Ranger Archive
Thread: Berries and herbal healing
Now in most case scenarios the ranger is the "nature" guy. Hes the one who knows the red berries are poisonous and the blue ones will help ya with your cold , while the leaves on one tree may give you a rash but others may sooth your wounds.
I think in the foraging/creature knowledge branch of the ranger tree we should get some sort of "herbal foraging" and be able to craft natural temporary cures for certain aligments until able to find a doctor.
When foraging you can find things to heal any type of Health or action wound , bleeding,. dizziness, stun and various other alignments for a short period of time
I think something like this would give us more of a reason to be around to be able to provide temporary relief with no doctors present and give us more a fighting chance then being just alittle more important then scout
The skill you are referring to is already in the game. The skill system allows you to learn the things you want but prevents you from learning everything.
I believe as a Ranger you would have enough points to put into the medic line to get what you want (could be wrong though). This would mean you could be a healer/ranger. Getting to ranger may require combat skills that you would need to drop to take on the healing skills however.
Just a thought.
I believe ginving someone an innate skill that is in the skill tree could easily cause havoc with character balance.
Yes, the game already supports this through the proper channels, i.e. take some Medic to go with those Ranger skills and you'll get the medical foraging ability.
Either way. After looking at the skill tree again I can see in the medical line where you can craft medicine and forage things to craft medicine.
I am only one voice so do not take my personal opinions to heart. I am still under the opinion though that what you are seeking is already in the skill tree for your ranger to learn. I just do not think giving classes skills for free that are in the skill tree is good for the system. A ranger can learn the value of herbs for medicinal purposes and forage them now.
Razjek,
Ask any medic about the value of medical forage - they'll tell you that it is pretty much a waste of time. We're not talking about foraging items to craft medicines, we're talking about foraged items that might reduce the duration of bleeding, or make someone less prone to dizzy, or perhaps heal pet wounds.Small things that are useful but do not infringe on medics. Foraged items that reduce the duration of poisons/diseases, maybe something that would heal 3-5 wounds (since you can only eat 2-3 foraged items before being "full") because it is a shame to ask a medic to waste a wound pack that heals 30+ wounds when you have 3. Sort of a "top off" item...I'd REALLY like to see the stat boosts from foraged items last a LOT longer. The items we forage now generally don't havemuch(if any)value.
I would be happy with foraged food buffing up secondary stats and lasting longer.
I don't really need 3-5 wounds healed in a new way. My camps can do that, even assuming I care about 3-5 wounds. I rarely get hit with state effects (bleeding, dizzy, stun, etc.) by creatures, which are my usual targets. If mobs were made to inflict them far more often, foraged items that curethem would be worth using (just like the doctor's state-curing medpacks that I never craft). Foraged food that heals pet wounds may infringe upon the territory of Bio-engineers, who are going to be getting pet-curing stim schematics & such, and who are in fairly strong need of more products that will be in demand.
Don't tell the devs, but we can still occasionally forage a +500 Action Flur-cle Onion. I think this one slipped through the cracks when they nerfed back all the other multiple-hundreds buffs on foraged items during beta 3.
This is basically already implemented as medical foraging which is a totally seperate class...
besides, you can eat food and it does heal you... just eat the right food.
- ZJ