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Stat/Armor potions

Proposals which did not pass the two week review, were rejected internally, or were not able to be implemented.
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NoRKaLKiLLa
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Re: Stat/Armor potions

Post#51 » Wed Nov 02, 2016 11:11 pm

Renork wrote: You do realize this is a fantasy game right? Using your own argument, a magician should be able to incinerate you in seconds and thus your axe, sword, or spear is worthless. See how that works?

Back on topic and quoting Azarael,
You don't get to decide when you get to say something and not be responded to until you can close threads, sorry.

"Magicians" can and do incinerate you in seconds, while running away; making your axe, sword and spear worthless- unless you're a white lion ;) then you can instantly close the gap with zero chance to have your gap closer parried, dodged, disrupted, interrupted or blocked.

Have you ever played as an MDPS before?
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Azarael
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Re: Stat/Armor potions

Post#52 » Wed Nov 02, 2016 11:22 pm

This topic is not about MDPS vs RDPS.

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Tesq
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Re: Stat/Armor potions

Post#53 » Wed Nov 02, 2016 11:40 pm

Azarael wrote:@wargrimnir: that's very, very hard to make work. A simpler variant is to convert armor potions to % physical damage reduced. Effect is greater the lower your armor mitigation is.
well i like this because, prevent things that total bypass armor to get crazy by stacking new gear but still--> dok/wp/BO HUGE buff

and so destru buff over orders--> chosen +bo would became staple: armor buff + resistences aura+ 20% magic damages reduction, + zealot heal increase and armor pen reduction. These are a lot of stackable effects
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NoRKaLKiLLa
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Re: Stat/Armor potions

Post#54 » Thu Nov 03, 2016 2:46 am

The topic and issue is the fact that classes that are literally wearing robes, ROBES, can say "lol +50% armor" by drinking a potion.
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warkaiser
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Re: Stat/Armor potions

Post#55 » Thu Nov 03, 2016 2:53 am

Klesko wrote:
warkaiser wrote:Changing pots has an impact on EVERYONE, and removing or severely nerfing them would have a huge impact on group makeup / balance and class desirability. There would now be a sudden need to have X class with X buff to compensate for the removal of the potion buffs, and as a result, if youre not that particular class you will be much less preferred in a group vs someone who does. Certain tanks will be much more desired vs those that do not offer the same buffs, and the same goes for healers. Not having those particular classes and going up against a team that does have them, puts you at a huge disadvantage if you no longer have the ability to compensate for lack of buffs by using potions.
Same coin, flip it over. With the introduction of tradeskill potions to the game you've done PRECISELY what it is that you've pointed out is a "problem." That is you've completely changed the dynamics of team make ups and what class is desired/needed/etc. A class should bring to the table what it is that they've been designed to bring to the table... if they have a buff or debuff or build that does a certain thing, they should be able to bring that to a warband/group and be appreciated for that, rather than have an ability or buff obsoleted by something that isn't even inherent to a particular class or spec.

Your argument that certain tanks will be much more desired because of the buffs they offer (to make up for the loss of buffs that potions would have otherwise provided) is actually an argument against yourself. Literally by introducing potion stat buffs to make those tanks LESS desirable is a hindrance on the game and creates the EXACT problem that you tried to point out in your argument about the impact on everyone in the game with a change to potions.
Not true at all.

As it stands now, with the potion buffs, the classes with buffs for their group (mainly tanks and healers) can simply run a secondary buff which is still a benefit to the group, but not as large of an impact as buffing armor or a main stat. Having the buffs to secondary stats is still a slight advantage, but does not give a group as much of an edge vs another group who perhaps doesnt have those same buffs due to having different classes with them.

The problem with removing buff potions is that it creates a situation where exactly what I mentioned above is no longer an option. Certain classes have buffs to main stats which will now suddenly be the ONLY way to get those buffs, and not having them creates a much larger gap in power between 2 groups than the current use of secondary buffs.

