The shadow affinity for Wurt actually has MASSIVE lore implications. When the Merms die, we see them shed their skin and become Shadow Creatures (or at least Merm like ones) Like how the Ancients shed their skin. So that means that the Ancients had to die first BEFORE becoming shadow creatures. And from the murals depicting them, we can probably deduced that they all either starved to death or were subject to something worse.
The Wurt Skill tree made defeating almost every boss (besides a select few) trivial. Giving the merms helmets lets them easily defeat celestial champion!
I don't believe the negativity is due to the lack of "transformative" abilities. My issue with it is the sheer focus on Merms, "wasted" points and perhaps the wonky feeling of the amphibian tree. (I've already seen people purposefully jumping off boats or hoarding water balloons) Wurt was already an incredibly strong character but I kinda wanted the relationship between Wurt and the Merm King strengthened rather than the Merms. e.g unique rewards, recipes or buffs for feeding the King special dishes, Klei could probably tie in the "bookworm" aspect of Wurt with that too. I do have a soft spot for the mosquito tree, QoL & Merms helping with non-combat situations like farming; it gives me big Cult of the Lamb vibes. Suffice to say, it could have been more interesting & polished without over-buffing the already strong Merms.
I made a mod that makes her All Weather Scales skill from the amphibian skill tree generate wetness over time, if you are interested. It's called "Wurt Amphibian Skill Tree Buffs" in the workshop
Thulecite crown aslo gives merm guards dodge every 10 seconds, which is huge against fights like enraged klaus, because he doesn't have aoe, Trident also gives merm guards 50%chance for weaker tripple hit ( total 50%dmg increase), but each hit can spawn tentacle from shadow affinity, making merm guards hella op
I like shadow affinity cuz in addition to farming fish for food and seeds, I can farm nm fuels by ordering the merms to fight each other. That action alone generates tones of resources. Also, the structures don’t disappear. Once you’ve built the structures you need, you can reallocate some points to other skills. Wurt is a comfortable and powerful character and seems to be the only character that does almost everything well. With kelps becoming more accessible early game, Wurt is getting very strong. I can’t complain about the skill tree
100% agree, characters like Wurt just need QoL changes or number buffs I've seen suggestions like "Wurt walking on water" or "New types of merms", and I think those are the stupidest things you could add to her kit The first one would once again, make Wurt better than Woodie, who had the upper hand when it came to water exploration comparing him to other gatherers like Max or Wurt While the other one overshadows another character, this time Webber, whose main gimmick is "Gotta catch 'em all" even non combat oriented Merms feel weird (like the Fisherman from Shipwrecked), at least the Lunar and Shadow merms are exclusive to affinity.
@@How2live0 yeah that's true but I still think Webber should be the only one who has a "creature collection" side quest while playing. If new merms are only for X task other than fight then more items for merms would be better in my opinion (like how instead of a new farmer Merm we have tools to let them work at farms)
@@How2live0 Also un a void It sounds good but the equipment building already makes merms more useful for resource collecting and wurt is already a characters with a lot of setup.
For the "water walking" thing, my suggestion would be only allowing her to travel short distances (a time limit) on water. It'd allow her to cross water gaps on the mainland and would allow her to go out a short ways to collect kelp that's just offshore, making getting a merm king up a bit easier in the earlygame. It would also be a great way for her to easily and reliably gain wetness for her skills that interact with that, rather than having to sit through the lengthy process of jumping off a boat twice or having to use water balloons. Also I have no idea how you think that having different types of merms encroaches on Webber's niche, literally almost all of his spiders are combat oriented and some are just sort of upgrades to previous ones. Why would having utility merms be a bad thing?
