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  1. #1
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    Default It's time to talk about healing pots

    So, if there is going to be a nerf to aasimar because it's being overused for its healing hands it should raise the question of self healing, especially for levels between 8 and 19.

    The largest freely available pot is from Feather's Fall Apothecary, where you can pick up a cure serious pot that will heal you 9 to 24 per caster level. The problem is, this pot is caster level 1, which was fine when cap was level 8 15 years ago... But now? The store offers what would be viable solutions, and I'm not sure how much revenue DDO makes from those, but it can't be much. Having caster level appropriate pots in each public area (depending on the "level range" of the area as to the level of the pots), would greatly improve builds and classes that are currently avoided due the their self healing capabilities. Of course, this shouldn't replace a healer in the party, but be more of an ability to top up your HP between fights. Maybe put a timer on them at 10 secs per caster level of the pot, and have a max caster level of 15.
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  2. #2
    Community Member LittleLexi's Avatar
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    Quote Originally Posted by Opensezame View Post
    So, if there is going to be a nerf to aasimar because it's being overused for its healing hands it should raise the question of self healing, especially for levels between 8 and 19.

    The largest freely available pot is from Feather's Fall Apothecary, where you can pick up a cure serious pot that will heal you 9 to 24 per caster level. The problem is, this pot is caster level 1, which was fine when cap was level 8 15 years ago... But now? The store offers what would be viable solutions, and I'm not sure how much revenue DDO makes from those, but it can't be much. Having caster level appropriate pots in each public area (depending on the "level range" of the area as to the level of the pots), would greatly improve builds and classes that are currently avoided due the their self healing capabilities. Of course, this shouldn't replace a healer in the party, but be more of an ability to top up your HP between fights. Maybe put a timer on them at 10 secs per caster level of the pot, and have a max caster level of 15.
    Cure Serious Potions are 9 to 24 + 1 per caster level, and they are caster level 5. You might be looking at the min level and getting confused by that.

    I actually think they are fine. With all the Heal Amp we can get(and more to come with Archetypes)– they do their job just fine of topping up between fights, or as even emergency heals during them. Like you said– there needs to be a place for healing roles and abilities, and most classes can self heal anyway. We can actually heal for quite a lot nowadays. It's only in Reaper mode where this is nullified to a large extent.

    Also– Silver Flame Potions are a thing

    https://ddowiki.com/page/Silver_Flame_Healing_Potions

  3. #3
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    You can grab some Elixirs of Healing if you are desperate.

  4. #4
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    Quote Originally Posted by LittleLexi View Post
    Cure Serious Potions are 9 to 24 + 1 per caster level, and they are caster level 5. You might be looking at the min level and getting confused by that.

    I actually think they are fine. With all the Heal Amp we can get(and more to come with Archetypes)– they do their job just fine of topping up between fights, or as even emergency heals during them. Like you said– there needs to be a place for healing roles and abilities, and most classes can self heal anyway. We can actually heal for quite a lot nowadays. It's only in Reaper mode where this is nullified to a large extent.

    Also– Silver Flame Potions are a thing

    https://ddowiki.com/page/Silver_Flame_Healing_Potions
    saying silver flame pots are a thing is disingenuous. it takes a ton of favor, they only stack in 10s and they have severe stat pens. i dont know anyone that uses them!

  5. #5
    Community Member LittleLexi's Avatar
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    Quote Originally Posted by Hobgoblin51 View Post
    saying silver flame pots are a thing is disingenuous. it takes a ton of favor, they only stack in 10s and they have severe stat pens. i dont know anyone that uses them!
    I just mentioned that they are an option. And they are. Nothing disingenuous about that. The favor is very attainable. You can buy a bunch and keep them for future lives. But yes– the stacking limitations are problematic. The stat penalties were necessary to prevent them from being OP. The healing they provide is big, but they needn't be your default potion of choice for every chug. Save them for emergencies. And I do know people who use them.

