-
Notifications
You must be signed in to change notification settings - Fork 84
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[NERF] Acolyte nerf #564
base: main
Are you sure you want to change the base?
[NERF] Acolyte nerf #564
Conversation
The beds and stitches being removed, and the medicine skill being reduced makes sense. But why increase the PQ and decrease the available slots? That's excessive. |
What's the goal of this? To make the clinic more useful? |
Also... why did you de-capitalize "Bandit"..? |
Because I needed that to fix the bandit spawn and I accidentaly merged it into my main fork |
So after speaking on the Discord, yes, the goal is to make Physickers (which spawn as Towners) the go-to place for healing. Currently, the Clinic doesn't look like a clinic, and how it's laid out is... very odd. I am going to be asking some questions to do a remap of the clinic myself so that it's better understood, easier on Physickers, and takes the heap of healing off the Church. I understand the reason for the PR, the Church is basically Medbay where anyone that has even a scratch goes to just for a quick nap. I've only done acolyte a handful of times and people come in because their leg is bruised, thinking an Acolyte has anything more than prayer and stitches. It shouldn't be Medbay, it should be a home for the homeless and rest for the restless. Physickers should aid the seriously injured, which will allow Acolytes to... well, be churchy, and not just "I have to keep praying because I've spent an hour just using Minor Miracle to cure the testicular torsion epidemic." |
Your comment about the 6 beds is referring to the acolyte sleeping quarters I assume on the right side? I feel like due to it being a bit more isolated less people would go in there to get treated, and would just end up with people making beds in the commons room or getting healed in the main room with the pews, especially due to the close proximity to water and a kitchen. This change won't really see any added traffic to the clinic due to their lack of beds you can sleep in. I also dislike the amount of chairs and the tables look a bit desolate, the table and chair by the kitchen look a lot more homely and pleasant in that regard. It makes it feel like just a massive dead zone. |
I think this is a step in the right direction, shifting the responsibility of fixing people off the church. The church used to be the dominant healers on Blackstone before the addition of feldsher and physicker, and I feel like they are not able to sufficiently fulfill their niche without it being dominated by the church. However, I don't think that this PR is sufficient as it stands. The clinic has no beds beyond the operating tables, has no water, etc. I would make this a draft and fix up the clinic to suit what the church would have done. This also causes a conflict between many of the acolytes whom are designed to be healers. I believe their role in this would need to be reduced (such as Pestra and Abyssor spells) if you want to properly address this, but I can't speak to the reception of such changes. |
It's also a room that should be locked to the public anyways. There IS another room upstairs with MORE beds, and little pendants to each god, but the door leading to the stairwell is lockable. And the confessional. Maybe the door isn't meant to be locked. Maybe I'm paranoid. |
I agree. I have faith (puns) they'll come to an amicable solution. |
About The Pull Request
REVAMP of the public church area into this :
(They still have a room with 6 bed next to it)
-> Nerfed acolyte to be worst than the physicker in medecine skills.
-> If it's pestra, they get two in medecine instead
Why It's Good For The Game
Acolyte shouldn't be better than physicker/feldsher to heal.
Pre-Merge Checklist