Uedo Posted yesterday at 02:32 PM Share Posted yesterday at 02:32 PM I like it, it has a nice flow with the affinities. Skeeter bombs are fine, but would it be possible to not have to equip speed boosts in order to recapture them? I'd much prefer to farm my blood shots this way, but after a change at some point in the beta for Wurts tree they made them act like followers - so they try to keep distance. I distinctly remember you used to be able to chuck a skeeter bomb and then pick up the mosquitos without them flying away at some speed. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171014-mildly-curious-about-peoples-opinions-on-wurts-skill-tree-after-so-long/page/2/#findComment-1863393 Share on other sites More sharing options...
Creatorofswamps Posted 20 hours ago Share Posted 20 hours ago (edited) My gameplay is usually very slow-paced, so I don't feel the problems associated with the number of merms as much. For example, if I'm near a swamp, I usually only build 1 house for the king, and I usually have enough swamp merms. If I'm far from the swamps, I build 4-10 houses for resource extraction. I usually have around 6 guards when I need help with raid bosses.I can say that I intentionally don't create an army of a huge number of merms, because I understand that the more merms involved in a battle, the less fun it is.For me, mermaids are resource gatherers, not warriors.(apologies for the long introduction) As for the skill tree: in the end, I was able to fully appreciate the of mosquitoes, although I understand that it could have been better, but using mosquito bombs to create chaos and then getting free healing is nice. fertilizing a is nice, but the recipe is not very convenient, and I tend to forget about it. It's also very funny sometimes to run through the swamp and collect mosquitoes. but I would still be happy if they added the opportunity to grow mosquitoes outside the swamps (for example, in the "hives"), and I very often have problems with the selection of "tamed" mosquitoes. That's why I keep going on endlessly.😆 20260420-1845-06.2784074.mp4 I didn't like the amphibian branch at all, and the "temperature rise" function is not convenient for me, and the requirement to be constantly wet for the shield is too specific for my gameplay (excluding spring). I like the quest thread because it gives me more motivation to explore the ocean and ruins, and the rewards for these items are fair.(there may be more interesting rewards for Wurt himself, in theory) I also like the king's stomach branch, which allows me to go about my business more often away from the base and have less of a feeding routine. All the buildings of merms are excellent. but I LOVE the fact that merms can now plow fields, which is very convenient, as well as the fact that they clean up the stumps behind them. I am very comfortable with this skill and I consider it the best. Also to my friends (and me) I like the skill to speed up everyone in the swamp, it's simple but very enjoyable, even in battles (and gatherings) in the swamps, even inside the base if we make swamp turf there the skill of the "smart swamp fighter" seems to me excessively strange and disturbing at the moment I also think that moon and shadow skills are both good,but I prefer shadow skills for several reasons: I don't use moon merms because I prefer moon glass to my friends because they love moon cutters and because I don't really like the look of mutated merms (although they are cool).Also, the "shadow mud wand" gives more motivation to defeat the werewolf pig. I like how cool it is that the merms are following in the footsteps of the ancients and also becoming shadow creatures. BUT the main reason (though perhaps a little silly) why I choose the shadow side is that before wurt came out, I was the main Maxwell before he was recycled, so I still have the old habit of having several shadow creatures constantly following me around doing my job😏. I apologize in advance for the fact that the text is large or if there are errors in the text(alas, the translator may not convey the meaning correctly) Edited 18 hours ago by Creatorofswamps 1 Link to comment https://forums.kleientertainment.com/forums/topic/171014-mildly-curious-about-peoples-opinions-on-wurts-skill-tree-after-so-long/page/2/#findComment-1863435 Share on other sites More sharing options...
