View Full Version : Make meds stack to 99
OmnysValefor
02-03-2013, 07:19 PM
Title says it all. I love coming prepared and I hate asking for sneak, but I'd be lying if I said I've never run out of a med mid-event, or worse, didn't bring them at all. A stack of 99 echos would never leave my inventory, and would be easy to replenish. Same for oils and powders.
Mayoyama
02-03-2013, 07:49 PM
I would be more interested in making all the potions/ethers/dawn mulsums etc stackable to 12 so that people might be more inclined to keep some on them without taking up a sack full of inventory space
saevel
02-03-2013, 08:33 PM
I would be more interested in making all the potions/ethers/dawn mulsums etc stackable to 12 so that people might be more inclined to keep some on them without taking up a sack full of inventory space
I keep asking them to do this. No reason why Ether / Potion / Elixirs can't stack to 12.
Cabalabob
02-04-2013, 02:54 AM
Thing is when SE increased a stack size of something before (think it was arrows or something) they didn't increase the yield from crafting it, and as you know, with the AH it's either 1 or a full stack. So crafters had to start crafting 99 of an item instead of 12, the amount of supplies they needed to carry was ridiculous so they started losing money crafting that item so they stopped crafting them. So if askin for meds stack size to increase, make sure to ask for crafting yields to increase as well or you'll never see your meds again.
Yinnyth
02-04-2013, 06:13 PM
Potions/ethers/elixirs/etc wouldn't suffer too bad from being stackable to 12 without their recipe yields changing. Their stack size is one of the biggest reasons they simply don't sell at all. Many of the ingredients should be made stackable as well, however (I'm looking at you, ahriman wings). Also, item use time, medicated time, and ability restriction should be re-examined for all consumables.
Solonuke
02-04-2013, 07:57 PM
The reason why potions don't stack is because of game balance, you're not supposed to heal yourself by spamming hi potions. There are potion drops that have the same effect as potions and stack but give you a 5 minute medication effect.
Yinnyth
02-05-2013, 05:53 AM
Yes, you're supposed to heal yourself by spamming waltzes instead. Waltzes which don't take up an inventory slot, don't take 5 minutes between uses, heal more HP than a hi-potion, and cost less TP than potions cost gil.
How many medicines in the game are actually useful? As JAs, spells and equipment have slowly been getting more powerful over the years, medicines have remained almost completely untouched. The one exception is all those temp medicines you can find in events, and even though they don't cost gil and they're vastly more powerful than anything which can be crafted, many of them still go unused because it's simply not worth the time it takes to drink them.
This is about throwing alchemists a bone and creating another avenue towards victory. Can't find a bard to ballad your mages for the event? Well, maybe you could drop a few thousand gil on ethers and still make it through the fight.
Economizer
02-05-2013, 08:57 AM
There is a dagger which applies Haste, so I think it is about time other items do so. How about earrings that apply songs like March to the user (charges) and medicine that applies Haste. We could even call the medicine "Haste Paste" for the in game name.
Sarick
02-05-2013, 09:26 AM
Yes, you're supposed to heal yourself by spamming waltzes instead. Waltzes which don't take up an inventory slot, don't take 5 minutes between uses, heal more HP than a hi-potion, and cost less TP than potions cost gil.
How many medicines in the game are actually useful? As JAs, spells and equipment have slowly been getting more powerful over the years, medicines have remained almost completely untouched. The one exception is all those temp medicines you can find in events, and even though they don't cost gil and they're vastly more powerful than anything which can be crafted, many of them still go unused because it's simply not worth the time it takes to drink them.
This is about throwing alchemists a bone and creating another avenue towards victory. Can't find a bard to ballad your mages for the event? Well, maybe you could drop a few thousand gil on ethers and still make it through the fight.
I agree, I saw this on another site.
MP items that are mostly temporary. IMHO these will also become normal items when crafting skills are eventually raised to 150 in the next expansion. (No side track discussions here)
Lucid Ether I (250 MP)
Lucid Ether II (500 MP)
Lucid Ether III (1000 MP)
Mana Mist (AOE 300 MP)
Mana Powder (AOE 25% MP)
Dusty Elixir (25% HP+MP)
Lucid Elixir I (50% HP+MP)*
Lucid Elixir II (75% HP+MP)*
Megalixir (100% HP+MP)
MP items that can be normal or temporary.
Mulsum (10 MP) **
Ether (20 MP)
Ether +1 (25 MP)
Ether +2 (30 MP)
Ether +3 (40 MP)
Hi-Ether (50 MP)
Hi-Ether +1 (55 MP)
Hi-Ether +2 (60 MP)
Hi-Ether +3 (70 MP)
Elixir Vitae (3% HP+MP)
Elixir (25% HP+MP)
Vile Elixir (25% HP+MP)
Hi-Elixir (50% HP+MP)
Vile Elixir +1 (55% HP+MP)
MP items that give medicated effect.
