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Multiple herbalists?

Multiple herbalists?
Posted 2022-06-12 16:50:15
I've been realizing how often herbalists are needed ( alot ). Imagine 3 of your wolves get sick with a lethal illness and you don't have any of 3 herbs to make the recipe for it to make the cure. You need to get the herbs most likely through foraging. Then you need to make the recipe then make the cure.

So I was thinking. What if there were multiple herbalists? The way I was thinking it could work was after you get enough Territory you can set another herbalist. Similar to how you can send multiple hunting party's out. I think it would be a good way to not have to worry as much about an outbreak and not have any cures for the illness. Thank you for reading :]
Asher
#70419

Posted 2022-06-13 11:53:35
Support. Only getting 1-3 herbs while foraging on average means your herbalist is constantly gone and more often than not you're trading three other herbs for just one of what you need. I feel as if there's no difference in having a low level herbalists or an 100% on because forging and crafting for medicine is nothing but a chore. If multiple herbalists can't be added, I'd at least want to see higher level herbalists actually finding 3-5 herbs per forage and faster crafting times. You spend hours making a healing salve only for it to be used up in seconds.

Varlus
#47327

Posted 2022-06-13 12:18:09
Don't support. You can get a lot of herbs just from exploring if you're choosing the correct options (you learn them over time or can check a guide). You can forage all day then regen your energy and craft 5 medicines at night.

Alternatively, I would support being able to send them for more herbs at once. Like use 40% for more herbs. But I just think multiple herbalists would break the spirit of the game. Wolvden is meant to be a tricky resource balancing game.

A good tip is if you are having trouble getting medicine for a disease in time, put that wolf alone in its own cave. Then the disease / condition cant spread and the outbreak won't get out of control. This is a good tip for newer players until they have good medicine stores built up!

Slothie
#2938

Posted 2022-06-20 13:30:57
I personally... do support! I think it should depend on how any wolves/territory slots someone has. Currently I can handle it quite well with 34 Adult Wolves and 52 Pups (I dont know if pups are affected that much though) but I assume when they are grown it's gonna get a lot more tricky.

It would be interesting to know the opinion of people that have a lot of wolves and keep them fairly well taken care of.

Liforneiroa
#32586

Posted 2022-07-24 09:29:20
Supporting this, I would love to see the Herbalist role be split into several roles- Gatherers (go out and look for herbs), Apothecary (mix the herbs into meds), Healer (diagnose and apply medication)

we need more roles for our wolves.
Quiet Voices
#1558

Posted 2022-11-05 12:48:22
Support!

Something that nobody has brought up yet is that having only one herbalist makes it a pain to find and train a new one. If the wolf you want to be your next herbalist is born too early, they can lose the proficiency gained from adol training before the old herbalist retires. I find there's no point in even thinking about my next herbalist until the current one is 5. If I had the perfect puppy born prior to that I would have been at a major disadvantage when my current herbalist dies. (For lore reasons my herbalist is always a runt, I'm sure others have specific criteria for theirs too)

The maximum territory you can buy with SC is 51 I think? 1 herbalist for 50 wolves is more than a bit disproportionate. At my current pack size I frequently have days where I get 5 or more illnesses, especially during winter. I had a really bad spell last month when I had huge numbers of illnesses per day, even in spring, and I really wished I could have had one herbalist for foraging and one wolf for crafting.

VagueShapes
#828

Posted 2022-11-05 12:55:01
Support. We can have two Scouts, I feel like at least two Herbalists would be an improvement. I'm not as sure about splitting the role into 3, but I do agree with Quiet Voices#1558 that it would be nice to have more different roles for our wolves overall rather than the whole pack pretty much having to consist of hunters or pupsitters.

River
#41783

Posted 2022-11-05 13:55:43
Undecided.

I currently have about 70 adults at a time and just as many pups. I have rarely run out of a needed medicine and if I do, I am able to swap herbs and create it before RO. Wolvden is supposed to involve resource management and if you can't manage your resources to support a large pack, the easy solution is to have a smaller pack. While I could afford a 100+ wolf pack, I know I won't be able to manage my resources well so I keep it lower than that. The same thing goes for medicine. And as Slothie mentioned, if you explore wisely and use your caves wisely you can get lots of extra herbs and prevent diseases from spreading.

However, I do wish we had some more helpful roles to put our wolves in, as you can only have so many hunters before it's impractical and I have so many pup sitters it's ridiculous. If more herbalists were implemented I would support them being added in in the same way you gained the ability to send out more hunting parties based on territory slots. I would not support more than 3 herbalist and would prefer it stop at 2, perhaps the second is added in at 50 slots.

Sunspot Forest-On hiatus
#35648

Posted 2022-11-05 14:46:46
That brings up an interesting thought. I wonder why the game lets you spend GC (i.e. real money, whether yours or someone else's if you're ftp) on getting 200 territory if it's supposed to be impossible manage that amount of wolves. I only have around 50 wolves right now, but I get really nervous on the days that my hunters come back with like 6 open wounds, two infections and a few bouts of mange and fleas.

I tend to try craft as many cure-for-alls as I can to give me small breaks (3 day immunity) but last month I couldn't keep up with demand no matter what I did, and, though I've saved up to purchase 80 territory ready for my breeding project, I really don't think I could have a much bigger pack than I have right now. Not without spending more GC at least.
Running out of healing salves every event and having to choose between crafting those or other cures every time it overlaps with winter is also an issue. I've thought about it for a while, and, since food and toys are never a problem,  the only thing actually holding me back from wanting to utilise all my hard-earned territory slots is the singular herbalist.

Regardless, I do agree that we need more roles in general. If not a secondary herbalist, than at least a Herbalist Apprentice type role for adult wolves would be nice. Perhaps with an adult apprentice assigned you have more of a chance to get 2-3 herbs instead of 1.

VagueShapes
#828

Posted 2023-03-04 15:32:35
pLEASE
i can barely get enough herbs to craft anything about every MONTH and my herbalist is 100% proficiency! there have been so many times ive wished i could have two or even three herbalists that can all forage at once (or at least two at a time)

Zen
#1354

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