IAmAFurrz Posted 1 hour ago Share Posted 1 hour ago (edited) On 4/20/2026 at 2:25 PM, Mysterious box said: sensible swamp fighter isn't programed well enough to make them actually avoid getting hit during a fight they move out of the way once thats what wurt is for... to draw boss aggro like a character with a summoner/army design SHOULD be doing unlike wurt now On 4/20/2026 at 2:45 PM, Mysterious box said: The issue isn't how long it takes to setup the problem is would they even be able to fight any bosses like that? if they couldnt fight bosses well as they are now with the current power level, then klei can do something better for merm skills to compensate, make them more impactful or more tanky so that wurt still has SOME sort of impact in a fight, maybe a command to order merms to step out or whatever, isntead of just bouldozing everything. the whole community's opinion on her is just to make her more interesting instead of what she is now, lower merm power while increasing utility instead to make wurt matter Edited 1 hour ago by IAmAFurrz Link to comment https://forums.kleientertainment.com/forums/topic/171014-mildly-curious-about-peoples-opinions-on-wurts-skill-tree-after-so-long/page/2/#findComment-1863526 Share on other sites More sharing options...
Mysterious box Posted 1 hour ago Author Share Posted 1 hour ago Just now, IAmAFurrz said: thats what wurt is for... to draw boss aggro like a character with a summoner/army design SHOULD be doing unlike wurt now Uh...you do realize the reason sensible swamp fighter makes them leave the fight is because you are supposed to use that time to use bloodshots to heal them. They even gave merm guards unique dialogue so they tell you they are in pain and ask you to help. Honestly I was surprised when I saw that the first time because I don't know when they added that. If the merms don't actively avoid conflict then all sensible swamp fighter serves to do is guarantee their deaths in more hectic fights. Link to comment https://forums.kleientertainment.com/forums/topic/171014-mildly-curious-about-peoples-opinions-on-wurts-skill-tree-after-so-long/page/2/#findComment-1863528 Share on other sites More sharing options...
IAmAFurrz Posted 1 hour ago Share Posted 1 hour ago 7 minutes ago, Mysterious box said: you do realize the reason sensible swamp fighter makes them leave the fight is because you are supposed to use that time to use bloodshots to heal them then klei can add regen to merms, if there are limited numbers of them. you can also use panflute, freeze staff, or some other ways of distracting bosses, maybe electric dart, or anything that staggers them and heal. its not a long animation so you can do it very fast and return to the fight 10 minutes ago, Mysterious box said: If the merms don't actively avoid conflict then all sensible swamp fighter serves to do is guarantee their deaths in more hectic fights. this is assuming klei does NOTHING to buff merms to accomodate the limit Link to comment https://forums.kleientertainment.com/forums/topic/171014-mildly-curious-about-peoples-opinions-on-wurts-skill-tree-after-so-long/page/2/#findComment-1863529 Share on other sites More sharing options...
Mysterious box Posted 47 minutes ago Author Share Posted 47 minutes ago 6 minutes ago, IAmAFurrz said: then klei can add regen to merms, if there are limited numbers of them. you can also use panflute, freeze staff, or some other ways of distracting bosses, maybe electric dart, or anything that staggers them and heal. its not a long animation so you can do it very fast and return to the fight Merms already have regen but it's not fast enough for combat by design because the player is meant to engage with the merms to heal them.(of course this doesn't really happen because merms are too strong and sensible swamp fighter sucks) That aside the player shouldn't have to spend additional resources just to heal a single merm beyond bloodshots and it's not like the ai needs to perfectly dodge bosses or anything what I'm saying is they need to fix them standing still when they are clearly in danger in the position they choose to stop at but not make it perfect as otherwise merms become invincible. 10 minutes ago, IAmAFurrz said: this is assuming klei does NOTHING to buff merms to accomodate the limit This assumes they do at the end of the day it's a hypothetical either way as I stated previously in this thread I'm not against the idea of limit I just want to make sure they function properly if it happens which is why I point out the problems. As an aside for those curious this is the exclusive dialogue unlock by sensible swap fighter: Need Healing Help, florp! Flopt, florp! Hurt! Glorg! No feel so good... Glorggu Blurg... Ouchie, ouchie! Glurk, glurk! Healed by player Feel good. Blurt Blorpy. Make Mermfolk strong! Blut globby Glurtsu! This do fine. Glort grolt flut. You make feel better. Glut flort florp. Link to comment https://forums.kleientertainment.com/forums/topic/171014-mildly-curious-about-peoples-opinions-on-wurts-skill-tree-after-so-long/page/2/#findComment-1863532 Share on other sites More sharing options...
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