Ether Drop (15 MP + 5min medicated) **
Hi-Ether Drop (45 MP + 5min medicated) **
Super Ether (100 MP + 5min medicated)
Super Ether +1 (105 MP + 5min medicated)
Super Ether +2 (110 MP + 5min medicated)
Super Ether +3 (120 MP + 5min medicated)
Hyper Ether (125 MP + 5min medicated)
Pro-Ether (250 MP + 15min medicated)
Pro-Ether +1 (280 MP + 15min medicated)
Pro-Ether +2 (310 MP +15min medicated)
Pro-Ether +3 (350 MP +15min medicated)
* Indicates unknown effect percentage.
** Indicates item can be stacked.
As you can see most of the normal MP items are crap in comparison to the temp items. I looked on Wiki there is no detailed list like this in a table that shows ALL recovery type items, how they stack and what the effects are. I wish someone would make one for the community.
Sargent
02-05-2013, 09:37 AM
On a slight derail, there is no reason meds that restore all of 100~300 MP should give Medicated in this day and age.
Alhanelem
02-05-2013, 01:18 PM
I keep asking them to do this. No reason why Ether / Potion / Elixirs can't stack to 12.
They made drops to "solve" this problem, but the probelm is the drops are inferior. The conversion to drops should have upgraded the potions, not weakened them...
I wouldn't say the temp item potions are useless- the better ones e.g. lucid potion III, restore a LOT of HP e.g. more than you can cure in one shot and don't take long to use. but good luck convincing SE to let us have these elsewhere.
I think the issue they have is you can use potions at any level, so really powerful potions would break low level gameplay. That's understandable, but why can't they just give potions a level requirement?
Economizer
02-05-2013, 02:45 PM
I think the issue they have is you can use potions at any level, so really powerful potions would break low level gameplay. That's understandable, but why can't they just give potions a level requirement?
Or have certain potions scale with stats. You have 100 HP? This potion cures 50 HP. You have 1000 HP? This potion now cures 500 HP. It wouldn't be too much harder to have better scaling then a flat percentage of health, it isn't like cures don't have stepped progression.
Sarick
02-06-2013, 01:57 AM
Or have certain potions scale with stats. You have 100 HP? This potion cures 50 HP. You have 1000 HP? This potion now cures 500 HP. It wouldn't be too much harder to have better scaling then a flat percentage of health, it isn't like cures don't have stepped progression.
I agree (Potion 50 HP and 5% HP) +1 % for each higher tier version this way they always scale. I didn't modify the base HP gained these where taken off Wiki. I only added scaling percentage bonuses. ;)
MHP indicates max HP
Potion (50hp +5% MHP) Effects: 1000MHP = +100HP , 5000MHP = +300HP
Potion +1 (60hp +6% MHP) Effects: 1000MHP = +120HP, 5000MHP = +360HP
Potion +2 (75hp +7% MHP) Effects: 1000MHP = +145HP, 5000MHP = +425HP
Potion +3 (100hp +8% MHP) Effects: 1000MHP = +180HP, 5000MHP = +500HP
Maximum Potion +3 potential at 9999MHP = +599.95HP
Hi-Potion (100hp +10% MHP) Effects: 1000MHP = +200HP, 5000MHP = +600HP
Hi-Potion +1 (110hp +11% MHP) Effects: 1000MHP = +220HP, 5000MHP = +660HP
Hi-Potion +2 (120hp +12% MHP) Effects: 1000MHP = +240HP, 5000MHP = +720HP
Hi-Potion +3 (130hp +13% MHP) Effects: 1000MHP = +260HP, 5000MHP = +780HP
Maximum Hi-Potion +3 potential at 9999MHP = +1429.87HP
X-Potion (150hp +15% MHP) Effects: 1000MHP = +300HP, 5000MHP = +900HP
X-Potion +1 (160hp +16% MHP) Effects: 1000MHP = +320HP, 5000MHP = +960HP
X-Potion +2 (170hp +17% MHP) Effects: 1000MHP = +340HP, 5000MHP = +1020HP
X-Potion +3 (180hp +18% MHP) Effects: 1000MHP = +360HP, 5000MHP = +1080HP
Maximum X-Potion +3 potential at 9999MHP = +1979.82HP
Max-Potion (500hp +20% MHP) Effects: 1000MHP = +700HP, 5000MHP = +1500HP
Max-Potion +1 (550hp +21% MHP) Effects: 1000MHP = +760HP, 5000MHP = +1600HP
Max-Potion +2 (650hp +22% MHP) Effects: 1000MHP = +870HP, 5000MHP = +1750HP
Max-Potion +3 (700hp +23% MHP) Effects: 1000MHP = +930HP, 5000MHP = +1850HP
Maximum Max-Potion +3 potential at 9999MHP = +2999.77HP
If that seems a bit strong how about this?
