abt79 wrote:jorb wrote:Do you have a better suggestion for how that could work?
Crabs are perhaps a bit much.
Counterplay. Smoking out beehives/skeps, some special ointment/swatter for midges, etc.
People place mine supports to avoid wounds, don’t see why other “cost of doing business” wounds should be any different
This.
We need more preventative ways to deal with wounds. Technological advances that would make doing all of this on a main not a big deal. Right now, they're reactionary and that makes them boring, tedious, one-dimensional, predictable, etc. It ends up encouraging alt abuse in most cases.
Bee sting -> prevented by smoke or some other tool
Midge bite/Sand flea bite -> bug repellant cream
Seal finger/crab caressed/jellyfish sting/chopping blocks/quill'd -> gloves 100% prevention
Bird lung/Coaler's cough/Quicksilver poisoning -> cloth mask
The wounds for combat/cave-ins work perfectly fine. They're a consequence for missplay. The wounds for
optional mechanics that you wouldn't want to alt are fine (bum burn, pipe wheeze, dragon bite). It's the above wounds that can be avoided by using an alt that are problematic. It just adds tedium. Alt abuse shouldn't be a "cost of doing business".
Side note: I like that alchemy is a later game way to play doctor. Being able to make a concussion potion is very cool. I think a surgery mechanic to deal with stuff like Something Broken in a similar manner late game would be a great addition.