The thing about this update and the reason why I like (and to a certain extent dislike) it is that Wurt literally can kill all bosses in the game with 0 EXCEPTIONS without having to do basically nothing for the majority of them. Having double the merm guards in the form of shadow merms that are immune to freezing and burning and having the dodges, special attacks damage resist from the helmets and marble suit PLUS shadow tentacles from the staff just make every single boss in the game trivial. On top of all of that she can still survive all seasons without effort due to her wetness properties and seasonal fish and she can also be an INSANE gatherer with the merm tools (besides having an easy way of healing which was imo her biggest downside, that being not being able to use pierogies). Generally I've always loved Wurt and the whole idea behind the character and she's still my favorite character to play as by a lot, but I think klei didn't realize what they did by giving her the individual parts of her kit without realizing what it created as a whole.
After the Winona rant, I had to wait for this one. As a Wurt Main, I must say, I like the skill tree. (Still would rather say it’s just more reworks) The perks are all mostly quality of life. Wurt has already been a really powerful character. Helmets aren’t necessary at all but I always like having followers have helmets.and now I don’t have to waste more pig skins in public worlds. Also it’s been a while but listening to this made me think. Why didn’t they give Winona the ability to make machines that would do less damage but would follow Winona around. Better idea than just “pick everything up, move it. Place it down”
Personally, I feel like most of the complaints with Wurt's skill tree came from the inital builds of it as it had alot of things the devs did not think of for example you couldn't pick up mosquitos without a bug net, the mosquitos hurt Wurt when they died, merms couldn't till farm plots, the kelp dish couldn't call merms, and various other things that ended up being added later on to make it much better than where it started.
Wurt definitely got ALOT of QoL for her skill tree but oddly thats about it till you get affinity. Now im not complaining sure i wished they let wurt swim in shallow water as a capstone for her wetness skills but being able to use mosquitoes as a free healing salve, the ability to get merms to till the garden and dig up stumps the shadow affinity letting you immitate Maxwell with shadow merms. (btw they have infinite follow time) Big note i wanna request tho is to make misquitos from misquito bombs not deal friendly fire damage when they explode ive killed 4 players so far on accident while fighting something like dragon fly or just a simple tree guard
When it comes to the temperature regulation; I don't think it just applies to being Wet in Winter. If you wear an Ice Cube all Summer, you're set and won't suffer for it. You can also just live at sea for summer and splash yourself when needed if you don't have an icebox on your boat for your thermal
It isn't a bad draft, but a lot of it should be compressed. like all of the threes should just be twos imo. Like the tools should just be one thing. I like the healing options and wort is a very good character but I just wish that some extra fat got trimmed. Like I think wurt's tree would benifit from less max points and turning some of the multi step ones into singles. Just little things to make it better to play. (like why can't wurt just hop on into a lake to get wet, like the water is there I see it just lemme use it)
Like it feels like an rpg with menus that take to long. Nothing is WRONG but this feels like another draft should be coming. like the tools and kelp structures are fine just with what resources they need as progression. I wish they'd just let them be one skill.
my true crackpot wish was for cooler veggie merm dishes in the crockpot cause like culture= food but I get that's not her thing. (I just want more food in this game tho so whatever)
I think people just wanted more merm variants that now will have to be base game eventually, and hopefully pigmen uldate along with them! And bunnymen!
Here's my take on her skill tree. As stated in the title, in general her skill tree is AGGRESSIVELY average. Most of the skills are just, like, numbers increases, or just makes her better at something she already does. I really, really want more skill trees that actually change the way that a character plays depending on what you pick, and make the skills feel like actual meaningful choices depending on what you want. This ain't it. Some notes: - Many of the skills are just actively horrible or so weak that they're not worth a point (Sensible Swamp Fighter, Swamp Pathfinder, Sated Sovereign, Slippery Hide, ESPECIALLY Hydrous Healing, holy shit.) - Her entire amphibious tree revolves around wetness which is really not going to matter in regular gameplay aside from in spring, considering how there isn't a good way to gain wetness quickly in a normal situation. You can jump off a boat in prep for something to get to 100 wetness, but once that's gone it's gone. Water balloons only give you 20 wetness, which with Slippery Hide equates to 10 health. You're better off using the mosquito sacks on Blood Shots. We don't talk about Hydrous Healing. I really would have loved to have something here where like, you could swim in water for short distances which would make gathering kelp easier in the early game, and also would provide you with an easy and reliable way to gain wetness. You know, because AMPHIBIOUS. - Community Feeder, Industrious Merm, and Hardheaded are all worth getting. However, only Hardheaded is really worth a second point investment. - Her Shadow/Lunar affinity is just really _meh._ The first lunar perk allows her to give her merms some thorns damage and perma loyalty via feeding them moon glass (or requires you to invest in the second point and defeat CC) and the shadow perk gives your merms a second life. And you can change their damage to planar damage for a bit, which is just... okay. Like, it just feels so underwhelming compared to what other survivors get with their affinity perks, especially Winona HOLY SHIT.
