Windemere wrote:Raumdor, not a matter of difficulty to find way around, I know my way around. Issue is the random popping of creatures makes it annoying to herb there. Weight is an issue for those of us who have low strength and you are assuming what the weight will be.
I think it works fine now. My entire role is based on herb consumption. I don't find a need to have things changed. I feel that this may be something you personally are interested in. I don't know that there are many others that would want the same things as you.
I'm just telling you that I, personally, don't mind how things are and don't see need for a change.
As a small character, I too have limited strenght.
Raumdor and it's creature popping makes it a more of a challenge, but that is also part of the game. As a Ranger, my role is also vastly based on herb consumption, but when the herb system now result in members of guilds where magic should be their main way of dealing damage in greater and greater degree rely on obtaining superior weapons and armours to grind using melee, a change is needed. A change where herbs will be less effective for those with lower herbalism, as well as limiting the availability of herbalism in non-magic guilds and even in gardeners, even increasing some of the skill requirements to obtain some of the herbs. For instance is whitehorn, which are very potent herb, mainly used by non-magic classes who have mostly no chance of identifying the herb themselves, the most potent healing herb available. In other cases do the Rangers, who is the oldest herb-addicted guild in existance, find that Gardeners and racial guild offer basically equal skills in finding the herbs needed. The change in herbs wasn't made to punish those guilds that are addicted to herbs, but to limit, as Gorboth wrote, the non-magical players the chance to basically instant heal. with my 1700+ herbs, I just never get to use up consumption herbs, they keep increasing as I do herb them, unless they are for a special ability (kuko comes to mind) whilst herbs spent for spells are racing out at increased speeds.
My point is that the change, set to limit the usage of herbs for predominately fighter classes is hurting magic users, and in the long run hurting the game, as, unless the magic guilds are vastly overpowered compared to the melee guilds, they lose a lot of interest to the public. Both SCoP and Morgul Mages can be claimed to have this, as these guilds can fight back much larger foes than any equal and in many cases larger player can.