Well, what I meant for using herbalist stuff with healing was like finished preps being used BY the healer when healing someone else, not as potions/preps to be taken by each user. Sort of the equivilant of wrapping a gash with some herb before bandaging to help stop the spread of infection. I agree that, at least currently, we don't need potions that heal hard HP. There are already soft HP potions though which literally negate blunt damage completely.
They would just need to make the healing multipliers adjust for how much you can heal without X Y or Z prep in the healers inventory vs without.
Another option would be for healers or alchemists to give buffs with specific preps in their inventory. Alchemist can say, make a salve that gives +accuracy or even plus STAT ABOVE MAXIMUM, but the healer has to apply to to everyone. I also don't want in-combat healing to really be much of a thing, as there needs to be severe punishment for getting whacked in battle.
IMO, the herbalist skill should just go away and be merged into healing or alchemy, and alchemy should rely on healing skill more, with more of it intertwined.
Herb gardens are also kinda bugged. I've found the right fertilizer for some of my herbs, our gardens are about 19k durability, and I can never get more then qual 82ish even if I use 100 qual herb with 100 qual fert and 100qual water. Not that it matters a TON since I have an herbalist shop and alchemist outfit to boost it, but it still would help.
Muh wrote:Well, all lvl 100 skills are just something tiny decorative, they never were meant to be awfully useful.
Anyhow, if preps could be used for alchemy too, as additional ingredient, it suddenly would make sense to have more than one herbalist.
Some herbs are just easier accessable with the gardens than others, so people who can make some preps easier than others could do them.
Right now you pretty much just need one, 2 herbalist top, if you have herbal gardens. There is really no need to have a bunch of them.
I understand why they may have scratched the idea to use preps for healing. They simply did not want people to heal up behind walls, but let their hhp be reduced till the bedrest ran through. Shortening the bed rest might break the game balance.