[b42] Wild gift Fungus regen bug???

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jenx
Sher'Tul Godslayer
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Joined: Mon Feb 14, 2011 11:16 pm

[b42] Wild gift Fungus regen bug???

#1 Post by jenx »

The first talent in this tree says that "Any regeneration effect active on your will have its duration increased by +X turns.

The second talent says "Each time you are healed you get a regeneration effect for 6 turns that heals you for X% of the direct heal you receive."

So, logically, the second talent should have the duration extended by the X of the first talent, but it doesn't. Either make it so it does, or change description of second to include "Wild Growth does not extend the duration of this regeneration effect."
MADNESS rocks

Sayan
Yeek
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Re: [b42] Wild gift Fungus regen bug???

#2 Post by Sayan »

Never actually put more than 1 skill in the 1st skill, but it activates on the turn you use it on, so you are always left with 1 less turn on the effect when it appear. Does it not increase if you put more points in the 1st skill?

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [b42] Wild gift Fungus regen bug???

#3 Post by jenx »

Don't think so. Will check
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Mewtarthio
Uruivellas
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Re: [b42] Wild gift Fungus regen bug???

#4 Post by Mewtarthio »

I'm pretty sure that Fungal Growth is explicitly designed to not get boosted by Wild Growth.

Sirrocco
Sher'Tul
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Re: [b42] Wild gift Fungus regen bug???

#5 Post by Sirrocco »

The second skill seems kind of bizarrely anti-synergystic with both the first and fourth skills. It doesn't take advantage of the first skill directly, and anyone who is running much of the first skill is doing so because they have some source of strong regen, which makes it useless. Due to the no regen stacking effect, the regen it produces is a poor target for the fourth skill, and the fourth skill's heal cannot trigger it by definition, again due to the no regen stacking. It seems like the tree was designed so that you were wasting a point on either the first skill or the second.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [b42] Wild gift Fungus regen bug???

#6 Post by SageAcrin »

I wouldn't mind seeing the second skill get its duration nerfed(To 3 turns, perhaps?), but made to work with the first and final skills.

Fungus is mostly a heavy investment skillset, if you're bothering at all, and the second skill is rather lackluster at this point. Wouldn't hurt to have it be a bit better.

donkatsu
Uruivellas
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Re: [b42] Wild gift Fungus regen bug???

#7 Post by donkatsu »

It seems like there are two routes you could take with Fungus. 1.) Ignore the second talent and have a strong regen infusion which gets heavily boosted by the first, third, and fourth talents, or 2.) Ignore the first talent and have no regen infusions but two strong heal infusions, which get heavily boosted by the second, third, and fourth talents.

I actually sort of like this 'customize how you use your tree' dynamic, rather than the typical "lol just get 5/5 in everything" setup that a lot of trees have. As people have said, Fungus already demands a lot of generic points. Making it synergize better with itself would just make it even more of a generic hog.

Sirrocco
Sher'Tul
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Re: [b42] Wild gift Fungus regen bug???

#8 Post by Sirrocco »

Second and third I can see, but fourth? Unless I'm missing something, it doesn't look like the regens that come out of the second are strong enough to be worth dumping points in the fourth.

Also, fungus doesn't have to be heavy investment (at least for wyrmics -having it cost a cat point does change things). 5/5 in the first and 1-3 in the third with a wasted point in the second to get there actually works quite well, particularly if you can find a string regen infusion with 12 or so cooldown.

donkatsu
Uruivellas
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Re: [b42] Wild gift Fungus regen bug???

#9 Post by donkatsu »

Okay yeah nevermind, Sudden Growth is pretty bad without a dedicated regen infusion. I take it back.

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