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Herbalist Proficiency Dictates Item Use Count

Herbalist Proficiency Dictates Item Use Count
Posted 2020-11-03 09:13:01 (edited)

My Herbalist's proficiency should dictate how many uses medicine has. The idea being that of Herbalist with higher proficiency would be more proficient with crafting medicines, wasting less of the herbs use this making more uses.

My mock-up has the max item use at 5 Uses after reaching 100% proficiency.
(1 at 0-24 | 2 at 25-49 | 3 at 50-74 | 4 at 75-99 | 5 at 100)

However, I do know that Wolvden is a game that thinks things being harder equates to good, so a second mock-up has the max uses at 3.
(1 at 0-49 | 2 at 50-99 | 3 at 100)


TheLostLioness
#677

Posted 2020-11-03 10:41:16

This is a really good idea! It's been a little puzzling to see no noticeable improvement in Herbalist performance as their skill raises. A 2% proficiency herbalist and a 90% proficiency herbalist (as far as I can tell) can concoct the same remedies in the same amount of time. The only noticeable difference (again, as far as I have seen) is in how much it costs to diagnose illness. 

Adding on a way for herbalist skill to really improve their actual, measurable in-game performance would be fantastic!


Keld
#17293

Posted 2020-11-03 10:44:09

Definite agree, it's kinda silly that a 100% proficient herbalist is the same as a 1% proficient herbalist just with different prices.

100% proficiency should offer perks that aren't just 'woo, you get a free diagnosis.'

I also reckon it'd be nice if it would reduce the crafting time or energy used as they'd be proficient enough to know the most efficient way to make the medicines.


Kira
#321

Posted 2020-11-03 11:03:30

I have realized how useless herbalist proficiency is as well, and have thought of some other ideas as to how they could be more useful. I like the idea that they should be more useful at 100%

I had the idea though that instead of creating a cure that works 100% of the time, an herbalist's proficiency could determine the success rate of a created medicine. So an herbalist at 50% proficiency might create a cure that works only half the time. I think it could create higher demand for herbs, good medicines, and of course, higher proficiency herbalists.


Aravel
#1000

Posted 2020-11-03 11:05:47

Support. The only thing herbalist proficiency impacts is diagnosis cost, which seems odd to me.


Phantom StarsX
#2789

Posted 2020-11-03 11:08:54

I'd love that. While it costing less to diagnose is nice, I'd love for more skilled Herbalists to either make medicine faster, forage faster, make more effective medicines... Just something to make it worth doing all that leveling and foraging than just it costing a few SC less.


Hunter [HM]
#10016

Posted 2020-11-03 11:25:33

Big agree and support!

It's incredibly annoying to see my herbalist's proficiency tick up and up, but still take two hours to produce one healing salve that I'm going to use up in one Explore turn. Furthermore, foraging lasts an hour and returns two items at maximum. It feels like a practiced herbalist might be more familiar with herbs and able to bring back more for the amount of time they spend out.

bunnikens
#14187

Posted 2020-11-03 15:35:04

I think perhaps not item uses but how quickly they can craft an item should be decided by their proficiency. 


Alan Dracula
#15797

Posted 2020-11-03 15:42:35

I would support higher level herbalists taking less time to forage and craft.  Though the lowering cost of diagnosis is not insignificant.  20sc a pop gets expensive quick if one is unlucky with rng.  Especially as we *have* to diagnose.  We can't treat an obvious open, bleeding wound without making sure it isn't ticks or flu first...

Lunar Lords
#6914

Posted 2020-11-04 14:31:08

Yes please, would also be great when it comes to crafting 39495959 diarrhea and open wound cures a day. 


red
#1252

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