Stat/Armor potions
Posted: Mon Oct 31, 2016 8:42 pm
The Issue
Stat/armor potions are too effective in this game. They influence how a specific spec is determined and if a ability should be spec'd into or not. There are good concept abilities in this game that get discarded due to stat/armor potions. Tradeskill's should not influence how players spec.
These stat/armor potions are must have's and have a affect on the overall balance of the game. The use of stat/armor potions are in direct competitiion with abilities that classes provide. The spec lines and abilities should always outweigh what tradeskills can provide which in a lot of cases they do if a 15 point spec is taken. The community doesn't favor 15 point spec's and favors usually hybrid spec's and augments the deficiency of their chosen spec with a stat/armor potion.
Solution 1
Remove stat/armor potions from the game.
Solution 2
Drastically smash down the effectiveness of these potions. Have green stat potions only contribute 40 or 20 points to stats. Have green armor potions only contribute 330 or 165 armor.
Solution 3
Decrease the duration of these potions to be of a very short duration. In example: a armor potion only gives a boost to armor for 30 sec's with a 5 minute cooldown. Have the armor potion stack on top of ability stat increases. A stat potion only gives a boost to a stat for 30 sec's with a 5 minute cooldown. Have the stat potion stack on top of ability stat increases.
I favor a combination of solution 2 and 3. This topic is a game changer topic and affects the overall balance. I've already seen players make justifications on changing ablities due to stat/armor potions to be more effective. When maybe the ability shouldn't be changed and the effectiveness of the stat/armor potion should be reduced or removed.
Stat/armor potions are too effective in this game. They influence how a specific spec is determined and if a ability should be spec'd into or not. There are good concept abilities in this game that get discarded due to stat/armor potions. Tradeskill's should not influence how players spec.
These stat/armor potions are must have's and have a affect on the overall balance of the game. The use of stat/armor potions are in direct competitiion with abilities that classes provide. The spec lines and abilities should always outweigh what tradeskills can provide which in a lot of cases they do if a 15 point spec is taken. The community doesn't favor 15 point spec's and favors usually hybrid spec's and augments the deficiency of their chosen spec with a stat/armor potion.
Solution 1
Remove stat/armor potions from the game.
Solution 2
Drastically smash down the effectiveness of these potions. Have green stat potions only contribute 40 or 20 points to stats. Have green armor potions only contribute 330 or 165 armor.
Solution 3
Decrease the duration of these potions to be of a very short duration. In example: a armor potion only gives a boost to armor for 30 sec's with a 5 minute cooldown. Have the armor potion stack on top of ability stat increases. A stat potion only gives a boost to a stat for 30 sec's with a 5 minute cooldown. Have the stat potion stack on top of ability stat increases.
I favor a combination of solution 2 and 3. This topic is a game changer topic and affects the overall balance. I've already seen players make justifications on changing ablities due to stat/armor potions to be more effective. When maybe the ability shouldn't be changed and the effectiveness of the stat/armor potion should be reduced or removed.