  6. #6
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    I agree with the suggestion, or at least something similar. I find it pretty silly how we have access to Cure Serious at ML 1, and there's no real progression until Silver Flame pots. Which nobody uses, and which have stacking issues, as already mentioned. It's reminiscent of airship elemental shrines back in the day: access to instant 30 resistance for everyone at level 1.

    Something more stratified, as OP suggested, would probably help. Cure Critical Wounds doesn't have any potions. Heal doesn't have any potions, aside from the 10 minute one from Crystal Cove. Perhaps ways to increase self-healing from heal pots would be helpful, too - similarly to how Wand & Scroll Mastery works, except for potions.

    Kenseis in particular are in a really dumb spot right now. Liquid Courage is the only heal amp they get (50). And even then, Paladin KOTC gets 60 heal amp without having to drink a pot, plus Lay on Hands, plus some cure spells here and there. Barbarians have healing amp AND Blood Tribute, possibly the single most broken-OP enhancement in the entire heroic game (and still very powerful in epics). I think if Turbine/SSG want to use Liquid Courage to give Fighters some sort of "self-healing potion" niche, then they need to critically reexamine the ability and do a lot more with it. It's an enhancement with potential, but it's just bad right now.

    Oh yes, healing pots are also borderline useless in Reaper mode, past level 5 or so. And R1 is the new "baseline" for what everyone runs these days. Yeah, healing pots are overall in a pretty bad spot right now.

  7. #7
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    Why have healers if you can get heals from pots the same as from a healer. Not signed.

    I would, however be open to a long cooldown heal pot at a minimum level of say 15 or 16. Cooldown of 1min would be reasonable unlike the elixir that has restore. Maybe at level 25+ the cooldown could be reduced to 30secs and maybe an increase in heal effect.

    I just don’t think divines need to lose usefulness. They are already about to get hit with the nerf hammer on their casting ability.

    And with long cooldowns, they should be exempt from healing penalties.

  8. #8
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    I agree! Cure serious pots are much too weak, at mid/high heroics and especially in reaper difficulty.

    Healing out of combat is just an annoying time-sink for classes with few , if any healing abilities before lvl 20...call hire, wait for cooldown, wait for them to finally cast. Or spam two dozen potions or half a dozen scrolls.

    I suggest a potion that heals for more out of combat... or remove reaper healing penalty out of combat and introduce at least cure critical pots.


    Don't agree about healing potions making healers less desirable....their spells heal for WAY more than even healing elixirs, especially healing others in reaper. Plus, you have to solo all the time due to lack of player base.

  9. #9
    Community Member SoVeryBelgian's Avatar
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    I wouldn't mind Cure Critical Wounds pots tied to Silver Flame favor.

    Otherwise I don't see this as much of an issue. Heal scrolls I suppose.
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  10. #10
    Community Member Shall's Avatar
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    Quote Originally Posted by Wizard1406 View Post
    I agree! Cure serious pots are much too weak, at mid/high heroics and especially in reaper difficulty.

    Healing out of combat is just an annoying time-sink for classes with few , if any healing abilities before lvl 20...call hire, wait for cooldown, wait for them to finally cast. Or spam two dozen potions or half a dozen scrolls.

    I suggest a potion that heals for more out of combat... or remove reaper healing penalty out of combat and introduce at least cure critical pots.


    Don't agree about healing potions making healers less desirable....their spells heal for WAY more than even healing elixirs, especially healing others in reaper. Plus, you have to solo all the time due to lack of player base.
    Why not change healing/repair kits to how they worked in the Neverwinter Nights games where they could be used to actually, you know, heal wounds instead of being nearly worthless clutter in your inventory. Change the heal skill to actually recover HP when out of combat, enough so that classes with it as a cross class skill can still use it to restore a reasonable amount of hp if they invest in heal amp and maybe a heal skill swap item. Then as a reward for investing more in the skill higher ranks could give a chance at removing status effects. Basically make it a more accessible way for classes without healing spells in heroics to recover, maybe out of combat only so as to not prompt complaints about devaluing UMD and wands/scrolls.

    But either way, yes to cure critical pots and potions scaled to higher caster levels.

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