Mag7spy wrote: » I'm prob not understanding this or it i is jus trying to making potions more convoluted for no reason. You don't need to add more complex mechanics to everything just for the sake of it.
Raven016 wrote: » The timer until the potion can have max effect can also be shown on the hotbar by gradually filling the potion.
Azherae wrote: » I'd support it, it is technically better at simulating the situation in which you have a healer (or multiple), than 'standard cooldown' potions are. So I consider it to be both 'automatically better balanced' and 'easier to balance' in terms of high volume simulation.
NiKr wrote: » Azherae wrote: » I'd support it, it is technically better at simulating the situation in which you have a healer (or multiple), than 'standard cooldown' potions are. So I consider it to be both 'automatically better balanced' and 'easier to balance' in terms of high volume simulation. L2 had a compromise of all healing pots (outside of a rare instant one and a super long cd one) were regen over time pots. They had a 15s effect, but you could refresh it 10 seconds in. So spamming was useless for 2/3 of the duration, but, if you wanted to always be under the pot's effect, you'd usually start spamming that button around 9th second of it, just to be sure that it goes through. Where does that solution fall on the scale of "you can spam as many instant hp as you want" and "there's a long cd on all your pots"? And is it, in any way, comparable to the OP's suggestion? I feel like they're somewhat similar, but L2's still has enough of "you can't do this thing" kind of design to prevent the potential feelsbad moments that players might have.
Depraved wrote: » yeah no potion spam pls. pvp turns into a fight of who has the most potions ughh.
Myosotys wrote: » In my opinion, using potions correctly is a real skill. Spamming healing or mana potions requires no skill. Neither does waiting for a cooldown to end by hiding or running.
Myosotys wrote: » Spamming would therefore be useless (at best 1 HP), worse, it will waste potions.
Myosotys wrote: » This would also enhance the profession of alchemist by greatly increasing the need for potions.
Depraved wrote: » i didnt say your suggestion was a suggestion for potion spamming. i just said that i dont like potion spamming. and yes, it turns into whoever has the most potions wins. you played ragnarok didnt you? you also had line of sight and food spam + plus potions in nw to go back to full health. i once spent a good 30 minutes fighting the same dude in amrine ruins in nw because we both kept healing back to full using potions and the life staff (none of us were healers). extremely boring fight tbh we have talked about this before.
tautau wrote: » Yes, we discussed this before at some length. But one thing not yet mentioned in this thread is that potion availability also makes healers less necessary. Why bring a healer and share drops with them if you can just spam pots? In my opinion (which of course matters little), I would rather have potions very rare & weak or not have them at all.
Raven016 wrote: » Potions can have additional effects too, not only healing, to say that the potion makes healers less useful. But the game could be designed to make potions and buffs work in a combo, to amplify effects or get additional effects, if used with correct timing. Then both buffing and potions will be needed.
Myosotys wrote: » Raven016 wrote: » Potions can have additional effects too, not only healing, to say that the potion makes healers less useful. But the game could be designed to make potions and buffs work in a combo, to amplify effects or get additional effects, if used with correct timing. Then both buffing and potions will be needed. But in general, it's the healing or mana potions that are used the most and that are mainly concerned in my proposal. I sincerely believe that my idea would bring a plus to combat and some new strategies. As for the other potions, I'm not really in favor of combos, as they're more reserved for cooking/food/recipes, which are already in some way combos that need to be mastered. After that, it depends on the means available to alchemists and cooks. Nor should there be too many variables to study, which would complicate the task in PvP.