Only issue I have with Wurt is the mosquitoes,dont work well with merms at all ,the relevant thing is only heals,and the interaction between wetness and inventory fish is weird Last thing,the Communal kelp dish 1 can just do all the things the 2nd can,just has 2 less slots and doesnt decrease respawn as much
I agree with the synergy between merms BUT the skeeter bomb is insanely powerful regardless! Ruins are a breeze. Also while I do not know the exact numbers of the kelp dish if the second one isn’t as worth it to use wouldn’t that just mean that a skill point is saved for other skills?
@@slimporcupine3 yeah the kelp dish part makes sense,it's not a complaint ,just a clarification that the video gets confused on. Skeeter bomb relevance is still just not great for someone to want to use past like day 50,mostly just that imo
I've grown more found of her skill tree lately, mosquitoes bombs are good for ruins but I still think it's pretty meh overall. I really wanted to love lunar merms but you can only truely use her full affinity skills if you activate the rifts whereas with shadow affinity, pure horror which is needed for her mudslinger is only a ruins rush away making shadow merms superior to lunar merms. Still like using lunar though.
Nice video, I like the Wurt skill tree so far but I feel like the wet part is only cool for troll build. Rivals 2 merchant port ost was such a good choice cause she's water type, well played
i like how they added some utility to mosquitos and made it less annoying to base in the swamp. my biggest fear for this update was that they were gunna buff wurts early game, and im glad they didnt do that. imo this skill tree was perfect. they just made wurt a little more fun, without breaking the game
I'm not sure if the people complaining actually played Wurt before. All the changes just make what she did better, the merms are the most important feature of Wurt and besides some bosses, they already broke the game in many cases before, now they can face every boss. Maybe she is too strong, but making merms more cool was the right choice, I hope they do the same to Webber and give him a spider mount or something.
playing dst on console it is huge that merms can use shoddy tools to perfectly till garden plots so amazing. It is so annoying trying to farm with controler.
Wortox is painfully mid. He has really limited utility that's not worth his downsides. Healing is not hard to come by and teleporting isn't as useful as it sounds given how annoying souls are to accumulate
Honestly fine with wurts tree being mid, she's arguably the strongest character in the game and outside of the QoL stuff she didn't really need anything.
Okay I visit your channel time and time again because you are in my recommendations. But now I need to ask Why do you leave in editing mistakes?? Do you not review your videos before uploading them? Leaving in 2 takes of the same line over and over and over again. Maybe it's laziness or you just don't care? And there is no way you haven't noticed it because it plagues almost all of your videos. It ruins the quality of your production which is a shame because your thumbnails are quite well made.
The shadow affinity for Wurt actually has MASSIVE lore implications. When the Merms die, we see them shed their skin and become Shadow Creatures (or at least Merm like ones) Like how the Ancients shed their skin. So that means that the Ancients had to die first BEFORE becoming shadow creatures. And from the murals depicting them, we can probably deduced that they all either starved to death or were subject to something worse.
Truly don't starve😅
@@tiqosc1809 I know, right?!
Cant believe that flew over my mind
"Wurt's skill tree is MAD decent" was a funnier title lol
6:42 'how my dementia hasn't affected me as a person' presentation flashbacks
The Wurt Skill tree made defeating almost every boss (besides a select few) trivial. Giving the merms helmets lets them easily defeat celestial champion!
I don't believe the negativity is due to the lack of "transformative" abilities.
