53. [Idea] Alternate design for Ranger's "Treat Poisoning" Skill
Right now, the Ranger's Treat Poisoning skill has the following properties:
AP Cost: 3
Cooldown: 6 Turns
Range: 3m
It seems like the intent is to let you move close to a poisoned ally, and then remove their poisoned status once. That's fine, but I've got an alternate idea.
All "Treat Poisoning" does is to remove poisoned status. It doesn't offer any temporary resistance, it's just a one-time removal. The thing is, poisoning is a really easy status to inflict. Poison from a zombie splashes on the ground, you're hit. A zombie attacks you directly, you're poisoned. The 6 turn cooldown on that skill really limits its usefulness in my opinion.
Instead, I would alter it to this:
AP Cost: 6-7
Cooldown: 1 Turn
Range: 3m
The AP cost is now twice as much, but you can use the skill once per round. The downside to that is that if you are treating poisoning every round, you're not attacking or contributing anything else to the fight.
It's another one of those tactical choices: Should I cure the poison or do something to end the fight quicker?
The 3m range forces you to move to your target, increasing the AP cost. It's enough.
The main problem is that the target is usually inside a poisoning surface meaning that it has to move out of it first.
I think that the spell should add 100% resistance to poison for 2 turns. ( current turn and the next one )