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Some wortox suggestions


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Before anything i would like to say that i think klei did an amazing job with wortox skill tree and i have enjoyed a lot playing him in the beta. I would just like to give some suggestions on what i think could be improved. English is not my main language so please forgive me if you spot any mistakes.

1. The knabsack

In its current state this weapon is just not satisfactory to use. While using it you are forced to have at least 2 full soul jars you cant use or you will not be able to deal optimal damage with it. I do not think penalizing using souls for just 68 damage is worth it and would rather simply use another weapon instead. 

It doesnt help that you are forced to take it if you want soul jar and you need to invest another skill point if you want to scale its damage with souls.

I do not think being able to use it as a bug net would solve much either but i think it would be nice regardless. 

Some suggestions would be to grant it some passive effect to make it useful like a chance for some extra loot or at least higher its damage a bit, higher its durability or lower the souls needed for max damage.

2.Neutral skills.

Neutral skills have had a ton of improvement since the beginning of the beta.

The daily free pan flute use and getting 6 souls per use are in a great spot right now in my opinion and i love them.

The problem is the skill that prevents enemies from aggroing you for a brief time after using pan flute.

In its current state it is incredibly niche. I fail to see why would this be picked ever and dont think it will see any play at all. I would rework this skill completely. 

Some suggestions would be this skill granting a second daily free use for the pan flute so that you get another 6 passive souls or the next hit to sleeping enemies dealing double damage so that it can be used to oneshot spiders or bees for soul farming. The latter might be a bit overpowered for its cost though.

3. Shadow affinity

Maybe i am missing something but i fail to see why would it be tied to such a specific weapon.

Its effect is quite mediocre as well, i can only see it being used for farming enemy groups due to its area damage if you dont have any naughty aoe damage skills like soul pierce or sould decoy explosion. 

I would at least grant its effect to shadow maul as well and potentially to all shadow planar items including armor, making it usable with any weapon if you wear the latter.

I also think it needs a slightly higher damage multiplier against isolated targets as right now it barely boosts dps. 

4. Krampus interactions.

Maybe it is just me but i would have loved wortox getting some krampus interactions in his skill tree.

It would have been a nice detail if wortox gained more naughtiness per kill if naughty aligned and/or had a slightly higher krampus sack chance from either klaus or krampuses.

 

Thank you if you took the trouble to read all of this and hope you have a good day. 

 

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5 hours ago, Suresis said:

Some suggestions would be this skill granting a second daily free use for the pan flute so that you get another 6 passive souls or the next hit to sleeping enemies dealing double damage so that it can be used to oneshot spiders or bees for soul farming. The latter might be a bit overpowered for its cost though.

Maybe it is just me but i would have loved wortox getting some krampus interactions in his skill tree.

It would have been a nice detail if wortox gained more naughtiness per kill if naughty aligned and/or had a slightly higher krampus sack chance from either klaus or krampuses.

All of these suggestions are pretty good but you were cooking with the sleeping Mob debuff and Krampus sack drop increase and interactions. The sleeping double damage can be the boost that's needed for the Neutral skills to be worth it while it is strong it's also a 2 skill points investment.

I just completely gave up on cloudy carmen and agree I would never realistically pick it.  It is really clunky with bosses wandering away from you during the lockout too and then randomly turning on you and smacking you.  Another idea could be making it so that creatures put to sleep with your pan flute don't wake up as a mob anymore (if you hit one of them that is sleeping it doesn't wake up all the other creatures of the same type anymore)

1.
Eh I love my consistent upgraded hambat
even if the item itself feels mundane it's absolutely respectable and good at it's job

There's a huge diff between fighting Dfly with hambat that rots mid-combat
and consistent 62-65 damage

If anything I wish it had visual update to make it look better to make up for it's boring but handy purpose
because it's annoying how it covers wortox mid-walking and just looks like... folded mattress on a stick

It doesn't feel good to punch things with something that looks so soft

also incoming built-in bug net would be a nice treat!

2.
Absolutely agree

3.
Wortox is already solid and I think Klei were generous to give him any damage at all honestly, shreds through enemies pretty well
I would rather complain about lunar affinity and it's... lack of purpose

Shadow harvester can be used to farm bees if you don't want to invest into AoE skills
and encourages you to use soul-hops in combat and I love multi-tool aspect of it as late game treat

and Lunar Swindler? is just double/triple bone armor that doesn't require you to respect your enemy, to maintain the optimal reward and that's it

4.
Naaah, keep the jackpot as rare as it is

Honestly kind of strange Klei didn't give Naughty Wortox an increase in Naughty points when killing innocent things.

