20 hp as 1hp/turn with a 92 turn cooldown is just way too little compared to the other healing skills in the game like crystals, which can give you 20ish with no cooldown, or knit flesh which can do 30-40 in five turns. Socialized Healthcare becomes useless after...dungeon level 2. Really, it is super flimsy right now.
On the other hand, it's a warrior skill, which archetype isn't really known for its healing abilities. I think its better if warriors still have to break archetype to get good healing. It encourages diversity in builds.
That's the problem with socialized healthcare, all of the low level people get it and it ruins the quality of service for high level characters because everyone has to wait thier turn.
I think socialized healthcare should give the player a waiver for medical attention that transforms into a healing potion after 200 turns. Either that or it should grant the player a stack of 6 turnips that can be eaten for 8 hp a piece. Both of those would be functionally useful and funny.
Before we look for buffs, look at the tourist tree. I don't really understand how it fits in the archetype of the game at all. I have been playing every single build with it, maxing it, and seeing if I am missing something. once I am done, I will make a post about how I feel. Till then, yeah socialized Healthcare sounds terrible, but really there are other things that need more work first.
Keep in mind that it only takes one skill point to get socialized healthcare. And it's in a warrior tree with a ton of power in other places. Yeah, its not a great skill but it's balanced on the whole.
I don't mind it at all as a Warrior heal. It's especially good when stacked with food and doubly as good when stacked with a regen potion or fungus. I'm on DL4 and it's still good. I think it will still be good on DL5. That's not bad for a first-point ability. It probably just needs some scaling for the late game, so you can eventually heal 2 HP a turn for the same number of turns. I assume the game rounds down all numbers, so if an appropriate scaling factor were selected on an appropriate warrior stat, when you level up enough you could start getting 2 HP a turn.
Scale it to Burl maybe? I don't think 2HP/turn after you hit ~120 HP total would be that overpowered.
I am havink excellent idea. In Communist Russia, Vodka is health potion. Maybe Socialized Medicine is beink twice the effect when vodka is drinkink you? Vodka warmink effect makes waiting in line easier! Of course, when Capitalist Scum is raisink grain prices we are usink Iron Curtain against him, so loyal Comrades to be learnink to grow potatoes from the compost of defeated Veggies. Maybe 4% of the time, da? Is good idea, nyet?
Am thinkink that would make Diggle God of Fertility too good. As good atheist communists, we cannot be havink that.
I very much agree with this, I've found the skill to be very useful so far. It's a nice early heal that stacks with eating something. From the runs I've had, I wouldn't say it needs buffing. Keep in mind you get a wonderful little escape tool at lvl1, too. But this, hahaha, terrific!
I don't think this skill needs a buff. It's a free 20hp food item that stacks with food items. Later on it's a great way to "top off." Consider how hardy warriors tend to be, especially with how potent Communism is at defense in the first place.
I am incline to agree that socialized healthcare doesn't need a buff. Yeah you won't use it in the middle of combat later on but early game you will and for the rest of the game is heals you nicely after combat. I tend to use my healing potion anytime they are fully useful even after combat. socialized healthcare saves me from doing that. I could see it getting a 60-70 turn cooldown to make it less annoying to use and not being overpowered. The bomb is the only skill in communism that I think needs a buff. Something a like 365 turn cooldown to make the bomb. Edit: Even with magical law's capstone skill I don't think it would be overpowered.
Agreed, and doubly agreed. I have little to no desire to achieve the capstone; as a warrior I have little use for Wandcrafting, and the ingredients are exceedingly rare as well.
Yeah I haven't used the bomb because it doesn't seem that powerful. Even with magical law's capstone I don't think the bomb would be overpowered with an active skill. It would take 11 levels to get to that point. By then you could max nerco, max magical training, and put a point in both archaeology and burglary.
I was under the impression The Bomb was something you saved for Dredmor or a tight spot, but I dunno if it's good for even that.
Well the bomb is basically a bolt of mass destruction with an extra 310 + 50% to paralyze then for 24 turns it deals 2135. Basically you deal 51 damage to dreadmor after 24 turns, which is a holy hand grenade or two. It is really only for monster zoos.