Recently I thought the idea to include illnesses in the game and create the profession Medic. The idea of the Medic is to scan the player, see the illness the player has and craft the corresponding treatment and sell it to the player. Each illness should generate a random debuff that affects the infected player, the idea of being random is that the player don't know the illnesses he/she has. As many illnesses the player have the player have more debuffs and all of them gets stronger depending on how many illness he/she has. To get an illness in the map could be infected rivers or lagoons and some monster could have a chance to infect the player with each hit. The best complementary profession would be herbalism, that way the player recollect plants to craft treatments.
I think including illnesses would be a nice mechanic that can be used in dungeons, classes, could be builds of illnesses, etc.
Some examples of debuffs applied by illnesses could be: reduce attack speed, reduce spell damage, reduce healing, reduce attack power, reduce mana regeneration, etc.
And to reduce dependence of medics or to have a faster option maybe engineers can craft a scanner to scan illness and a medic can craft a pill that cures every illness, but those should be expensive but fast options.
Last edited: 2022-01-30 00:34:07Agreed with that. If I remember this was discussed in another topic before. In my opinion would be fine if things like endgame equipment can be obtained in many ways. You can loot a sword of a boss but that boss drops too the recipe to create that sword. So then you have the choice to farm the items to frogr the sword or try more luck killing again the boss. Any other useful thing can do jobs its to complete secondary objectives in dungeons or quests.
Looks like this game will become a WoW clone. race vs race, similar classses, similar races, similar graphics, similar combat system, similar pvp system, similar player base (reading forum). So why not also have similar professions... lets just keep copying wow i guess.