Now that we can't completely mitigate damage how do we avoid this?
I realise I can treat it but honestly the stacked penalties there for fighting 3 seals makes it so that I would rather not fight them at all. I think the scale has tipped too far now, certainly for noobs and if this was a newer world.
Nerf please? Decrease the penalty or make it much easier to heal, or both. Stinging poultice perhaps.
Stinging poultice or something similar healing it over time sounds reasonable. Other indirect buff to healing it would be if salve (and possibly other treatments) would spill into other wounds of the same name if it heals more than the amount of wound it is applied to. hving to make entire salve for 3 damage wound isn't fun at all, let alone making two salves for 1 and 3 damage wounds.
Yeah I agree .. I've stopped bothering too much with seals now but you also get it from walrus ... just having the salve to treat it is pretty tiresome.
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Idk. Not sure all wounds should be possible to just wash away in the shower, and as Aceb says you can already kind of do that.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
jorb wrote:Idk. Not sure all wounds should be possible to just wash away in the shower, and as Aceb says you can already kind of do that.
That's fine and I agree but that's not the issue here. The issue is that the change in how armour works now mean that any noob is guaranteed to get seal finger when fighting the relevant kritters (which is far from end game) and contract seal finger which a)have severe stat penalties that are b)of the most difficult to treat. This is a balance issue.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
One way could be to give a seal finger a time window, where instead of getting new seal finger, it increases the current existing one. It's the most annoying thing when You get unlucky as a hermit while butchering water friends and You end up having 10x seal finger 1-3. To "rebalance" it maybe give it a fixed value how much stats decrease from it, depending on how big the seal finger wound gets?
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