Wonurb Posted December 14, 2024 Share Posted December 14, 2024 here I'm going to give my opinion and criticism about Wormwood's skill tree, after playing a lot with it, I'm going to give it ratings of 0/10 in 3 categories, 1-UTILITY (How Useful This Is for Your Gameplay), 2-COOL (how cool or satisfying it is to use this skill), 3-PRACTICE (how practical it is to apply this skill in gameplay) I don't think it's a "bad" skill tree, but it is very "LIMITED" (I don't speak English, so if there are any translation errors, sorry) SEED SLEUTH (UTILITY 5/10) (COOL 4/10) (PRACTICE 10/10) A good skill, very useful at the beginning, especially if you want to make a specific plantation, but it is literally useless in worlds where you already have all the seeds, and even if you reset the skill tree you will still be forced to get it always, so it ends up being very limited Growth Spurt I/II (UTILITY 3/10) (COOL 1/10) (PRACTICE 7/10) two skill points just for that? They could merge these two and add another skill Shade Plant (UTILITY 6/10) (COOL 3/10) (PRACTICE 7/10) It's a good proposal and the only decent skill in this branch Flower Power (UTILITY 4/10) (COOL 5/10) (PRACTICE 7/10) It's an average skill, it's not bad, but it's not very useful since with an algae farm and some pots you can be transformed infinitely. Photosyntesis (UTILITY 1/10) (COOL 1/10) (PRACTICE 0/10) 6 life per minute if you are in Daylight and you are bloomed, a day in DST has 8 minutes, that is, if you are bloomed in Summer in 6 minutes you will heal in the best possible scenario 36 life, this is without a doubt one of the worst if not the worst skill of all skill trees Farmhand (UTILITY 2/10) (COOL 0/10) (PRACTICE 7/10) If it were just about increasing the bloom range, this would be the worst skill without a doubt, but it still increases the speed of harvesting plants a little, which helps save a lot of time, but it's still a pretty useless skill overall. Compost Care (UTILITY 8/10) (COOL 9/10) (PRACTICE 10/10) This skill helps a lot, it's a good example that they could have focused more on Wormwood's special compost Bee Kind (UTILITY 6.5/10) (COOL 8.5/10) (PRACTICE 10/10) a skill that makes it easier to farm honey, as well as making it easier to collect butterflies to build the buffalo's fast saddle, or as extra food Bramble Trap Specialist (UTILITY 5/10) (COOL 9.5/10) (PRACTICE 8/10) It's a very cool and very useful skill for when you make traps, the problem is that traps are still useless for most of the game, but when you're a beginner they are of great help against creatures that are weaker like a large pack of wolves, or against deerclops, and this skill is very satisfying to use, however in the general view of things it is useless, but more skills related to the Wormwood trap could have been made, such as different traps or other improvements for a change Bramble Husk Specialist (UTILITY 10/10) (COOL 10/10) (PRACTICE 10/10) :To begin with, I had asked for this skill in the beta so I'm suspicious to say but overall, it's a perfect skill for Wormwood since it's benefiting him for playing well, and not for his mistakes like the armor did before, and I'm sure that this skill was one of the reasons that a lot of people started playing with it, when the skill tree arrived Sapling Crafting (UTILITY 2/10) (COOL 1/10) (PRACTICE 5/10) The only scenario in which this skill is useful is for those who are playing in a world of a thousand days and want to decorate the map, the Spiky bush are much better and still have synergy with the armor Berry Bush/Juicy Berry bush Crafting (UTILITY 4/10) (COOL 2/10) (PRACTICE 4/10) two points for crafting berry bushes... they could be combined into one skill, which would make these skills more accessible, but even so they are very useless and not at all practical, the only scenario in which they fit without problems is to decorate the base, or to make a mega plantation on a public server but it still doesn't seem to be so good Monkeytail Crafting (UTILITY 8/10) (COOL 7/10) (PRACTICE 1.5/10) it would be a perfect skill if its cost-benefit arrived earlier, in practice it takes a long time for you to start earning Reeds instead of losing them when crafting, in addition to the fact that bananas take a long time to collect, with traps even It makes it easier but you have to set up a very time-consuming setup to work, while you can make a mess on Monkey Island and the portal gives you infinite monkeytails, so in short if the cost of this skill was lower it would be much more accessible even if they were just reduced 1 reed needed would make all the difference Lureplant Crafting (UTILITY 