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  1. #1
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    Default New feat chain for potions

    I wanted to suggest a feat chain (or maybe even one feat) which will improve drinking potions. As of now potions are sort of neglected (all exept mnemonic), because anything they provide is not enough. Sure you can have a few spare bottles to heal yourself, or some buff potions (mainly invisibility) to get through tight spots, but overall they are something you do not really need. This chain of feats was made to change this.

    As a first feat i suggest to have something like "Active drinker". This feat does one really important thing: it allows you to drink potions WITHOUT stopping your movement. It is a bane of any potion drinker, when your hireling/party is dead, you are low on health, and just as you try to restore while getting your party back to shrine, with drinking that little refreshing potion you actually STOP to do it. And then enemy tear you to shreds leaving your party in need of recall/cakes. So this feat will fix that and allow you to be more active while drinking!

    As a second feat i suggest something like "Extendet circulation". This feat works like Extend Spell metamagic, but for potions! Now we can have our potion buffs for twice as long! (and for no additional cost!)

    As a third feat i suggest something like "Drinking habit". This feat works like Artificers knowledge - potions, and it gives you an additional caster level to the potion you drink for every 3 levels of your character. I think it could stack or not stack with artificer, as i never played him, i dont know how much does he needs those CL into his potions. But i am totally sure about how much other classes which do want to drink a potion need those CL.

    Maybe this feats could become one. Or two. And i think they should be yellow feats for fighter. But with this feat chain you would become more self sufficient, and i think its great. And please dont forget to change the names for something better suited to game. Oh and i WAS serious.

  2. #2

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    Pots don't stop you if you jump before drinking them.

    I would add two feats and call it done:

    Drought
    Allows you to drink an extra cure/repair/inflict potion per 6 character levels at a time instead of one. At level 30, clicking your Cure Serious stack on your hotbar would consume 5 pots in one animation.
    Granted free to Dwarves at level 1, trainable as a standard feat by everyone else.

    Greater Drought
    Allows you to drink an extra cure/repair/inflict potion per 3 character levels at a time instead of one. At level 30, clicking your Cure Serious stack on your hotbar would consume 10 pots in one animation.
    Requires: Drought

    What this essentially boils down to is allowing you to "craft" stronger cure pots with a smaller stack size. A standard cure serious pot is worth 21.5 hp before healing amp. With both feats you get what amounts to 215 hp pots that have a stack size of 10 in your inventory. With only the first feat you'd have 107.5 hp pots with a stack size of 20.

  3. #3
    Community Member laurawilder's Avatar
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    Default No. This is a poor idea

    If you are in such a bad spot you cannot even pause to drink you were are in over your head and need to adjust tactics. These ideas also would undermine House P favor and weaken a plus given the artificer class.

    This another example of a player wanting the game to be altered even more to an easy button rather than using what is already in game.


    Many builds if you make them properly will be using feats to be ideal so what build do you have that can afford 1-3 feats removed for potion drinking may I ask?


    I would recommend also altering your play style and running and using House P favor it has worked well even before the days of ship buffs.

  4. #4
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    Quote Originally Posted by EllisDee37 View Post
    Pots don't stop you if you jump before drinking them.
    I know about this, but you still stop for a short time after your landing. Besides there are those who do not know about this.

    Quote Originally Posted by laurawilder View Post
    If you are in such a bad spot you cannot even pause to drink you were are in over your head and need to adjust tactics. These ideas also would undermine House P favor and weaken a plus given the artificer class.

    This another example of a player wanting the game to be altered even more to an easy button rather than using what is already in game.


    Many builds if you make them properly will be using feats to be ideal so what build do you have that can afford 1-3 feats removed for potion drinking may I ask?


    I would recommend also altering your play style and running and using House P favor it has worked well even before the days of ship buffs.
    Why are you so focused on house P if we can have many useful buffs at house J as well? But those buffs require to get favor for specific house, and they are kinda not a thing you can depend upon if your quest lasts longer than 30 min (like raid).

    If artificer is a class which would be easily weakened by those feats, is that class really so good? I thought his addition of CL into potions was for Curative Admixtures; As you can see my last feat suggests to add CL only to potions you drink yourself. Besides you can make this a yellow feat for artificers and they could get it as a bonus feat on some levels just fine.

    I dont want an easy button added to the game; rather i dont want the game to become something which forgets about its past. Tell me, how often do you use potions? Did you ever drinked something like protection from elements and got through tight spot because of it? Most players use wands or scrolls, and potions is something which would be soon forgotten. As i already said all most players ever use for their character are healing pots (also including remove curse/desease), mnemonic pots and maybe some invisibility pots. If things will go that way we will have other pots removed but would not even care, because arti admixtures are there, healing/mnemonic are there - its cool, we dont need any more.

    You know, if you have your party healer die from sudden instadeath spell at boss, you will want to drink some potions to heal yourself. I may exagerated a bit in my tale, but even if you can hide yourself behind some column and drink potion while boss does not have line of sight to you, it doesn't mean you would like it more than drinking potion while running.

