Herbalists, as we know them in their current state are rendered completely obsolete by clerics. They need more functionality to be useful.
Also, I’d like to point out that because clerics essentially heal everyone to 100% without effort, the herbalists don’t get any wounded to heal, so leveling a herbalist is extremely slow and tedious, because the recipes they craft barely give any exp.
I request the following changes, and I’d like to ask everyone to add further suggestions!
Healing potions to be carried by soldiers into battle as an emergency healing
× Furthermore, herbalists should be able to craft different tiers of healing potions for different amounts of healing. Obviously, the higher the tier, the higher the healing, and higher the level of the herbalist required to craft it.
Complementing the above suggestion, entry level bandage should be craftable at herbalist level 0 to replace the healing potion which is now carried into battle by soldiers
× Either that, or the potions can have multiple functions, meaning that they are both usable by soldiers and the herbalists themselves
Antidot Tonic and more negative status effects caused by monsters, which also last longer
× Part of the herbalist’s job is to cure status effects caused by monsters, as they can’t be removed by cleric heals. To expand on this, there should be a new kind of potion that represents this ability, as well as more and more potent negative buffs should be added to hostile monsters, some which only the herbalists themselves can remove (so the cleric can’t just storm to the bed and shove a potion down the hearthlings’ throat)
Hearthlings to gain temporary bonuses when cured by herbalists over clerics
× To further differentiate the herbalist and the cleric, herbalists should grant temporary buffs to hearthlings they’ve cured:
× For example, hearthlings whom they heal gain a temporary health regeneration for a few in-game days, or immunity to negative buffs when the herbalist removes a negative buff from them.
× With this we’d also need the ability to forbid clerics from healing bedridden hearthlings
Buff Potions included in the general GUI for easy access, and the ability to (optionally) schedule them for automatic consumption when they are available.
× Right now it’s ridiculously tedious to activate these things, because one needs to either have one placed somewhere in the world, or find one in one of the stockpiles, so a button somewhere on the GUI would help a LOT!
× The “GUI button” should prefer potions stored in stockpiles or containers over potions placed in the world
× When a placed potion is consumed, it should be automatically replaced by a Hearthling (or they should be completely excluded from this feature?)
× The duration of these buffs should be displayed on the general GUI, as it currently affects every hearthling
A crafting reagent crafted by herbalists for weavers to craft poison coated arrows
× Herbalists can now cure the village and help in a lot of ways… How about some offensive capabilities?
The herbalist and the engineer to join forces to craft dangerous poison traps!
× The herbalist crafts a reagent or two, the engineer uses those reagents to craft some tricky stuff with poison!
We have buff potions? How about some offensive buff potions?!
× These potions would work in a similar way to the current buff potions, except they would affect enemies instead of our hearthlings
× These could only be manually triggered from the military menu of the GUI, and would affect every enemy in a certain radius around every hearthling (and would obviously need a cooldown)
× The types of offensive potions include: Stun, Lower Damage, Lower Armor, Poison, Burn, Terror! (makes them flee), slow movement and attack speed, etc…
The mason and the herbalist could also work together to craft "buff statues"
× These would either be offensive or defensive, and would either weaken enemies or strengthen allies within a specific radius around the statue
× Specific reagents would be crafted by the herbalist and the mason would incorporate those into the statue
× These statues would be subject to destruction by enemies, and would be autoreplaced, just like the doors, or repaired by the mason when they are damaged
× Effects could also include slight bonuses to move speed to enchance the efficiency of the workers, as well as other work related bonuses like faster crafting
Herbalist to gain a buff aura in Town Defense mode
× The herbalist in general is a non-combat unit, but in times of need, the herbalist should be able to dish out some limited magic to save the day
Herbalists should be able to help farmers tend to flower fields (but only flower fields!)
× When they run out of flowers, my poor herbalists usually turn sad and depressed, because they feel useless!
× Perhaps they could also have a garden of their own. “shrugs”
× Potion bottles of various colors without any actual usefulness. They would sparkle, glow, or even talk! Woah!
The ability to place healing potions in the world, just like the other potions
× What’s this discrimination? Every potion is beautiful!
Well, that is all I could think of for now…
Now it’s time for discussion!