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Main Forums => Suggestions => Topic started by: SilentSouth on December 14, 2010, 08:57:27 PM

Title: Drunken Haze
Post by: SilentSouth on December 14, 2010, 08:57:27 PM
Ive tested out the Drunken Haze perk and i don't know about other players but i think it could use a minor boost.

For example, the average ale only heals 1hp and gives 1 temporary hp, i think that the stronger the ale the more effective it is with the drunken haze perk.

E.g
Cheap ale - heals 1hp & 1 temp hp
Powerfull spirits - heals 2hp & 2 temp hp

And then you get the likes of alchemists hooch which could do considerably more like heal 5hp and 3 temp hp.

At the moment from what i have experienced so far it doesn't do much, but let me know what you guys think, perhaps i'm wrong.
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Post by: Giselle123 on December 15, 2010, 01:21:28 AM
Had it for Prugnak Ironeater; perk is essentially useless.  Rping him as lush was fun, but could have done that without the perk.

Very small hp boosts (if you make the fort save); temp hp meaning that they only heal you for a time and then disappear leaving you wounded again, and even worse you can still get addicted and suffer ab penalties for sustained periods (much longer than any potential hp boosts incidentally).
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Post by: Egon the Monkey on December 15, 2010, 10:03:15 AM
I would agree that making alcohol addictive and quite heavily so means that this perk seems to almost inevitably turn your PC into an alcoholic. Which, of course is what the perk implies, but it also suggests booze is a positive thing for your PC. I'd therefore suggest changing this so it negates addiction penalties for alcohol too.
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Post by: SilentSouth on December 15, 2010, 11:04:21 AM
Yeah i agree, i think the drunken haze perk could use a minor boost with healing, prevent addiction effects and perhaps reduce the lasting effects of a failed fortitude save.
 
This would perhaps encourage people to actually drink ale on the server rather then just pretend to.