Primalist Skill Access

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Primalist Skill Access

Post by Maina » Fri Nov 19, 2021 10:34 pm

I feel like maybe Primalists should get some additional skill access in wilderness survival skills, like bushcraft, climb, etc?

One, as they are a nature-focused guild.

Two, as their abilities are often hidden in the wilderness, this would let those areas have higher skill requirements to access while still being available to Primalists.

I wouldn't want it to step on the toes of the Rangers entirely, but a moderately increased cap for a few of the nature skills feels appropriate, and they are somewhat lacking in useful things as-is.

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Re: Primalist Skill Access

Post by Lexx416 » Fri Nov 19, 2021 10:38 pm

I was trying to find this post when you mentioned this on #GAME. This is actually the biggest reasons I kept with Ranger, instead of changing over to Primalist when that class was released.

I'm not sure how high their Exploration skill caps SHOULD go, but I do think having higher than average bushcraft would be nice (exploration skills could possibly be supplemented with Cool Druidic Things too, but bushcraft seems a bit trickier to justify).
"You hear the Woses, the Wild Men of the Woods... Remnants of an older time they be, living few and secretly, wild and wary as beasts."

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Re: Primalist Skill Access

Post by tulpa » Sat Nov 20, 2021 4:52 am

I had to think hard about Bushcraft when setting my Primalist's goals. Ultimately I decided to leave it by the wayside a bit, mostly because the recipes available above 200 are ranged combat/shield stuff so I took that to be the direction it was going in.

If the skill involved a lot more horticulture, ink-making, herbalist or botanist-style activities I could see the skill cap being something like 500-600, but currently it seems like more of an adventurer's pursuit than a scholarly one.

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