    And of course this feats can become one or two as i said. And fighter would always be able to spare some of his feats for them. And maybe artificers (if they really drink those potions like you suggest) would do the same. And i think many other classes without selfheal (talk about easy buttons!) would want to spare some; because if potions will become at least comparable with wands/scrolls, they would find a place in players hearts. "Sure you can use healing wand/scroll, but you do not to switch your weapon here and there for drinking potion"; "But you can use wand/scroll on others" - "and potions we have last longer and work better!" - i want to see that kind of thing.

  5. #5
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    Quote Originally Posted by Orleano View Post
    I dont want an easy button added to the game;
    Clearly, you do.
    rather i dont want the game to become something which forgets about its past.
    Your suggestion in no way addresses this concern of yours, but demonstrates a failure to understand the past of the game.
    Tell me, how often do you use potions?
    I have 24 characters on my main server, all in various stages of TR or EpR, and I use potions ALL THE TIME. So do my guildmates.

    because arti admixtures are there
    Which I've seen used in one module since Artificers were introduced.

    Your suggestion is poorly considered at best, and like every other potion boosting suggestion that gets made, it makes the mistake of assuming potions are supposed to be viable at every level and that they are supposed to scale

    THEY ARE NOT.

  6. #6
    Hero nibel's Avatar
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    /not signed because I think potions should not be quick-patched, but completely revamped.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  7. #7
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    Self healing is already to common and has help ruin grouping we don't need more. Plus most people don't have extra feats to use on this


    Beware the Sleepeater

  8. #8
    Community Member DrawingGuy's Avatar
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    - Epic Destinies added 6 heals to the game, 3 of which can be twisted for self healing (Renew can only heal others when twisted)

    - Silver flame potions have been changed from stacking penalty to just refreshing penalty duration making them spammable if you can handle the -10 to stats.

    - Tons of powerful store potions along with strong free potions to Iconics have been added to the game

    - Heal Amp essentially had its return graph flipped making basic item investment huge healing increases

    There is a reason healers are no longer a requirement for parties and every class can solo quests. It's not that Potions are not strong enough, it's that too much self-healing has been added to the game. Boosting potions is unneeded and would be a BAD thing.

    - Changing potion cooldowns and casting times in any way would be game breaking. This would change the game to either "My health is automatically this + potion(s) X", or even worse, "My health is infinite until you break X potion healing rate"

    - Increase potion heal amounts is just a flat measure to make the game easier, and is compounded against (generally) increased Heal Amp rates.

    Of course if you don't invest into the strong potions that are available, you can invest into UMD for Heal Scrolls. If you don't want to invest in UMD, don't want to invest in strong potions, don't want to invest in self healing (be it through race, class levels, and/or ED), then you can look to have a healing hireling or actually running in a party with a healer. Not having proper self healing is now a choice, not a class gap anymore.

    TL;DR: NO to potion buffs of any kind. Stronger self-healing is one of the biggest power creeps and would only bolster the already too easily obtained solo status.
    Pinc Punch - Unarmed Monk (Uber Completionist) // Porc the Orc - Paladin // Thunderborn - Warlock // Imustbe Emo - PewPew Rogue // Aquamine Artifact - Crafting Artificer (shelved)

  9. #9
    Community Member Wh070aa's Avatar
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    Just let me extend the haste potion duration. I am so tired of having to drink one every 30 seconds, until I get to epic levels. Better healing potions would be nice too. I would not mind stack increase, and weight reduction too.

    What I would like is alchemical crafting system, where you can craft your own potions, like cannith crafting. Incorporate throw able grenades, and class specific concoctions in it too. Have ingredients drop from collectables (and add some more bag space too). Also maybe add ingredients to the house favor rewards? So they are not undermined (they are nearly useless anyway IMO, since guild buffs were introduced).

    Maybe add alchemy skill, and couple of feats, or crafting xp bars like cannith, so it's balanced. Also proper cool down and duration timers. Not too long (would make them useless), and have them be expensive/hard to find, and long enough so you wouldn't want to use them constantly. Also durations, and type stacking.

    I just want to play an alchemist, like in Might and Magic VI: The Mandate of Heaven.

    As for people grumbling about game balance and stuff, this would encourage more variety in builds, since it would let you not twist in bunch of "Must have healing" things.

    In my opinion this would had been better choice, than to add self healing to the kit of every class, like they have done now. More of a plat sink, and more choice to build your character (because most of the heals are REQURED to survive harder quests.) Also add some sort of cleric(/healer) buff that increases healing amp, or cleric specific crafting things, or something.

  10. #10
    Community Member LuKaSu's Avatar
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    Quote Originally Posted by Wh070aa View Post
    Maybe add alchemy skill, and couple of feats, or crafting xp bars like cannith, so it's balanced. Also proper cool down and duration timers. Not too long (would make them useless), and have them be expensive/hard to find, and long enough so you wouldn't want to use them constantly. Also durations, and type stacking.

    I just want to play an alchemist
    I think this could be a great addition to the game.

    Seems like a good use for those glass vials that those guys sell in the harbor. Higher level spells (or adding metamagics) use higher quality, more expensive vials.
    LuKaSu's DDO Wishlist.
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