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Wurt skill tree not delving more into merms?


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I feel like the wurt skill tree isn't sufficiently focused on merms, I'm disappointed that they chose to instead focus on mosquitos and crops rather than going all in on merm society buffs... As a wurt main I would've loved to see maybe a new merm variant or perhaps more merm society constructables. Hopefully we could get some of the mosquito stuff replaced with mermsociety stuff if we ask nicely enough.

They did focus more on merms though that's what the community feeder, tool shed, and armory are we even got new variants in the form of mutants and shadows I'm not really sure what else people were expecting when they say focus on merm society. Personally I'm happy they gave a reason to value merms as highly as merm guards as well rather than just powercreeping them further.

You could even argue that the king's quests count as well as the more kingly he becomes the more motivated his people become.

17 minutes ago, Mysterious box said:

They did focus more on merms though that's what the community feeder, tool shed, and armory are we even got new variants in the form of mutants and shadows I'm not really sure what else people were expecting when they say focus on merm society. Personally I'm happy they gave a reason to value merms as highly as merm guards as well rather than just powercreeping them further.

You could even argue that the king's quests count as well as the more kingly he becomes the more motivated his people become.

adding onto this, blood shots in the mosquito branch also are more meant for merms themselves, giving them 100 health and 50 overtime with itchcraft II rather than 16 and 10 overtime like on wurt

3 minutes ago, Fish boy said:

adding onto this, blood shots in the mosquito branch also are more meant for merms themselves, giving them 100 health and 50 overtime with itchcraft II rather than 16 and 10 overtime like on wurt

I will say this item still ran into the problem people expected though it's a great healing item for Wurt but without mods to see hp you can't really help your merms much with it. Swamp fighter helps to a extent but not enough and can cause some silly deaths for your merms instead I really think they should just let us see how much hp they have normally or make each shot a full heal per merm.

3 hours ago, Mysterious box said:

I will say this item still ran into the problem people expected though it's a great healing item for Wurt but without mods to see hp you can't really help your merms much with it. Swamp fighter helps to a extent but not enough and can cause some silly deaths for your merms instead I really think they should just let us see how much hp they have normally or make each shot a full heal per merm.

yeahhh its not too good, but just more of an argument against the tree "not delving into merms more". literally only the amphibian branch and dreaded mudslinger (aswell as king hunger if you wanna think about it like that) aren't hireable merm related

Blood shot should heal for 200 and 100 over time. Alot of bosses do 150 damage to mob followers so it lets your merm take another 2 full hits when combined with swamp fighter.

The current one extra hit just isnt strong enough to be worth going out of your way to heal merms.

The passive heal is strong enough when dealing with regular mobs.

On 6/28/2024 at 2:22 PM, Sinister_Pig said:

I feel like the wurt skill tree isn't sufficiently focused on merms, I'm disappointed that they chose to instead focus on mosquitos and crops rather than going all in on merm society buffs... As a wurt main I would've loved to see maybe a new merm variant or perhaps more merm society constructables. Hopefully we could get some of the mosquito stuff replaced with mermsociety stuff if we ask nicely enough.

What are 3 skills you would like added 

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