Ranger Archive
Thread: Anyone else think Ranger should be able to cure certain states?
By any sort of logic but game balance, sure.
But game balance rules the day, and frankly, it should be that way. We have to have some of the same interdependencies as every other class. So no, I don't think we should be able to cure disease or poison.
On the other hand, someone suggested foraged foods which give a bonus to resistance, which, if I understand correctly, is also factored into natural recovery time. I like this idea.
Yes.
Maybe make camps do this: we need something for what we are loosing or get something out of forage that heals poison or cures desease.
But you have NO problem that a TKA can already do this? So much for your "balance".
DWolfe wrote:
By any sort of logic but game balance, sure.
But game balance rules the day, and frankly, it should be that way. We have to have some of the same interdependencies as every other class. So no, I don't think we should be able to cure disease or poison.
On the other hand, someone suggested foraged foods which give a bonus to resistance, which, if I understand correctly, is also factored into natural recovery time. I like this idea.
Cure, no.
Shorten the duration and/or intensity - yes.
Totally agree with those who think this is a golden opportunity to allow us to use forage for something besides bait.
JB
Hm. So let's make Ranger wrong too?
Faulty logic. Fix the problem, don't make more problems to try to balance out the existing ones.
I'm not against us getting some better stuff, But not so that we don't need an occasional medic or an occasional entertainer. We're already the least dependent class out there. We need weapons. We occasionally need our BF healed. That really covers our needs.. Everything else is just personal preference, like armor, clothes, food, spice, pets, buffs.
We don't need medics or doctors as anything more than a convenience.. It's faster to be healed than to sit in a camp for a while... Allowing us to cure our own poison and disease would make medics and doctors useless to us, even as an convenience, unless we happen to want a buff.. and I usually respectfully decline doctor buffs.
Ok, I'm guessing we have a "use of terms" issue. Perhaps I should be more succinct...
TKM "nullifies" poision and desease. It does not cure it. There is a timer that has damage happening while it ticks down. You take wounds, damage and-or BAF in the mean time. I really hope you are not advocating a nerf to TKM...
What I propose is similar, not to "cure" it like a doc can, just stop it (nuetralize, draw it out, ect.). You drop a camp. A new radial or command comes up called /drawvenom. You do a search for a herb, if you find it you apply herbs to the wound. A timer goes off and in say every minute there is a roll checked against a skill and the poision or desease stops on a percentage. Or you could have a cold 2 minutes and they stop. Meanwhile the target still takes on BAF/damage/wounds.
This does not eliminate the doc. It does give you a chance on surviving to get to a doc. This islike the park ranger finding you and doing paramed so you make it to the hospital.
I suppose there might be other ways of doing this but it must have the following properties, whatever "system" you come up with:
- It can't abort a hunt, like it does now. Even some weak deseases, folks are asking to be killed to stop it. This is silly.
- It can't take more then 15 minutes off a hunt. If it did it would not be used and would be ineffective.
- Only a doc should be able to cure it instantly. There should be at leastsomething like what a TKM does. "Thinking" a poison away as opposed to actively finding herbs and using lore knowledge to heal imho should at least have the same chance of working. My little pea-brain has trouble around that one: my feeling is 1) doc is best, 2) then us, 3) then a TKM ability.
I totally agree with JB, Calc and Fred.
Rather than the ability to cure it, (I can see someone stickying this thread in the doctor's forums crying out that we want their abilities)
However, rather than the nullification of a TKM, I would be much more pleased with the ability to resist the poison, disease in the first place. It would be much more class appropriate to have a higher resist, than the medical knowledge to treat it.
The doc can cure while you are fighting, the tkm can nullify it if it hasnt killed him already and the fight is over...thats a good balance, combine that with a natural defense of a ranger to poison or disease, that would be a welcome balance in my eyes.
of course, the resist idea has already been brought up, batted around and left in a ditch for now.