New credo!)!)

Thoughts on the further development of Haven & Hearth? Feel free to opine!

New credo!)!)

Postby samogonwik » Thu Jun 03, 2021 7:27 pm

What about adding credo dendrologist
Passive bonuses looks like:
- lore, farming, dex bonus;
- few min bonus to growing seeds
-25% less needed water and soil to grow seed
- can pick more seeds from trees

And credo witch doctor
Bonuses looks like:
-low bonus q when craft medicine
-faster self healing (like 10%)
-bonus int
- can use medicine for some one to heal him
-can craft new medicine (spring water+hearthleef) can heal all types of injuries
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Re: New credo!)!)

Postby Vydrion » Fri Jun 04, 2021 10:16 am

samogonwik wrote: -can craft new medicine (spring water+hearthleef) can heal all types of injuries


Not sure about this, it'd be very overpowered. However, i do like the idea of seeing a credo for healer / alchemist.

I feel like elixirs should only show their effects for the person who made it (or partial, up for discussion), and one of the alchemist credo upgrades would then show if a healing effect transforms the wound instead of healing it.
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Re: New credo!)!)

Postby samogonwik » Fri Jun 04, 2021 10:35 am

Vydrion wrote:
samogonwik wrote: -can craft new medicine (spring water+hearthleef) can heal all types of injuries


Not sure about this, it'd be very overpowered. However, i do like the idea of seeing a credo for healer / alchemist.

I feel like elixirs should only show their effects for the person who made it (or partial, up for discussion), and one of the alchemist credo upgrades would then show if a healing effect transforms the wound instead of healing it.





It will heal 1-3 points on q10 and 3-5 on q40
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Re: New credo!)!)

Postby Reiber » Sun Jun 13, 2021 1:51 pm

Vydrion wrote:
samogonwik wrote: -can craft new medicine (spring water+hearthleef) can heal all types of injuries


Not sure about this, it'd be very overpowered. However, i do like the idea of seeing a credo for healer / alchemist.

I feel like elixirs should only show their effects for the person who made it (or partial, up for discussion), and one of the alchemist credo upgrades would then show if a healing effect transforms the wound instead of healing it.


absolutely , if i , an uneducated hearthling that never dabbled with alchemy , gets an elixir from some random hedgealchemist. i devinitely shouldnt know what it does before ingesting it.

alchemy would build the groundworks for actually poison. and i hate the fact that i would see that it is poison just by looking at an unlabled jar somebody else made.

in fact , i´d like the alchemist only to know what an specific elixir foes after he tested it, exept maybe if they made similar cococtions before or has the creedo for it .


i´d much support more speciallication for doctors and alchemists , and an creedo exclusive nonalchemical medicine sounds nice, but it shouldnt invalidate anchientroots.

perhaps it could heal all wounds even, but be limited in supplie and act randomly and unconsistent, (maybe it heals some points on your quicksilver/wretched gore, maybe it does nothing(it could be entirely based on placeebo)
or what i am actually in favour , just let an doctor turn an ancientroot, intoo an nondecaying/way slower decaying salve, with slightly reduced base heal, but add an way to push quality . root,some specific stone, clay, water for example-


also an idea i just had, i wouldn´t like an generall (medicines crafted heal faster) bonus on the creedos, since that would make them as mandatory as qualitybonuses did. but i would like faster healtimers, so why not let the creedo simply allow you to craft an disenfectant, or somethingsimilar. that can be applied only to treated/infected wounds, where it acts as an cure for infections and gives an temporary speedboost to the progression of alreaddy treated wounds, while still adding an hhp penality , like an extra stage of antpaste on your stitchpatch, giving it an 50%(based on q) speedboost to the next 10 points coming off of your wretched gore,

that would make having to make an low q stitchpatch less punishing, whitout trivializing the wound to much i belive.


other ideas. Operations, can only be done by doctors with the creedo, resulting in deep cuts, lacerations and wretched gore , with an chance to find an tumor like butchering. and an black hearth if the patient dies.

but it would take jorb to develop an serious internal wound to make that worth . for an start, splints could result in an permanent wound(not as straight as it used to be -dex-agi ,making operations an surperior way of dealing with broken bones. wich tbh should be more common. and make OP risks scale based on what wound you attempt it on making something broken far more likely to spawn deep cuts rather than something serious.
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