This will not only lock groups into desiring tank / healer A vs tank / healer B, but will also pigeon hole those classes into being expected to only run a single buff. WP for example will now be even more highly desired for the armor buff (which it is the only healer who offers it, and no longer obtainable by potions) but will also be expected to be running it at all times rather than being able to use one of its alternate buffs for either increased DPS or slef-heals to the group which they are currently able to run because their whole group already has armor pots.

You guys are trying to act is if armor and main that buffs are the ONLY buffs available to those classes, and that pots make the class useless when that simply isn't true. They still bring a lot to the table with their other buffs. Along with the fact that, main stat pots are not the only pots. You have the option of things like getting the main stat RP / Zealot buff, and using a Toughness (something they can't buff) pot instead.

Of course, there's also the issue which several of you don't seem to be considering in which several of the buffs can be removed by enemies. I can already see the removal of buff pots and reliance on class buffs for main stats immediately leading to groups making heavier use of buff removal skills led by a flood of "Make buffs unable to be removed" QQ threads.

warkaiser
Posts: 33

Re: Stat/Armor potions

Post#56 » Thu Nov 03, 2016 2:59 am

NoRKaLKiLLa wrote:The topic and issue is the fact that classes that are literally wearing robes, ROBES, can say "lol +50% armor" by drinking a potion.
Or by standing near a WP / DoK..... "lol +50% armor because im within 100ft of somebody else"

Or by attaching a fancy jewel to their armor...

Or because some dwarf called you his friend while hitting somebody...

See how silly all of it actually sounds? But this is a fantasy game, with magic and all sorts of crazy stuff. Not real life. It doesnt need to make sense.

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NoRKaLKiLLa
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Re: Stat/Armor potions

Post#57 » Thu Nov 03, 2016 3:07 am

warkaiser wrote:
NoRKaLKiLLa wrote:The topic and issue is the fact that classes that are literally wearing robes, ROBES, can say "lol +50% armor" by drinking a potion.
Or by standing near a WP / DoK..... "lol +50% armor because im within 100ft of somebody else"

Or by attaching a fancy jewel to their armor...

Or because some dwarf called you his friend while hitting somebody...

See how silly all of it actually sounds? But this is a fantasy game, with magic and all sorts of crazy stuff. Not real life. It doesnt need to make sense.
All of the above requiring some kind of cooperation with a teammate instead of a core tactic available to every individual regardless of class, position or composition.
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Ninepaces
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Re: Stat/Armor potions

Post#58 » Thu Nov 03, 2016 10:26 am

Maybe look to balance these with the final end game gear set and end game potions. Any changes before that would have to be revisited anyways. Its not a desperate change that needs addressing immediately. That being said it would be nice for tanks to get some utility out of their +armor abilities and for squishies to actually be squishy. In terms of meta, ironbreaker with its +armor oathfriend buff would get a nice boost, with destro not having the same mitigating option.

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BrockRiefenstahl
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Re: Stat/Armor potions

Post#59 » Thu Nov 03, 2016 10:57 am

WTB Thorns and Shield potion!!!

Pots are fine BUT, its the "Elitist-Meta-Mindset" that forces everyone to craft/buy because Meta...
You have one aspect for keeping it ingame --> Hell its a crafting profession after all... (even if crafting is complete garbage in this game - sidefact)
You have the contra of balance --> Game would be easier to fix, if you have some sort of tabula rasa in terms of buffs.

For example IB armour buff, who uses that when all got Armour pots -> well then I use a toughness buff -> Oh wait, look Groupmember 3 uses a toughness pot (so memory take note: Groupmember 2 only this buff Groupmember 3 only this buff)
This was only a example for trying to get the maximum of efficiency with class ressources. (I know its far from practise but still)

You guys know what this means... Talents get obsolete by that overabuse of potions.
Either let them stack and insert all potions, or remove them completely. Butchering/Apo/ (lol Harvester) is just another dumb timesink after all.

Annaise16
Posts: 341

Re: Stat/Armor potions

Post#60 » Thu Nov 03, 2016 12:57 pm

Spoiler:
Quoting Azarael,

" A simpler variant is to convert armor potions to % physical damage reduced. Effect is greater the lower your armor mitigation is."

Another kick in the teeth to WH/WEs.
User was warned for this post. Read the rules.

-wargrimnir

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