My issue with it is the sheer focus on Merms, "wasted" points and perhaps the wonky feeling of the amphibian tree.
(I've already seen people purposefully jumping off boats or hoarding water balloons)
Wurt was already an incredibly strong character but I kinda wanted the relationship between Wurt and the Merm King strengthened rather than the Merms.
e.g unique rewards, recipes or buffs for feeding the King special dishes, Klei could probably tie in the "bookworm" aspect of Wurt with that too.
I do have a soft spot for the mosquito tree, QoL & Merms helping with non-combat situations like farming; it gives me big Cult of the Lamb vibes.
Suffice to say, it could have been more interesting & polished without over-buffing the already strong Merms.
I made a mod that makes her All Weather Scales skill from the amphibian skill tree generate wetness over time, if you are interested.
It's called "Wurt Amphibian Skill Tree Buffs" in the workshop
I think that giving items to the King also bufs wurt but better tardes would be nice because It does feel kinda useless to trade with the merm king
Thulecite crown aslo gives merm guards dodge every 10 seconds, which is huge against fights like enraged klaus, because he doesn't have aoe,
Trident also gives merm guards 50%chance for weaker tripple hit ( total 50%dmg increase), but each hit can spawn tentacle from shadow affinity, making merm guards hella op
I like shadow affinity cuz in addition to farming fish for food and seeds, I can farm nm fuels by ordering the merms to fight each other. That action alone generates tones of resources. Also, the structures don’t disappear. Once you’ve built the structures you need, you can reallocate some points to other skills. Wurt is a comfortable and powerful character and seems to be the only character that does almost everything well. With kelps becoming more accessible early game, Wurt is getting very strong. I can’t complain about the skill tree
100% agree, characters like Wurt just need QoL changes or number buffs
I've seen suggestions like "Wurt walking on water" or "New types of merms", and I think those are the stupidest things you could add to her kit
The first one would once again, make Wurt better than Woodie, who had the upper hand when it came to water exploration comparing him to other gatherers like Max or Wurt
While the other one overshadows another character, this time Webber, whose main gimmick is "Gotta catch 'em all" even non combat oriented Merms feel weird (like the Fisherman from Shipwrecked), at least the Lunar and Shadow merms are exclusive to affinity.
Webber's spiders are just for fighting, so I think having more types of merms would fit fine if they do different things and not just fight
@@How2live0 yeah that's true but I still think Webber should be the only one who has a "creature collection" side quest while playing. If new merms are only for X task other than fight then more items for merms would be better in my opinion (like how instead of a new farmer Merm we have tools to let them work at farms)
@@How2live0 Also un a void It sounds good but the equipment building already makes merms more useful for resource collecting and wurt is already a characters with a lot of setup.
For the "water walking" thing, my suggestion would be only allowing her to travel short distances (a time limit) on water. It'd allow her to cross water gaps on the mainland and would allow her to go out a short ways to collect kelp that's just offshore, making getting a merm king up a bit easier in the earlygame. It would also be a great way for her to easily and reliably gain wetness for her skills that interact with that, rather than having to sit through the lengthy process of jumping off a boat twice or having to use water balloons.
Also I have no idea how you think that having different types of merms encroaches on Webber's niche, literally almost all of his spiders are combat oriented and some are just sort of upgrades to previous ones. Why would having utility merms be a bad thing?
The thing about this update and the reason why I like (and to a certain extent dislike) it is that Wurt literally can kill all bosses in the game with 0 EXCEPTIONS without having to do basically nothing for the majority of them.
Having double the merm guards in the form of shadow merms that are immune to freezing and burning and having the dodges, special attacks damage resist from the helmets and marble suit PLUS shadow tentacles from the staff just make every single boss in the game trivial.
On top of all of that she can still survive all seasons without effort due to her wetness properties and seasonal fish and she can also be an INSANE gatherer with the merm tools (besides having an easy way of healing which was imo her biggest downside, that being not being able to use pierogies).