8/10) (COOL 8/10) (PRACTICE 6/10) Of all the skills in this "Crafting" branch, it is the best, an infinite source of food that is self-sustaining and can even be used as a block for certain bosses, so it ends up being very useful, and it is very practical to do by killing the gators. , I just think there could be some special interaction with the wormwood, and the same for the other abilities of this branch, they have nothing to differentiate from natural plants even though they are magically generated by the wormwood Mushroom Mastery I/II (UTILITY 3/10) (COOL 3/10) (PRACTICE 5/10) Again, they could simply be one skill but they split it into two to take up space, I don't have much to say about this skill, it's pretty average, it's not bad, but it's not a big deal on its own Poor Sap (UTILITY 10/10) (COOL 10/10) (PRACTICE 10/10) Perfect, easy to do and with a thousand and one uses, and total synergy with Wormwood and the new mechanics of the skill tree, both for manure farming and for making the animals panic and killing them in a stupor Mushroom Multiplier (UTILITY 4.5/10) (COOL 5/10) (PRACTICE 5/10) It's a decent skill and synergizes with the new wormwood interactions with mushrooms Moon Shroom Cloud (UTILITY 5/10) (COOL 10/10) (PRACTICE 5/10) It's a really cool skill and seems to be quite useful, but in practice it's very specific for certain occasions and ends up not being that useful, but it's still fun to use, I just think it could have more interactions with the other skills, such as being able to create a version of "poor sap" but with this mushroom and throwable like "napsack", which would give more variety in how to use it Lunar Cultivator I (UTILITY 5/10) (COOL 5/10) (PRACTICE 8/10) It's a very useful skill at the beginning of the game to collect seeds, saving a lot of time, but then it becomes a very useless skill, and even annoying at times, I think one way to improve this skill would be to make it so that when you have several carrots, they spawn. were able to carry a heavy object like a Giant Crop or statues, or this could be an improved version of this skill Lunar Cultivator II (UTILITY 8.5/10) (COOL 10/10) (PRACTICE 6.5/10) It's a very useful and cool skill and even a bit broken, but it could make them fly back to your inventory when their time runs out, another cool thing would be to be able to command it to stay still in a specific place because sometimes you'll fight a boss or get close to an aggressive creature and they always die because of nothing Lunar Cultivator III (UTILITY 5/10) (COOL 7/10) (PRACTICE 5/10) Now talking about their combat capacity, they are very useful as they can deal extra damage against some bosses but most of them die very quickly and are not even useful for tanking, but that's okay, since Wormwood is not a summon character, but I think it would be much more interesting and cool if we had the possibility to get them and equip them in the inventory and use them as a living weapon, which would be like a Flamethrower that only damages entities but doesn't burn things and another interaction would be can use them in reverse sucking the flames, and yes I know it would look similar to Willow's skill tree, but it makes sense in the context of the salamanders, or another interaction so it wouldn't be so similar, instead of breathing fire there could be a way to attack with them like the others weapons but with the animation of them biting but faster, I should separate this idea in another post because this was too long, but I had this in my head since the skill tree arrived Lunar Guardian I/II (UTILITY 7/10) (COOL 10/10) (PRACTICE 3/10) They are very cool skills, but they are only obtained in the LATE game after you practically beat the game, and in my opinion it doesn't make much sense for wormwood to only gain the cool powers after all the fights at the end of the game with the strongest equipment are over. , I think he should be able to use these skills with inferior equipment in an inferior way, of course, just because of the aesthetics of summoning vines and rooting being very cool. 12 minutes ago, Wonurb said: Lunar Cultivator III I don't know why the translator cut out the part about the salamanders where I complain that they are extremely slow and you always lose them on the map, and that you could have the option of catching them and putting them in your inventory like Webber does with the Spiders 13 minutes ago, Wonurb said: should Link to comment https://forums.kleientertainment.com/forums/topic/162396-wormwood-skill-tree-review-criticism/ Share on other sites More sharing options...
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