And nice side is very underwhelming, no more monster tag is really underwhelming, I barely notice the difference since I kill pigs/bunnymen anyways.

7 hours ago, Suresis said:

It would have been a nice detail if wortox gained more naughtiness per kill if naughty aligned and/or had a slightly higher krampus sack chance from either klaus or krampuses.

Rest assured that it's not just you, I've been asking for this for years!
I also don't understand why the skill is so locked to Shadow Reaper and doesn't extend to Shadow Maul, for example. Good suggestions!

Honestly, I wouldn't mind if the Naughtiness increase was straight-up added to his base kit. I mean, regardless of his skills, Krampus has a personal vendetta towards the guy. This is generally a good thing to have, anyways, and it would be kinda neat to run a Krampus farm with him and a Wickerbottom, regardless of your skills choice.

I do not like the Shadow affinity at all. It's ok to compensate for skipping any of his AoE skills, but it's just not strong enough to make a real difference against anything besides a Soul farm, and if you're on a Nice build, you are probably in multiplayer with a friend who can help you farm Souls better to begin with. The 200% hit on single targets is kinda underwhelming when Lunar let's you just skip the work and hold F for an extra hit (or more) already. Twice. Plus from my experience, most people prefer the Brightshade gear for its stability. But if they change the multiplier past 200%, they're definitely gonna need to do something for the Lunar affinity to compensate. It's already a bit underwhelming, as is, even though it offers slightly more DPS. It just doesn't change gameplay in a positive way, and it needs another effect that helps to do that if it's gonna stay the same.

Agree on Cloudy Carmen and the Nabsack being super skippable. Another thread has suggested switching Nabsacker and Soul Jar on the skill tree, which would be good for Nice builds. (I also suggested they just split this and Lifted Spirits branches into two, but I don't know that they'd want to give us this much build freedom, but it would help a LOT with Overwhelming Greed being gatekept by points, too. All of the Lifted Spirits skills are worth taking, if you can, regardless.)

27 minutes ago, OMEGASCRUFF said:

I do not like the Shadow affinity at all. It's ok to compensate for skipping any of his AoE skills, but it's just not strong enough to make a real difference against anything besides a Soul farm, and if you're on a Nice build, you are probably in multiplayer with a friend who can help you farm Souls better to begin with. The 200% hit on single targets is kinda underwhelming when Lunar let's you just skip the work and hold F for an extra hit (or more) already. Twice. Plus from my experience, most people prefer the Brightshade gear for its stability. But if they change the multiplier past 200%, they're definitely gonna need to do something for the Lunar affinity to compensate. It's already a bit underwhelming, as is, even though it offers slightly more DPS. It just doesn't change gameplay in a positive way, and it needs another effect that helps to do that if it's gonna stay the same.

I mean... following your logic doesn't it make both affinities the same, but shadow has "in theory" slightly lower DPS for being able to compensate for AoE farming without naughty skills
and lunar one could be excellent for naughty builds that already have aoe, but they have slightly higher damage for being 1 dimensional?

I like using shadow harvester because I fear nothing more than pearled crabking and it works very well with full "nice" build that wants fully upgraded flute and jar storage
for abusing CC Crown

so... the affinities balance each other out?

if you find it underwhelming then what are your ideas to improve it?

I tend to agree with the knabsack mentality. Why not just use a dark sword. it is less effort. What I think they should do is make it to where it also uses the affinities that way you have early access to them and can swap it out late game when you need the planar damage. This way there is at least a reason to use it over a dark sword.

2 minutes ago, Soul7k said:

I tend to agree with the knabsack mentality. Why not just use a dark sword. it is less effort. What I think they should do is make it to where it also uses the affinities that way you have early access to them and can swap it out late game when you need the planar damage. This way there is at least a reason to use it over a dark sword.

Personally I don't put any effort because in the early game I try to stick to the coast as much as possible during exploration, so upgraded hambat and soon 200 uses dark sword without sanity drain is mine without going out of my way + even better if terraria chest has one for free

and the way you can stock pile silk with decoys makes it even cheaper, safer and requires less effort than a darksword
that needs living logs, but early on those are better used for staves and shadow manipulator I think

16 minutes ago, asdsaax said:

Personally I don't put any effort because in the early game I try to stick to the coast as much as possible during exploration, so upgraded hambat and soon 200 uses dark sword without sanity drain is mine without going out of my way + even better if terraria chest has one for free

and the way you can stock pile silk with decoys makes it even cheaper, safer and requires less effort than a darksword
that needs living logs, but early on those are better used for staves and shadow manipulator I think

ok that makes a lot of sense. I will try that next run. That being said i still would like early access to using affinities

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