Generally I've always loved Wurt and the whole idea behind the character and she's still my favorite character to play as by a lot, but I think klei didn't realize what they did by giving her the individual parts of her kit without realizing what it created as a whole.
After the Winona rant, I had to wait for this one.
As a Wurt Main, I must say, I like the skill tree. (Still would rather say it’s just more reworks)
The perks are all mostly quality of life. Wurt has already been a really powerful character. Helmets aren’t necessary at all but I always like having followers have helmets.and now I don’t have to waste more pig skins in public worlds.
Also it’s been a while but listening to this made me think. Why didn’t they give Winona the ability to make machines that would do less damage but would follow Winona around. Better idea than just “pick everything up, move it. Place it down”
Personally, I feel like most of the complaints with Wurt's skill tree came from the inital builds of it as it had alot of things the devs did not think of for example you couldn't pick up mosquitos without a bug net, the mosquitos hurt Wurt when they died, merms couldn't till farm plots, the kelp dish couldn't call merms, and various other things that ended up being added later on to make it much better than where it started.
Wurt definitely got ALOT of QoL for her skill tree but oddly thats about it till you get affinity.
Now im not complaining sure i wished they let wurt swim in shallow water as a capstone for her wetness skills but being able to use mosquitoes as a free healing salve, the ability to get merms to till the garden and dig up stumps the shadow affinity letting you immitate Maxwell with shadow merms. (btw they have infinite follow time)
Big note i wanna request tho is to make misquitos from misquito bombs not deal friendly fire damage when they explode ive killed 4 players so far on accident while fighting something like dragon fly or just a simple tree guard
When it comes to the temperature regulation; I don't think it just applies to being Wet in Winter. If you wear an Ice Cube all Summer, you're set and won't suffer for it. You can also just live at sea for summer and splash yourself when needed if you don't have an icebox on your boat for your thermal
It isn't a bad draft, but a lot of it should be compressed. like all of the threes should just be twos imo. Like the tools should just be one thing. I like the healing options and wort is a very good character but I just wish that some extra fat got trimmed.
Like I think wurt's tree would benifit from less max points and turning some of the multi step ones into singles.
Just little things to make it better to play.
(like why can't wurt just hop on into a lake to get wet, like the water is there I see it just lemme use it)
Like it feels like an rpg with menus that take to long. Nothing is WRONG but this feels like another draft should be coming.
like the tools and kelp structures are fine just with what resources they need as progression. I wish they'd just let them be one skill.
my true crackpot wish was for cooler veggie merm dishes in the crockpot cause like culture= food but I get that's not her thing. (I just want more food in this game tho so whatever)
I think people just wanted more merm variants that now will have to be base game eventually, and hopefully pigmen uldate along with them! And bunnymen!
6:43
dementia strikes again
Here's my take on her skill tree. As stated in the title, in general her skill tree is AGGRESSIVELY average. Most of the skills are just, like, numbers increases, or just makes her better at something she already does. I really, really want more skill trees that actually change the way that a character plays depending on what you pick, and make the skills feel like actual meaningful choices depending on what you want. This ain't it. Some notes:
- Many of the skills are just actively horrible or so weak that they're not worth a point (Sensible Swamp Fighter, Swamp Pathfinder, Sated Sovereign, Slippery Hide, ESPECIALLY Hydrous Healing, holy shit.)
- Her entire amphibious tree revolves around wetness which is really not going to matter in regular gameplay aside from in spring, considering how there isn't a good way to gain wetness quickly in a normal situation. You can jump off a boat in prep for something to get to 100 wetness, but once that's gone it's gone. Water balloons only give you 20 wetness, which with Slippery Hide equates to 10 health. You're better off using the mosquito sacks on Blood Shots. We don't talk about Hydrous Healing. I really would have loved to have something here where like, you could swim in water for short distances which would make gathering kelp easier in the early game, and also would provide you with an easy and reliable way to gain wetness. You know, because AMPHIBIOUS.
- Community Feeder, Industrious Merm, and Hardheaded are all worth getting. However, only Hardheaded is really worth a second point investment.
