Lukepop's Physicker Suggestions.

Have a new general feature to suggest, or think one should be tweaked? Share your ideas here.
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Lukepop
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Joined: Wed Oct 06, 2021 10:32 pm

Lukepop's Physicker Suggestions.

Post by Lukepop »

In the time honoured tradition of players providing suggestions and buffs for the things they spend the most time playing with, here are my best ideas for physickers that I don't think would require a revamp or radical redesign of the game's mechanics or direction.

1. Meditation/Fortification therapy for Physickers. A new ability for physickers that increases the target's meditation skill by 50: somewhat like the uyto glyph but for meditation. Maybe have it take less than 30 seconds, although if we're comparing it to the glyphs 30 seconds is still pretty generous. I think this fits neatly into their wheelhouse while also expanding their abilities in a small-yet-useful and interesting way. It would also be another physicker that ability provides a buff, rather than just curing something. The other two being motivation and reflection therapy.

2. Adding in "extracts" or something that fortifies against damage or physical conditions would also be really cool! e.g. once infestation is added, an ability to help prevent it as well as one to cure it. Another example would be something that buffs your defense against tackles. "Springfoot Tonic", for example.

3. Allow Physickers to draw vials of blood. This would unlock new options for medical rp. For example, characters with a long-term illness that require treatment and check-ins. It also opens the door for new negative statuses that Physickers can cure. For example, a new ability that allows sorcerers to "curse the blood" of their foe that Physickers can diagnose by removing some of the patients blood. Additionally the treatment may also involve the blood in someway, such as the relevant medicine(s) having to be applied in a certain way depending upon the patient's blood chemistry.

4. Reduce splint time relative to medical skill, in the same way that suturing and tending time are reduced.

5. Finally, please implement tending specific areas. It would make acting as a combat medic so much more viable. Currently, committing to tending a wound means that it has to be serious enough to be worth potentially having to tend all of the other wounds before it. Most annoyingly, this includes the slight wounds.

Sidenote: Suturing yourself and bandaging yourself don't appear to apply both doctor and patient roundtime. Just doctor roundtime. I don't know if this is intentional, but I thought I should mention it. Thank you very much for reading and I'm sure I'll have more suggestions (nonsense) in future.
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Lukepop
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Re: Lukepop's Physicker Suggestions.

Post by Lukepop »

I've come to find the title of this thread very obnoxious so I would edit it if I could. With that said, here are some more suggestions surrounding medicinal alcohol and infections, based on a discussion I had with Eldiana.

Add in infections that can randomly trigger from flesh wounds, with the chance of getting infected being increased for each tier of the wound. Slight wounds would have almost no chance, even for weeks. Minor wounds would be enough to want to get them fixed up, moderate wounds would be concerning and major and severe wounds would merit getting them cleaned out as soon as possible.

Also add medicinal alcohol, or some similar medical concoction, to clean out those wounds before they're fully treated and to allow other players to not get infected without seeing a doctor. I would suggest that maximum level infection outright kills players, but that the chance of that happening should be quite low even without treatment. To mirror real-world infections, perhaps have high tiers of infection spread to other uninjured parts of the body.

To not step on the toes of druids, because it's more fun if everyone gets their cool abilities, allow druid self-healing abilities to negate or at least slow the spread of infection.

I would suggest that, leading up to death, possible symptoms would include negative rerolls, lowered max energy, lowered morale, and lethargy (increased roundtime). I think that, of these, lowered max energy is the most fun/interesting because when it reaches zero is when the player would die: mimicking how bleeding out currently works in the game. I appreciate any feedback from anyone in the community, particularly druids and other physicker-players!
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Karjus
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Re: Lukepop's Physicker Suggestions.

Post by Karjus »

1. Meditation/Fortification Therapy - Totally up for this, I'm all for a spread of a variety of buffs to a few of the non-combat focused classes, especially those with a focused "skill" so that they can offer out services from there. And just because Medical/Physickers have some, doesn't mean more wouldn't be cool. Plus, selfish plug of the idea of physical therapy as well that I posted a while back.

2. Allow Physickers to draw vials of blood - I like this, but maybe not in the you intend it. I just want to see a blackmarket for player blood, if Physickers can sneak away a sample during tending to sell it on to Sorcerers.

3. Reduce splint time relative to medical skill - Totally.

4. Tending Specific Areas - Yes, totally needs adding. I know we're all aware, Rias included, but one of those things that really needs doing.

5. Infections - I'd be down for something like this, maybe a cumulative small chance for long existing wounds, and larger chances for slashing wounds by animal creatures that end up causing bleeding. Totally for more things combat characters need to prepare for in terms of ailments as well as Physickers more stuff to do.

6. My own addition, despite people being told there is no reason to train Medical as a non-Physicker currently, people do and then realize people say it for a reason. Personally, I'd still prefer it to become a "class" skill that is trainable only by Physickers. Otherwise, there needs to be some serious bonuses/obvious benefits to the initial 250 skill everyone can put into it, and make it more easily practicable. I think, if you did that however, it would devalue the use higher skill in Physickers. A compromise would be to perhaps, remove it for everyone but scholars, and then allow Physickers their specialist status, but include some of the more basic benefits to Scholars up to their 400 skill?
- Karjus

Speaking to you, XYZ says, "Never bother to wash it. It gets dirty again anyway."
Speaking to XYZ, you say, "I hope you don't treat your ass the same way."
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Zombilicious
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Re: Lukepop's Physicker Suggestions.

Post by Zombilicious »

There is a medical rate for infections, which I'm intrigued to see the outcome of later on.

As for Medical as a non-Physicker currently, with Rias' interest in opening up Medical to non-Physickers once Physickers have enough things to make them solidly useful as a class, I see no reason people shouldn't be able slot some goal points away for Medical if it makes sense to their concept or even if they just want to. Anyone who doesn't want to, or who changes their mind, can always untrain it later on -- or just never train it to begin with, and let the goal sit there. Hurts no one. Let's not lock it behind classes.

Is Herbalism going to be behind Medical? Because I would be interested in seeing poisons mixed in with herbalism and if that's all medical, hi yes.

I do like the idea of Physical Therapy.
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Teri
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Re: Lukepop's Physicker Suggestions.

Post by Teri »

This came up a bit a few times recently so, poking this thread to support physickers being able to draw blood. Muddle who is physicker or warlock asking for blood (Maybe some physickers and warlocks become friends! Trade blood, be dubious!) And the rest of these above ideas are still neat.
Oh no, looks like I might die as I have lived. In the wrong place at the wrong time
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