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  1. #1
    Community Member AMDarkwolf's Avatar
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    Default Please add Cure critical wound potions (and higher crafted levels)

    Just because the 'add heal pots' thread won't go anywhere, nor attract any dev attention, maybe this might. Making this clear, its just to add critical wound pots to the game(and buyable at npc) and possibly increasing the 'creators' level of said potions(Serious and critical)

    Would be a great and very welcome addition to the game. Please sign if you agree.

  2. #2
    Founder Kushiel's Avatar
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    Default Yes, Absolutely Want Better/More Healing Options

    And don't put them on the same frelling timer as all the other buffing and curative pots. Let's not tie their cooldown to clickie timers either (as are the Candy Canes), and how about not making them so ponderously slow to take effect as well.

  3. #3
    Community Member AMDarkwolf's Avatar
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    Im ok with them being on the same timer as other potions.. they are potions after all. Can't really see someone drinking 12 different type of potions in 5 seconds without puking it all up

    But all current potions in the game use the min level possible to craft them, which makes little sense.

    If not this, then why not allow us to craft our own(MASS craft PLEASE not stone of change one at a time 15 hours clicking every 5 seconds crafting, and PLEASE PLEASE don't add 15000 more freaking ingredients to find/clutter our inventories. Getting so sick of all the new crafting mats that could have just simply been re-used old ingredients)

  4. #4
    The Hatchery sirgog's Avatar
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    /signed to something like this.

    Maximized Cure Critical potions from Cannith crafting anyone?
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  5. #5
    Community Member ArcaneMelee's Avatar
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    I'm kinda torn on this issue.

    On the one hand, I think we should have pots/clickies with a higher caster level than the minimum needed to cast the spell. For example, Divine Power/Divine Favor clickies w/ caster level 12 would make me drool.

    On the other hand, I feel like game balance suffers enough from unlimited supplies of heal scrolls. People talk about how overpowered UMD is - what if you weren't able to stock up on 200 Heal scrolls and 200 Reconstruct scrolls before raiding?

    I'm guilty of the latter, and not just with Heal/Reconstruct. I use Teleport/Greater Teleport/etc... to extend my spell selection too.

    Put me down as an /agreed, with a forlorn expression as I contemplate how many problems would be solved by the removal of an endless supply of consumables.

  6. #6
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by ArcaneMelee View Post
    Put me down as an /agreed, with a forlorn expression as I contemplate how many problems would be solved by the removal of an endless supply of consumables.
    So many encounters would need to be redesigned if Heal scrolls weren't available in bulk.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  7. #7
    Community Member jortann's Avatar
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    So what would the number be?

    How much healing from a potion would be 'non-game breaking'.

    A 50hp cure potion?


    I think that would be somewhere in the right range, especially if you plan some healing amp into your build.

    But I wonder what others think...
    Quote Originally Posted by The-Last-Wolf View Post
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    Toons on Thelanis... Bairclaw, Icemaachine, Slydawg, Tazzster

  8. #8
    Community Member ArcaneMelee's Avatar
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    Quote Originally Posted by sirgog View Post
    So many encounters would need to be redesigned if Heal scrolls weren't available in bulk.
    Or at least the way we complete them.

  9. #9
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by AMDarkwolf View Post
    Just because the 'add heal pots' thread won't go anywhere, nor attract any dev attention, maybe this might. Making this clear, its just to add critical wound pots to the game(and buyable at npc) and possibly increasing the 'creators' level of said potions(Serious and critical)

    Would be a great and very welcome addition to the game. Please sign if you agree.
    Potions and Oils

    A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.

    Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

    The person applying an oil is the effective caster, but the object is the target.
    i'd rather see the rules adhered to and something like lower tiered (with lesser penalty) silver flame pots instead.

  10. #10
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    Agreed on there being something to bridge the gap between Cure Serious and castable Heal, and it seems Cure Critical potions might just be the answer.

    Would also not object to the drop rate of Cure Moderate and Cure Serious potions be increased a bit. Seems kinda silly to see Cure Light potions dropping in Shroud.

  11. #11
    Community Member AMDarkwolf's Avatar
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    if they were also craftable, to the point someone could craft lets say, 25-50 from materials gained running a quest at level(using cannith crafting resources as an example, trade in for pots) then I think it'd be more than fair. I'd still cart around 2-3 stacks of csw pots, but i'd also make good use of my crafted pots when needed.

    It wouldn't quite be unlimited, and might add a new economy item(WTB Crafted potions, 100k plat per stack, etc) and would maybe attract a few more to the cannith system.

    But yes, non-umd, heal-in-a-bottle imo is way too much, which is why I made this thread. The other thread is so cluttered with 'no's on the heal pot idea, that a dev would simply glance at it and move on.

  12. #12
    Community Member badbob117's Avatar
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    Quote Originally Posted by sirgog View Post
    /signed to something like this.

    Maximized Cure Critical potions from Cannith crafting anyone?
    How much do you estimate a maximized CCW pot hit the average player for?

    I would be happy with just a regular one without maximize but would not complain at all with the amped bonus added!

    Would be nice to have this added to crafting. Although it would be better to just sell the things without a mass grind involved!
    Born to play, Forced to work !

