doubles merm damage or triples if they do their triple attack

4 minutes ago, Mojmaowo said:

The shadow staff basically doubles merm damage

it's 68 damage with a 50% chance, so 34 assuming that the target'll never move away from the tentacle far enough for it to not hit after it'll spawn and that's still not double

15 minutes ago, grm9 said:

it's 68 damage with a 50% chance, so 34 assuming that the target'll never move away from the tentacle far enough for it to not hit after it'll spawn and that's still not double

The tentacle hits 3 times before despawning

Merm guards do 50 damage each attack triggers 50% chance of spawning shadow tentacle which will do 3 rounds of 34 damage totaling 100 damage of the enemy didn't move which usually happens for a long periods of time with most bosses as long as the bosses don't kite or dash

So it is double damage in most boss fights

31 minutes ago, Mojmaowo said:

I think the duration of the lunar staff should be longer than the shadow one since it is significantly weaker than the damage boost the merms receive from the shadow staff

The shadow staff basically doubles merm damage or triples if they do their triple attack

So it adds more damage on to a horde with massive damage? That doesn't seem as useful as a staff that makes a enlightenment zone and converts and empowers all your followers into minions with planar and thorns damage.

51 minutes ago, Mysterious box said:

So it adds more damage on to a horde with massive damage? That doesn't seem as useful as a staff that makes a enlightenment zone and converts and empowers all your followers into minions with planar and thorns damage.

That would sound good if the shadow merms didn't convert themselves for free and the planar damage is only good for 1 boss and even then it is optional

Also enlightenment zone isn't good if it lasts only 2 minutes planar and thorns is way worse than ice and fire immunity and teleportation when hit which is actually huge which shadow merms get for no cost whatsoever

The transformation of merms is necessary for lunar side to even be considered an option and not bad perks even

The planar lunar merms are worse than non planar shadow merms and it isn't even close

Post and especially pre rift

The shadow side is better even if you compare the shadow side without the staff to the lunar side with the lunar staff

56 minutes ago, Mysterious box said:

a horde with massive damage?

how many merms or merm guards do you even get for it to be that way? they deal 50 damage every 3 seconds assuming that they don't whiff, so 16.67 per second per merm in comparison to 125 per player with a ham bat, you need 8 merm guards for an equivalent of another player

10 minutes ago, Mojmaowo said:

ice and fire immunity

freezing's irrelevant and fire's only relevant when doing dfly

11 minutes ago, Mojmaowo said:

teleportation when hit

it doesn't work if they get hit during own attack it seems

19 minutes ago, grm9 said:

how many merms or merm guards do you even get for it to be that way? they deal 50 damage every 3 seconds assuming that they don't whiff, so 16.67 per second per merm in comparison to 125 per player with a ham bat, you need 8 merm guards for an equivalent of another player

Good thing going most people don't go into a fight with only 8 merms.

30 minutes ago, Mojmaowo said:

That would sound good if the shadow merms didn't convert themselves for free and the planar damage is only good for 1 boss and even then it is optional

Also enlightenment zone isn't good if it lasts only 2 minutes planar and thorns is way worse than ice and fire immunity and teleportation when hit which is actually huge which shadow merms get for no cost whatsoever

The transformation of merms is necessary for lunar side to even be considered an option and not bad perks even

The planar lunar merms are worse than non planar shadow merms and it isn't even close

Post and especially pre rift

The shadow side is better even if you compare the shadow side without the staff to the lunar side with the lunar staff

Shadow merms are inconsistent you can't control when merms die so you'll only have afew converted merms at a time meaning even with their immunities only a few of them will he adding that damage at a time and their increased hp doesn't really matter with the existence of of all the new defense buffs to merms not to mention the immunities shadow merms get aren't relevant for most combat situations so what are you really getting?

Compare that to lunar merms even pre rift moon shards exist meaning for just some seeds and some shards you get followers who are loyal until death that's no maintenance at all without having a inconsistent method of making more. The thorns damage also keeps them from being completely combo d to death by hordes. If you had to actually pay for shadows in comparsion the shadow side would be completely horrible.

Then there's the mudslinger it only triggers 50% of the time meaning it makes half the hits everyone does do 68 more damage within the 2 minutes but in order to get some serious damage boost you need a lot of hits going off in that time meaning you already had overwhelming damage so all you're doing is overkilling them harder.

1 hour ago, Mysterious box said:

 

 

an equivalent of 2 people with ham bats without perks for fighting is really not much, it's also probably less since they miss if something's moving and they need time to run back to their target after their cd ends

7 minutes ago, Masked Koopa said:

 

 

still, around how many?

4 minutes ago, grm9 said:

an equivalent of 2 people with ham bats without perks for fighting is really not much, it's also probably less since they miss if something's moving and they need time to run back to their target after their cd ends

still, around how many?

2 people with hambats without additional perks is enough to melt most threats the game is poorly balanced for multiplayer scenarios...

Also people often miss the chance to attack due to playing too carefully which is something merms won't do so it evens out

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