Skip to main content
Main Content

Herbalist Proficiency Dictates Item Use Count

Posted 2020-11-06 00:56:22 (edited)

While this idea provides direct benefits to a player, I find this buffed herbalist too OP.

I'm concerned about marketing. Herb and medicine prices are the same for everyone. Players with maxed out herbalist might gain financial benefits buying herbs in the TC then selling medicine at much higher price. At the same time, players with inexperienced herbalist may rather buy medicine from the TC than overpay on herbs.

Additionally, there would be threads on stockpile chatter with players offering herbalist services so those who don't have maxed out herbalist can lend their herbs to those who can produce more medicine.

I like ideas regarding reworking herbalists, but for reasons above, I don't think herbalist should produce more medicine for the same herb cost because of higher proficiency.


Dżanek
#24018

Posted 2020-11-06 01:04:12

I like Coyotes idea, but I see your point too. Like I said, my issue might actual stem from a frustration with there being no reason to make rich healing salves and  cure for all's... So I'll have to mull that over. I feel like maybe if it wasn't a significant boost, it would be fine though? Like maybe tops a 3 use item, instead of 2 uses.


red
#1252

Posted 2020-11-10 17:23:27

support - either more uses or less time to craft.. after they've made things so many times, surely they get faster at it!


LissaJo 🦕
#4029

Posted 2020-11-10 20:10:39

Support as well. I'm pretty peeved that my herbalist, even if she were to reach 100%, would still spend around an hour to find one herb. Really disheartening. 

Sinxerely | Slava Ukraini
#26651

Posted 2020-11-10 22:36:39

I completely agree! Not only does this make sense gameplay-wise, it also makes sense lore-wise. Of course someone with more experience a making medicine is going to waste less of the material used to create the medicine. As for right now, herbalist proficiency doesn't do much, other than lowering the cost of diagnoses. I'd love to see this implemented into the game! 


Scrotch
#5099

Posted 2020-11-10 22:43:31

I don't know if someone has said this already, but higher proficiency already yields medicines with 2 uses instead of 1. 3 uses at 90-100 proficiency would be amazing and I'd support that, or faster crafting times, but regardless, I just wanted to say that cheaper/free diagnosis isn't the only thing we get. ^^


Pich [Semi-Hiatus]
#314

Posted 2020-11-11 12:50:54 (edited)

@Pich, researching a medicine yields one use, crafting always yields 2 (except cure for all's, which only ever have 1 use.) Proficiency isn't the factor there. So reduced cost of diagnosis is the only benefit, and supposedly faster crafting times but if so it's still over an hour for a 100% prof wolf. 


red
#1252

Posted 2020-11-11 13:04:38

Oh, my bad in that case! :'> I always thought it was because of proficiency, heh.


Pich [Semi-Hiatus]
#314

Posted 2020-11-11 17:43:39

I love this. Reflects the time spent training your herbalist, and scales well with the larger pack you'll have by the time you hit 100 proficiency.

As for more uses vs less time spent crafting, I just want to throw my voice in that I would strongly prefer more uses of medicine over crafting medicine more quickly.


Mossfoot
#23226

Posted 2020-11-28 16:30:50

Super duper support. After they hit 80% there's no real benefit other than the fact that changing herbalists loses you a random amount of recipes. 

Personally, I would choose faster rather than more. Or, for a surprise third option, maybe there'd be a random chance of making extra, such that maybe a 100% proficient wolf could randomly create 2 cures for the price of one (or double forage items)? Sort of going on the idea that after so much practice, they've figured out how to stretch those herbs farther. 

Thealien
#16221

Search Topic