  13. #13
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by badbob117 View Post
    How much do you estimate a maximized CCW pot hit the average player for?

    I would be happy with just a regular one without maximize but would not complain at all with the amped bonus added!

    Would be nice to have this added to crafting. Although it would be better to just sell the things without a mass grind involved!
    58 multiplied by their healing amp - about a third of a Heal scroll from a Bard. ~120 on a human melee in top-notch endgame gear but with no Paladin lives.

    No need for it to be grindy to make them - add a recipe to make 10 unbound ones at a time, and even if you have no crafting you can trade for them.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  14. #14
    Community Member Talias006's Avatar
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    Quote Originally Posted by sirgog View Post
    58 multiplied by their healing amp - about a third of a Heal scroll from a Bard. ~120 on a human melee in top-notch endgame gear but with no Paladin lives.

    No need for it to be grindy to make them - add a recipe to make 10 unbound ones at a time, and even if you have no crafting you can trade for them.
    I support this option of Crafting method.
    Would be actually a good use to increase Divine crafting skill and give others a helping hand at the same time.
    Quote Originally Posted by sirgog View Post
    Coyle still hates you.

  15. #15
    Community Member Kinerd's Avatar
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    CLW potions are 6.5 HP on average,
    CMW are 14,
    CSW are 21.5,
    CCW would be 29.
    Numerically it doesn't seem like that much of an increase over CSW, but then again neither does CSW over CMW and I would never dream of hotbarring CMW potions.

    Without too much effort, my monk will get over 300% healing amp: 30 human, 30 monk, 25 fire, 10/20 DT, 10 ship. This makes a CCW potion for him worth about 89% of a Lesser Silver Flame potion for someone with base healing amp, compared to 66% for a CSW. For a Solar Phoenix (411%), CCW gets 119 HP and CSW 88. I don't think there's a magic threshold past which general vendor healing potions become overpowered, just food for thought.

  16. #16
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by ArcaneMelee View Post
    Or at least the way we complete them.
    No, just redesigned. Heal scrolls are pretty essential at the highest levels of difficulty.

  17. #17
    Community Member Postumus's Avatar
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    Quote Originally Posted by Kinerd View Post
    CLW potions are 6.5 HP on average,
    CMW are 14,
    CSW are 21.5,
    CCW would be 29.
    Numerically it doesn't seem like that much of an increase over CSW, but then again neither does CSW over CMW and I would never dream of hotbarring CMW potions.

    Without too much effort, my monk will get over 300% healing amp: 30 human, 30 monk, 25 fire, 10/20 DT, 10 ship. This makes a CCW potion for him worth about 89% of a Lesser Silver Flame potion for someone with base healing amp, compared to 66% for a CSW. For a Solar Phoenix (411%), CCW gets 119 HP and CSW 88. I don't think there's a magic threshold past which general vendor healing potions become overpowered, just food for thought.
    Your monk isn't really a good example of the average player base though, is it? And how many folks play a geared up Solar Phoenix? Less than 1%?

    In a game dominated by casual players, tailoring it to the limits of the abilities of the top 10% of the player base is a little silly IMO.

    I'll go WAY out on a limb and say most melee characters don't have 300% healing amp. I'd be surprised if they have 200%. Even with 200% healing amp, using your numbers, a CCW would only be around 60 hps.

    I don't think that is game breaking.

  18. #18
    Community Member gloopygloop's Avatar
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    Quote Originally Posted by Postumus View Post
    Your monk isn't really a good example of the average player base though, is it? And how many folks play a geared up Solar Phoenix? Less than 1%?

    In a game dominated by casual players, tailoring it to the limits of the abilities of the top 10% of the player base is a little silly IMO.

    I'll go WAY out on a limb and say most melee characters don't have 300% healing amp. I'd be surprised if they have 200%. Even with 200% healing amp, using your numbers, a CCW would only be around 60 hps.

    I don't think that is game breaking.
    I think that his point was that even on a super healing amp character, Cure Critical pots still wouldn't be overpowered.

  19. #19
    Dual-Wielder of Halflings DevHead's Avatar
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    /signed


    I've wanted Cure Crit pots for so long...
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  20. #20
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Postumus View Post
    Your monk isn't really a good example of the average player base though, is it? And how many folks play a geared up Solar Phoenix? Less than 1%?
    The answer to each is I don't know. All my monk has are enhancements, Jidz bracers, and DT though. People who could afford big stacks of CCW potions are in my mind at the level where attaining that kind of build isn't unreasonable. I don't think game balance should be tailored around these sort of characters, but I don't think they should be ignored either.
    Quote Originally Posted by gloopygloop
    I think that his point was that even on a super healing amp character, Cure Critical pots still wouldn't be overpowered.
    I could see it going either way, really. One way could go Silver Flame Potions are meant to be massive healing at a massive cost: not only the stat penalties, but subjecting the player to accruing 400 Silver Flame favor on each and every character. Therefore, an off the shelf potion granting that level of healing is overpowered. The other way could go Silver Flame Potions aren't overpowering (for the sake of argument), therefore the same level of healing isn't overpowered either.

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