Re: Stat/Armor potions
Posted: Thu Nov 03, 2016 12:57 pm
Solution 1
Is actually the worst solution; it took lots of effort to to recreate a working potion crafting system and as long as if there is another way to balance pots, removing a major part of the game content shouldn't be considered.
Potion crafting has also a big role in the ingame economy and removing it could have some unwanted/toxic side effects. For instance the auction house fee was recently introduced as a gold sink and the removal of potion crafting would lower the effect from it again.
Solution 3
I'm not a fan of this, because it gives people a "get out of jail" card, like with the active renown abilities (cleansing winds etc.). The effects are not as strong as on the renown abilities and you don't need to spec renown for it, but it still means that people with lots of gold/time get a huge advantage over others in certain ingame situations.
I think that this would also be very hard to balance: If the cooldown is too high, most people probably won't bother with pot crafting anymore and we might end with 95% of solution 1. If the cooldown is too low it might be even worse than atm.
Solution 2
I think to lower all pot values to about one fifth and make them stack with abilities is the best solution. Not only would it allow to make forgotten class abilities viable again, but also the difference between "pot-buffed" and "non-pot-buffed" players would be lowered.
Pot crafting would still be useful for min-maxing and the economy shouldn't be affected noticably (if necessary, the max. pot duration could be changed to 30 minutes).
As this affects the whole game balancing/meta, absolutely mandatory for this solution is also that the WP/dok armorbuff has to be changed to something else, so that his fixed place in groups is not further cemented. Maybe all group armor buffs have to be rebalanced, but that's for another topic.
Edit: i just realized that probably all easy to apply group buffs would have need to be rebalanced for the same reason.
Is actually the worst solution; it took lots of effort to to recreate a working potion crafting system and as long as if there is another way to balance pots, removing a major part of the game content shouldn't be considered.
Potion crafting has also a big role in the ingame economy and removing it could have some unwanted/toxic side effects. For instance the auction house fee was recently introduced as a gold sink and the removal of potion crafting would lower the effect from it again.
Solution 3
I'm not a fan of this, because it gives people a "get out of jail" card, like with the active renown abilities (cleansing winds etc.). The effects are not as strong as on the renown abilities and you don't need to spec renown for it, but it still means that people with lots of gold/time get a huge advantage over others in certain ingame situations.
I think that this would also be very hard to balance: If the cooldown is too high, most people probably won't bother with pot crafting anymore and we might end with 95% of solution 1. If the cooldown is too low it might be even worse than atm.
Solution 2
I think to lower all pot values to about one fifth and make them stack with abilities is the best solution. Not only would it allow to make forgotten class abilities viable again, but also the difference between "pot-buffed" and "non-pot-buffed" players would be lowered.
Pot crafting would still be useful for min-maxing and the economy shouldn't be affected noticably (if necessary, the max. pot duration could be changed to 30 minutes).
As this affects the whole game balancing/meta, absolutely mandatory for this solution is also that the WP/dok armorbuff has to be changed to something else, so that his fixed place in groups is not further cemented. Maybe all group armor buffs have to be rebalanced, but that's for another topic.
Edit: i just realized that probably all easy to apply group buffs would have need to be rebalanced for the same reason.