ImpalerWrG wrote:^
I'd say that the current bonuses are mostly fine, they are varied and interesting, though more need to be added.
Frontier, S&C, and NatP are all critical for purity grind, all though with the change in how purity grind this will likely become less useful.
H&N, L&L, and S&C is well worth the grind and forces you to make the decision whether or not to consume your current output to increase your future output.
Frontier, M&M, and H&G increase your purity in their areas which is very important, and hopefully will continue to be.
The P&P bonus would be important if it was not so easier to make purity clay with water.
S&E was important before tinder dills become easy to not KO yourself with, so now probably could use a new purpose.
T&N is of course critical for the bonus it gives to clothing diff and to slotting slot expansions and civ clothing.
S&S and NatP allow you to save money on pots by increasing or replication their effect.
C&D slots combat gear.
PerenP slots Hidden Pockets in everything(well most things).
There is a large variety of very impactful bonus, and while we could use more most of the current ones are well worth specializing for.
ImpalerWrG wrote:Some ideas
Cloak&Dagger: Something like stealth/perception in H&H, crimes being detected/hidden based on Proficiency.
Faith&Wisdom: Allows more stuff to be put in churches per that Sacred item idea, higher proficiency allows more 'light'.
Pots&Pans: Have a real cooking mini-game and P&P actually lets you cook better food.
Sparks&Embers: Purity on metal should be linked to a more interactive smelting process that uses Proficiency.
The hidden crime system always seemed dumb to me, its should be fairly obvious that a crime was committed, when there is a dead body or a bashed in wall. C&D would be put to better use if it gave you more time to track and if the tracking arrow was more like the prospecting arrow, but would have less variance the higher C&D you had.
Faith should defiantly have some impact on light/special church functions if/when they are added.
P&P should defiantly be linked to food produce, though a soft cap to purity or scaler applied to glut values or the timer would be sufficient. Also link all clay production to it in some way.
Currently iron production, even at high purities, is trivial something needs to be done about it and it should include S&C.
Currently the really meaningless prof is A&C it adds to very little and is not needed very high for skills, at this point it could be removed with out having a major impact on the game.