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Herbalist Proficiency Dictates Item Use Count

Posted 2020-11-04 14:32:48

I like this idea but I feel that 5 may be a bit much? Could have a range of 1 to 4 uses instead?

But support in principle?

Coal
#476

Posted 2020-11-04 14:33:48

support! i was expecting for it to at least take less time to make cures, so that would also be an acceptable alternative to me. i don't think reducing the amount of items used makes much sense when the items used are already low/some are at one of each, so either reducing the time to make them or increasing the amount of uses a cure has would be the logical improvements as far as i can tell. 


Coyote Teeth (he/they)
#3376

Posted 2020-11-04 14:34:12

The second mock-up has the max uses set at 3.

1 Use at 0-49 Profientcy

2 Uses as 50-99 Profientcy

3 Uses at 100 Profientcy



TheLostLioness
#677

Posted 2020-11-04 15:01:48

i'd probs lean towards a 3 or 4 use cap, or maybe it could be 3-5 depending on the item (like diarrhea cure already has two uses, maybe that max could be 5 with 100% prof)? so it would be more like

0-49% prof = current use number, maybe some lowered to 1 use

50-99% prof = + one use from current

100% = + two uses from current

or somethin like that idk


Coyote Teeth (he/they)
#3376

Posted 2020-11-04 15:04:07

While I support herbalist proficiency being more meaningful- i think i'd prefer quicker crafting times over anything else; though, 1-4 is a better range than 1-5 i feel like


Tinyelephant
#1143

Posted 2020-11-05 17:43:56

I support!

I think this would give people more incentive to get their Herbalists' proficiency up there and give them a nice bonus when they do finally get to high proficiency!


Evil 💀
#4049

Posted 2020-11-05 18:44:41

At the bare minimum I'd like the efficiency of the herbalist to increase with proficiency. Like with anything we do, the more we do something the better/faster we get at it. It only makes sense that the more times my herbalist crafts a diarrhea cure the faster she would be at making it. 

Also, when you constantly go to the same store, you learn the layout and you get faster at shopping and in the same time you can get more things cause you don't have to walk all over to find everything. So it would also make sense that as the herbalist goes out they would learn where different herbs grow and be able to bring back more in the same amount of time.

More uses on cures would be nice but it would be the efficiency improvements that really make it for me


Alkervah
#4264

Posted 2020-11-05 20:33:36

For me I think time is part of the factor, but also I think I'd rather my herbalist take the same amount of time she does now to make a cure I only have to make one of because it has more uses, than take half the time but I have to make two because it doesn't. Meanwhile, the second option is also taking twice the ingredients.

Ingredients aren't all that hard to come by, but especially when it comes to rich healing salves and cure for all's the amount of herbs used for the payoff received doesn't really make sense. A rich healing salve is 2x the HP for 7x the ingredients of a regular salve, and a cure all (1 use, always!) gives 3 ROs of immunity despite the crafting cost for 2 cures of, say, diarrhea, taking a little more than half the herbs but giving 4 ROs of immunity. And yeah, I know cure all can be used for anything, but since 90% of the time a wolf gets sick it's diarrhea or open wound, I've never actually broken into my emergency store of other cures, let alone used them all and had to use a cure for all.

(I might just make my own thread about that and request they adjust those two items, though.)

I'm pretty sure all cures take the same or around the same amount of time to craft, so I'd actually rather the herbalist get more efficient with the herbs and provide a more potent product. 

However, when foraging, I do think proficiency reducing time taken makes sense. It could even still take the same amount of energy-- they're covering the same ground and doing the same amount of work, they'd just get faster at it. 


red
#1252

Posted 2020-11-05 22:02:53

I support, rn herbalist proficiency is practically useless, and I really need more cures and I have fewer herbs.

However, I think this might get also unbalanced and maybe have a faster time but also a chance not to use a certain herb?


Chicken
#20611

Posted 2020-11-05 23:25:42

another idea; mix the time and use changes.

0-49: normal

50-99: gradually decreased time, perhaps similar to how the price for diagnosing goes down?

100: get an extra use or two per cure, depending on the cure


Coyote Teeth (he/they)
#3376

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