Healers Guild and addition of Diseases (Post-Launch Content)

Post » Sun Jan 26, 2014 7:26 am

Zenimax already revealed they are planning on releasing the Thieves Guild, Dark Brotherhood and Justice System in a content patch after launch. With that said, here is an idea for post-launch content down the road. This new NPC guild (Healers Guild), which is made up of healers, priests, and alchemists, will lead up on a series of quests to cure the diseased/poisoned. This guild can be found in the chapel in each major city. Traveling will be very extensive, since you’re required to journey many miles to tend to the sick, collect ingredients for potions, and find books on curing various diseases, etc. In addition to adding many hours of new content, a new Healers Skill Line will be added as well (geared towards curing various afflictions):

Cure Poison

Cure Paralysis

Cure Disease (Ataxia, Bone Break Fever, Brain Rot, Droops, Rattles, Rockjoint, and Witbane)

Cure Vampirism (Sanguinare Vampiris)

Cure Lycanthropy

With the addition of the Healer Guild, the developers would also add numerous diseases to the game, such as; http://elderscrolls.wikia.com/wiki/Diseases_(Skyrim)

Lastly, the Healers Guild is mentioned in the lore but has never been included in an Elder Scrolls game; http://elderscrolls.wikia.com/wiki/Guilds_Act

Thoughts/Opinions?

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bonita mathews
 
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Post » Sat Jan 25, 2014 9:58 pm

No. I don't mind there being a heal dedicated skill line but making random healers guild is just pointless. Also I think this is your third post-launch guild topic.

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Lalla Vu
 
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Post » Sun Jan 26, 2014 10:42 am

Guilty. I love the Elder Scrolls franchise and like talking about what would make this game even more epic... :icecream:

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stevie trent
 
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Post » Sat Jan 25, 2014 10:04 pm

I quite like this idea as a quest providing mechanism. Extra bonus missions for those with above average potion making skills would also be nice.

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Rebecca Dosch
 
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Post » Sat Jan 25, 2014 11:36 pm

Cool idea! Maybe it could even lead into some minor disease passives at completion. I especially like the tie in with vampiricm and lycanthropy as a good way out for those who change their mind. What if instead of adding those as healer "skills" (since you could unwillingly cure someone) they made it alchemical recipes. Alchemist could then craft a cure potion for the AH or their friends.

They could even use that line to counter balance the infected blood passives. Make it so you can't both have infected blood and be part of the healer guild and use that line to provide alternative passives and skills to compete with infected blood passives and skills. There is a lot of potential there.

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Rob Smith
 
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