Re: Planned Herbalist Changes
Re: Planned Herbalist Changes
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Posted 2023-11-03 22:53:02
Herbalist Changes
In general, personally I'm not against this, however I think "alchemist" as a role doesn't make sense when it comes to healing. I think Alchemist could do something else. Here's some footnotes. Buffs and Debuffs Could be battle focused. Buffs would affect the Lead Wolf and it's battling, Debuffs would affect the opponent being battled. Option to use during battle, either like a starter move or like Lucky Feet. Should likely only apply Buff or debuff, and not both. Could come in tiers: affecting one stat, affecting two stats, affecting three stats. Could have Buffs/Debuffs to affect bleeding chances etc. To be very wild, could have Alchemy Concoctions that affect things like reward drop chances: SC, Battle Trophies, Stats, specific Stats. These would likely be considered Special Alchemy Concoctions. Buffs/Debuffs would only affect the battle it is used in. Rarer Alchemy Concoctions could be taught to the Alchemist via recipes, if a limit to more specialized stuff is desired. These could be things like (for example) "Higher chance to attract NBWs" type of recipe for Explore, bought during the Valentines event. However, "basic" recipes should be learnable otherwise. Materials for Alchemy would partially overlap with the Herbalist's role, by utilizing some herbs. However, being a more "mystical" role, the Alchemist would likely also utilize Remnants, like bones, feathers, etc. Alchemy crafting menu should definitely have tabs for different Alchemy Concoction categories for ease of viewing. Alchemy Concoctions for Exploring It would make sense to have Concoctions that affect Exploring. Likely would have a Step limit, or Energy limit, before effect wears off. Alternatively time limit, however I think Step or Energy limit is more fair and removes "pay to win" frustrations. Concoctions could affect things like - Chance of meeting enemies/specific type of enemies (hoofed, canince, etc.), enemy levels (both up and down), chance to regain energy per step (should not be too high and not too much). Alchemy Concoctions could possibly also be made for other roles. Hunting (whole team, applied when starting a hunt) - hunt success boost, injury chance modifiers, Battle Trophy drop chance (likely low). Only one Concoction per hunt. Herbalist (Applied when sent to Forage or sent to Mix Medicines) - Herb count modifier, rare herb chance modifier, time for Gathering/Mixing, energy restore upon finishing Gathering Mixing (partial!) Scouting (Applied when sending a Scout to open a biome or the rescout) - Extra items, rarer items, Battle Trophy chance, Chance to bring a NBW (normal NBW rarity chances apply + talent if applicable), time spent modifier, biome unlocked modifier, energy restore upon finishing. Mentors (Applied per lesson) - session length modifier, boosted EXP to mentor, boosted pup stat gain. Pupsitters (Not sure how to Apply this - Maybe daily? But that's a LOT of application. Per pup selection?) - Exp gain, stat gain? I know I'm vague on this one. And of course, Decoration Alchemy related decor recipes could be found during Alchemy crafting. Again, if this is inappropriate location for my Extended Thoughts on the topic of the proposed Herbalist changes and the addition of the Alchemist role, I apologize. |
Ihmislehma #1850 |
Posted 2023-12-09 06:56:10
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🐺Kai🐺 #1054 |
Posted 2023-12-09 11:08:14
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Ihmislehma #1850 |