Our most permanent damage has been mind.
Most players have one stat significantly higher than the other, so everyone is risking death from an attack on the other stat.
Point being? Yes, Mind damage is both more dangerous and harder to recover. If you lose all Mind, you cannot be revived, unlike a death by Body damage. Mind damage cannot be mitigated by armor. Mind damage cannot be healed by build (I never suggested this; piecewise has said that build can heal). Mind damage is harder to predict and avoid.
Recover is completely neutral between Mind and Body, so these points are more or less irrelevant, unless you're attempting to educate me?
we're going by our current month long experience, I reiterate: Transcend is OP, and so far has been the only combat experienced, besides combat with one of our own (who was killed via attack from the Deep), and Control is far more essential to the party than recover is to an individual.
Transcend is OP, yes. That's core to the system, and is a long running issue with Piecewise games, and really any game dealing with both magical and mundane characters. Be it Einsteinian Roulette, Dungeons and Dragons, Dark Souls, XCOM, Omega Legion--magic is almost always better than mundane. Whatcha gonna do about it? Minimize how much that Overpoweredness affects how people must play. Currently, while I think transcend could be done better, it isn't
terrible in that way.
In much the same way, Control does not significantly affect how people play. It does make drivers into a valuable resource, who must be protected, but that isn't actually harmful. It's not like any single person can't choose to ignore the control skill; most people actually have done exactly that.
Recover, unnerfed, and without gameplay changes, significantly affects how every person
must play the game. The only exceptions are those who are at zero risk, which so far, is nobody.
As for waiting for one to recover - what's to stop them from saying "let's wait in this location on ship for two days while people recover and builders build?" We don't actually need to be moving in order for that crap to happen. BUT! While some are recovering, building, and vandalizing the Bore others could still be out and about, gathering, conversing with the natives, diving the sea, whatever. Bottom line, I don't think a slower "safety" recover rate holds anyone back all that much.
In general, most GMs avoid fluid time shenanigans where one group of people is resting for a week while another is locked in a single fight, over the same amount of RL time. It breaks suspension of disbelief, and more or less ruins systems based around time as a resource. Dig has heavy pointers towards being such a system, as build times, mining time, and healing time all show.
But PW has made it faster, so that's what it is. Same as switching the building mechanisms around.
Just because something has been done doesn't mean it's a good idea, or irreversible. If you had strong arguments about why the old healing system was better, then I'd support reversing the changes that were just made. To be fair, it would be best if changes were discussed and examined before being implemented, but that's just not how Piecewise rolls.
Sy, that was a good-natured dig, not an attack.
We're communicating purely through text, this isn't really an excuse. Yes, it is possible to use many racial slurs in a friendly and good-natured way; 95% of the time, when tried online, you're just gonna piss someone off and saying "It was good-natured!" won't calm 'em down.
I'd advise you not use friendly insults without following them with an obvious hint towards a joke, such as a smiley face emoticon. Even then, it's easy to insult people despite doing it jokingly if the insults are even vaugely believable. I'd expect you to know this, considering how often I see you use emotionally abusive tactics like that