Hrenli wrote:Then make the benefits suit exactly this playstyle. I.e. benefit the transportation of goods. Dunno, maybe give the ability to transport livestock
I thought about the ability of transporting animals, but I don't see that being that interesting... it's much easier to have the person come to you and tp back with all the animals leashed.
Hrenli wrote:(though I'd like it to be a common thing not hidden behind a credo).
That's why the idea of adding a "cargo" knarr. Only sailors could build it, but anyone could use it. Would give either more space, or the ability to transport wagons (or animals, whatever), or both.
Hrenli wrote:Anything else (any speed buffs) would turn it into combat evasion or grind quests credo instead.
Speed buff is relevant to the sea trader, especially on knarrs. Then if someone finds a secondary use for it, like getting faster to quest givers (which most of the time are inland, so not sure how that would help), or making it easier to escape combat, I don't see anything wrong with it.
A credo appealing to different players is good in my book. Take the Strider as an example: damage to ranged and q bonus to wild animals. It's clearly a hunter-focused credo, but it's still greatly appreciated by fighters for the other bonuses.