Herbs needs to be looked at
Posted: 27 Mar 2015 09:47
I would like to discuss the potency of different herb types.
It seems to me that the potency of some herbs has grown out of proportion while some still suffers greatly from the introduction of one herb per minute.
Lets start with healing herbs.
The ability to heal is almost useless in teams today, people have become extremely large and almost outgrown the content. It is more efficient to bring a damage dealer along than having someone with the ability to heal. One big reason for this is the combination of alcohol, skunk berries and white horns. It is almost as having a personal healer but for this you pay no tax. This combination is to extreme and needs to be looked at.
Suggestion: In calculations of strength in healing herbs, add a factor that considers the characters skill in herbalism aswell as their constitution. I do think a reduction is needed one way or another, this ha gone abit out of hand.
Nightvision herb.
Some guilds have the ability/spells to make them see in the dark. For this they pay tax and are added in calculation of said guilds strenght. I have been a member of three guilds with this ability and the conclusion is that the herb Mittikna is just as powerful and have simular time of effect. Any player can get this herb and it is easy to stock up a supply that will last for ever...
Suggestion: I think it is enough to be able to recieve nightvision from items and imbuments. A herb that grant such powerful ability should last very shortly, 1 minute would be fair in my eyes.
Skill enhancing herbs.
Once again, players pay tax for every skill they can train within the guild. Now we have imbuements that can boost your skills alot and I believe this is fine. But having herbs that will raise your skills 20+ levels is abit to extreme considering what I wrote above.
Suggestion: Let the skill herbalism be a factor when you calculate the effect from herbs like Kuko and Curugwath etc. This to make it fair for those actually paying tax for the skills.
Stat enhancing herbs.
The introduction of one herb per minute has rendered stat increasing herbs useless. An adventurer will get one level boost, ex. far puny to halfway puny. This is to weak in my eyes.
Suggestion: In calculation of the effect let herbalism and a fix percentage of the current stat be the factors. This will scale nicely undependent of your mortal level and race.
Any thoughts on this?
Chanele
It seems to me that the potency of some herbs has grown out of proportion while some still suffers greatly from the introduction of one herb per minute.
Lets start with healing herbs.
The ability to heal is almost useless in teams today, people have become extremely large and almost outgrown the content. It is more efficient to bring a damage dealer along than having someone with the ability to heal. One big reason for this is the combination of alcohol, skunk berries and white horns. It is almost as having a personal healer but for this you pay no tax. This combination is to extreme and needs to be looked at.
Suggestion: In calculations of strength in healing herbs, add a factor that considers the characters skill in herbalism aswell as their constitution. I do think a reduction is needed one way or another, this ha gone abit out of hand.
Nightvision herb.
Some guilds have the ability/spells to make them see in the dark. For this they pay tax and are added in calculation of said guilds strenght. I have been a member of three guilds with this ability and the conclusion is that the herb Mittikna is just as powerful and have simular time of effect. Any player can get this herb and it is easy to stock up a supply that will last for ever...
Suggestion: I think it is enough to be able to recieve nightvision from items and imbuments. A herb that grant such powerful ability should last very shortly, 1 minute would be fair in my eyes.
Skill enhancing herbs.
Once again, players pay tax for every skill they can train within the guild. Now we have imbuements that can boost your skills alot and I believe this is fine. But having herbs that will raise your skills 20+ levels is abit to extreme considering what I wrote above.
Suggestion: Let the skill herbalism be a factor when you calculate the effect from herbs like Kuko and Curugwath etc. This to make it fair for those actually paying tax for the skills.
Stat enhancing herbs.
The introduction of one herb per minute has rendered stat increasing herbs useless. An adventurer will get one level boost, ex. far puny to halfway puny. This is to weak in my eyes.
Suggestion: In calculation of the effect let herbalism and a fix percentage of the current stat be the factors. This will scale nicely undependent of your mortal level and race.
Any thoughts on this?
Chanele