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  Click here to go to the first Dev post in this thread.   Thread: Healing.

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    Senior Member Ploid's Avatar
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    Default Healing.

    Hi,

    Can we have a revamp where there's cooldown between each potions used, and the healing is over-time?

    Mana Pots make the Mana Stat useless, as soon you run out, it recovers to full instantly.

    Health Pots make the healing ability worthless except for warrior's as it provides the shield. But the healing aspect still kinda worthless.

    In return to this change, adjust the difficulty of maps.

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    No, this would ruin temple a lot.

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    Default

    Isnít there already a .5s cd? itís not like youíre invincible while spamming pots.

    Also, rogues rely on pots. This would probably make it twice as difficult for them to survive.

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    Quote Originally Posted by Blessful View Post
    Isnít there already a .5s cd? itís not like youíre invincible while spamming pots.

    Also, rogues rely on pots. This would probably make it twice as difficult for them to survive.
    It would ruin survivability, but I did add that the difficulty of maps should be adjusted to make the mobs hit less harder.

    I don't feel there's a CD, as long as you don't die in an instant. You can spam pots to stay alive.

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    Quote Originally Posted by Encryptions View Post
    No, this would ruin temple a lot.
    It wouldn't ruin Temple. Everyone's playing on the same playing field.

    Sure, people wouldn't be able to get points in millions easily, but that isn't exactly ruining it.

    I have also heard that players much rather not play temple endlessly to compete in LB. So adding this will increase difficulty of the event, and make it less boring.

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    Do temple lb on rog / mage and you will see why it will ruin temple.

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    Quote Originally Posted by Encryptions View Post
    Do temple lb on rog / mage and you will see why it will ruin temple.
    I am not sure if you are talking about team or solo.

    In Solo, all Mages and Rogue would face same difficulty. Better player wins? Mispositioning and carelessness would be punished harder ofc. It adds a depth of skill expression.

    In Party, every team will be competing with similar difficulty. Yeah, there will be more chances of Mages and Rogue screwing up and getting killed, but not screwing up is part of skill expression?

    If potions were to get adjusted, it's obvious that points wouldn't be reaching so high. Maybe 50k points would then be the new standard for lb?



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    Solo. Team is easy asf. Solo is survivablility.
    That won't help lb or make runs easier. It will make them more annoying and rng, doesn't remove any skill.

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    Quote Originally Posted by Encryptions View Post
    Solo. Team is easy asf. Solo is survivablility.
    That won't help lb or make runs easier. It will make them more annoying and rng, doesn't remove any skill.
    In the op, I did mention that the mobs difficulty would have to be adjusted to allow for this.

    It not only adds depth in terms of combat, but it also paves the way for other supportive abilities and awakenings such as 'Rejuvenation' which increases healing from ALL SOURCES.

    I am not only talking about health pots tho, the changes for Mana Pots would actually make the Mana Stat relevant lol. Maybe we will start seeing Rogue and Warrior slotting water jewels? Could be interesting.

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    I don't see anyone using water jewels even if they gave every class 0 mana and the only way to get mana was to use water jewels. Its not worth losing thousands of damage for mana. I'd rather use my normal attack than to lose all my damage just to gain skills that would probably do the same damage as my normal attack had I kept all of my finesse jewels slotted.

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    Default

    Mage class asking to take away others mana potions, do you not think your class is strong enough? Maybe they should also check on Sorcs balance right now, seems to be a bigger issue.

    Then you suggest the maps get easier, lmao.

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    Quote Originally Posted by Switchback View Post
    Mage class asking to take away others mana potions, do you not think your class is strong enough? Maybe they should also check on Sorcs balance right now, seems to be a bigger issue.

    Then you suggest the maps get easier, lmao.
    I didn't say take away, potions just give it cooldown between use, or make potions recover over-time instead of instant.

    The whole point of being a mage is to fight using Mana therfore they have high amounts.


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    Default

    Healing is a waste of a slot and I dont remember the last time I had to use a mana pot. As for a cooldown on the pots.... I say leave them like they are. you might be glad they work instantly if you ever get in a tight spot and need to spam a few.

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    Default

    Quote Originally Posted by Ploid View Post
    Hi,

    Can we have a revamp where there's cooldown between each potions used, and the healing is over-time?

    Mana Pots make the Mana Stat useless, as soon you run out, it recovers to full instantly.

    Health Pots make the healing ability worthless except for warrior's as it provides the shield. But the healing aspect still kinda worthless.

    In return to this change, adjust the difficulty of maps.

    Sent from my GM1913 using Tapatalk
    -1

    Complete waste of resources, don't fix what isn't broken.

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    Default

    Adjusting of monsters all over Arlor is not as simple as you think, and there are mobs that deals heavy DoT. I don't know where this idea came from but f2p hardcore is already enough challenge.
    Ign: Mcees

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    Default

    Actually that done well like 5s cd on potion + a good skill revamp reorganising classes (warrior debuf armor, feeble, taunt, reduce dmg taken and another passive source of healing like health leech from spells and a replenishing mana bar from VB as an example and do dmg, sorcerer do dmg and some crowd control, gets the healing ability that refills the mana , rogue do dmg on priorised targets in different tempos of burst then mana regen and may keep the health pack maybe give them a mastery that makes health pack refill a little of mana)+ a map rework and this game team play and tactics may improve a lot
    However thatís just my idea and I donít think that devs will do that cause itís not a direct source of plat buy from us and itís a lot of work.


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    You dont want tanks to deal dmg, u dont want tanks to have shields but when it comes to mage u never mentioned how broken it is with 2s invulnerability on shield 300k hp and 300k armor with 1billion dmg on staff proc.
    Last edited by Cinco; 04-19-2023 at 02:27 PM.

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    Dont think pots need rebalancing and it would be loads of unimportant work, but if this change was to be implemented, mages mana would need to be cut by 90% so the change is equal for all classes

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    Quote Originally Posted by LichKing1 View Post
    Dont think pots need rebalancing and it would be loads of unimportant work, but if this change was to be implemented, mages mana would need to be cut by 90% so the change is equal for all classes

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    Maybe will they need to implement a new stat to balance that.
    Like ę spirit Ľ or idk that increases the mana pool I think that the stat system is to simple to be fair.


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  22.   This is the last Dev post in this thread.   #20
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    Default

    Potions do indeed need to be reworked / rebalanced.

    The auto-potion option makes you invulnerable for even-level PvE fights.

    I don't think that auto-potions should go away entirely but I do think that their effectiveness should be adjusted.

    After I read the OP back in April I decided to have the Design team play for about a month with auto-potions disabled. It was tons more fun. As a result, around mid-May we talked seriously about removing the auto-pots feature. Our discussions kept coming back to players with slow connections that could miss out on life-saving indicators, boss tells, etc. So we ultimately decided to keep auto-pots but reduce their effectiveness so that they were appropriately balanced.

    The team has since been playing with these auto-potion / potion effectiveness changes for about three weeks and they feel very good. Big upshot is: you'll need to think a bit more about standing in the middle of a boss' red targeting zone, and a bit more about whether you stand and trade with a miniboss at your level. In some cases you'll need to move out of the way (or even run away for a bit - which will be especially true in the upcoming Arcane Dungeon).


    Expect these changes to drop for Season 30.

    Best wishes ;-)
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