- Her Shadow/Lunar affinity is just really _meh._ The first lunar perk allows her to give her merms some thorns damage and perma loyalty via feeding them moon glass (or requires you to invest in the second point and defeat CC) and the shadow perk gives your merms a second life. And you can change their damage to planar damage for a bit, which is just... okay. Like, it just feels so underwhelming compared to what other survivors get with their affinity perks, especially Winona HOLY SHIT.
the quests also give slight buffs to wurt not as much as the other merms but it's still a nice buff even without using merms.
Only issue I have with Wurt is the mosquitoes,dont work well with merms at all ,the relevant thing is only heals,and the interaction between wetness and inventory fish is weird
Last thing,the Communal kelp dish 1 can just do all the things the 2nd can,just has 2 less slots and doesnt decrease respawn as much
I agree with the synergy between merms BUT the skeeter bomb is insanely powerful regardless! Ruins are a breeze. Also while I do not know the exact numbers of the kelp dish if the second one isn’t as worth it to use wouldn’t that just mean that a skill point is saved for other skills?
@@slimporcupine3 yeah the kelp dish part makes sense,it's not a complaint ,just a clarification that the video gets confused on.
Skeeter bomb relevance is still just not great for someone to want to use past like day 50,mostly just that imo
I've grown more found of her skill tree lately, mosquitoes bombs are good for ruins but I still think it's pretty meh overall.
I really wanted to love lunar merms but you can only truely use her full affinity skills if you activate the rifts whereas with shadow affinity, pure horror which is needed for her mudslinger is only a ruins rush away making shadow merms superior to lunar merms. Still like using lunar though.
great video!! Nice work!!
Nice video, I like the Wurt skill tree so far but I feel like the wet part is only cool for troll build. Rivals 2 merchant port ost was such a good choice cause she's water type, well played
i like how they added some utility to mosquitos and made it less annoying to base in the swamp. my biggest fear for this update was that they were gunna buff wurts early game, and im glad they didnt do that. imo this skill tree was perfect. they just made wurt a little more fun, without breaking the game
I'm not sure if the people complaining actually played Wurt before. All the changes just make what she did better, the merms are the most important feature of Wurt and besides some bosses, they already broke the game in many cases before, now they can face every boss.
Maybe she is too strong, but making merms more cool was the right choice, I hope they do the same to Webber and give him a spider mount or something.
Yo thx for the vid helped a lot and I really like the skill tree
Omg finally a youtuber who doesnt think its not the second coming of christ
playing dst on console it is huge that merms can use shoddy tools to perfectly till garden plots so amazing. It is so annoying trying to farm with controler.
Wurt was already really good, the skill tree didn't need to turn her into a god in order to be adequate.
Alternate title: Wurts skill tree is good
Wonkey skill tree is fixing to go crazy
number buffs
5:25 huh? what issues does wortox have
Wortox is painfully mid. He has really limited utility that's not worth his downsides. Healing is not hard to come by and teleporting isn't as useful as it sounds given how annoying souls are to accumulate
@@YourLocalMedicwortox is decent but he isnt that good the healing aspect is just for early game healing 10 hp is worse then 40 per pieriogi
@@YourLocalMedic whaaat getting souls is easy
@@djoctavio1234 blud his souls heal 20 hp not 10 do you even play wortox
@@Rudy137 yes I've played wortox recently and I thought it heals 10 miss calculated still though other characters are better
Honestly fine with wurts tree being mid, she's arguably the strongest character in the game and outside of the QoL stuff she didn't really need anything.
There’s a MASSIVE delay in your video between picking one grass and moving to the next when using action Q…. Don’t not have lag compensation off?
I wish you could use water balloons to make Wurt wet.
Okay I visit your channel time and time again because you are in my recommendations. But now I need to ask
Why do you leave in editing mistakes?? Do you not review your videos before uploading them? Leaving in 2 takes of the same line over and over and over again. Maybe it's laziness or you just don't care? And there is no way you haven't noticed it because it plagues almost all of your videos.
It ruins the quality of your production which is a shame because your thumbnails are quite well made.