Potion (50hp +0.5% MHP) Effects: 1000MHP = +55HP, 5000MHP = +75HP
Potion +1 (60hp +1% MHP) Effects: 1000MHP = +70HP, 5000MHP = +110HP
Potion +2 (75hp +2% MHP) Effects: 1000MHP = +95HP, 5000MHP = +175HP
Potion +3 (100hp +3% MHP) Effects: 1000MHP = +130HP, 5000MHP = +250HP
Maximum Potion +3 potential at 9999MHP = +399.97HP
Hi-Potion (100hp +5% MHP) Effects: 1000MHP = +150HP, 5000MHP = +350HP
Hi-Potion +1 (110hp +6% MHP) Effects: 1000MHP = +170HP, 5000MHP = +410HP
Hi-Potion +2 (120hp +7% MHP) Effects: 1000MHP = +190HP, 5000MHP = +470HP
Hi-Potion +3 (130hp +8% MHP) Effects: 1000MHP = +210HP, 5000MHP = +530HP
Maximum Hi-Potion +3 potential at 9999MHP = +929.92HP
X-Potion (150hp +10% MHP) Effects: 1000MHP = +250HP, 5000MHP = +650HP
X-Potion +1 (160hp +11% MHP) Effects: 1000MHP = +270HP, 5000MHP = +710HP
X-Potion +2 (170hp +12% MHP) Effects: 1000MHP = +290HP, 5000MHP = +770HP
X-Potion +3 (180hp +13% MHP) Effects: 1000MHP = +310HP, 5000MHP = +830HP
Maximum X-Potion +3 potential at 9999MHP = +1479.87HP
Max-Potion (500hp +15% MHP) Effects: 1000MHP = +650HP, 5000MHP = +1250HP
Max-Potion +1 (550hp +16% MHP) Effects: 1000MHP = +710HP, 5000MHP = +1350HP
Max-Potion +2 (650hp +17% MHP) Effects: 1000MHP = +820HP, 5000MHP = +1500HP
Max-Potion +3 (700hp +18% MHP) Effects: 1000MHP = +880HP, 5000MHP = +1600HP
Maximum Max-Potion +3 potential at 9999MHP = +2499.82HP
You're also forgetting a couple things.
1. At low level the tougher "IT" mobs still hit harder then the lowest potions so it's not much of a game breaker.
2. Although they could be abused the cost of spamming them isn't worth doing it.
If they could stack I'd see it as a good thing it'd create another gil sink players could take advantage of. Even with the highest modifications I posted they'd still be VERY VERY... expensive to produce. This would limit the game breaking aspects because of the expensive nature spamming them.
I doubt players would take 60 Max potions with them at all times or consume at will even if they stacked to 12. It'd amount to millions of gil worth of medicines. This is why not allowing them to stack is a severely stupid game design concept. In fact by not allowing them to stack SE is breaking the opportunity for a gil sink that could help keep the game economy in check. Wealthy players could use them to be more bad arse.
bungiefanNA
02-06-2013, 04:35 AM
Or have certain potions scale with stats. You have 100 HP? This potion cures 50 HP. You have 1000 HP? This potion now cures 500 HP. It wouldn't be too much harder to have better scaling then a flat percentage of health, it isn't like cures don't have stepped progression.
That would be Namco "Tales of..." item logic, where gummies heal 30%, 60%, or 100% of a stat, and Tales of Eternia Online already shut down years ago.
Alhanelem
02-06-2013, 05:07 AM
Or have certain potions scale with stats. You have 100 HP? This potion cures 50 HP. You have 1000 HP? This potion now cures 500 HP. It wouldn't be too much harder to have better scaling then a flat percentage of health, it isn't like cures don't have stepped progression.There are % based potions, but they're either rare, temps, or take a long time to use.
Sarick
02-06-2013, 07:24 AM
Or have certain potions scale with stats. You have 100 HP? This potion cures 50 HP. You have 1000 HP? This potion now cures 500 HP. It wouldn't be too much harder to have better scaling then a flat percentage of health, it isn't like cures don't have stepped progression.
I'm sorry, Alhanelem I quoted the wrong post.
This isn't totally good. If a player has 50 hp and use a potion with it only using a basic percentage they might only get 5 hp. There needs to be a base minimum + the percentage or you have exspensive items that are worthless for players with low max hp.
When using a raw percentage (30k gil max-potion +3) on a level 3 players with say 75% HP recovery if their a max hp is 100 they would gain 75HP. A player that uses a normal potion with that setup and a 5% max hp recovery would only recover 5 HP. Even a level one player would laugh at such a poor amount of hp. If they had 10000 hp then that 5% might look good but at low hp it'd be junk at 5%.
As you can see simply making them only based on one factor keeps them as total trash for scaling all ranges. In my first example a potion would give 50 hp base and add 5% of the players max HP. So a low level player with would get at least 50hp. Someone with 100hp would get around 55HP cured and someone with 1000hp would get around 100hp cured using that same type of potion. If they had 9999hp the percentage bonuses would scale nicely giving almost 550HP!!
Economizer
02-06-2013, 01:09 PM
There are % based potions, but they're either rare, temps, or take a long time to use.
I'm suggesting that potions could have a floor, steeping scaling formulas much like cures, and even caps.
For example, a Potion heals about 50 HP. After changes it could even do that until the player has 500 HP, then gain 10% of the amount after 500, so at 600 you get 60 HP, at 700 you get 70 HP... and then it could cap out at 100 HP.
That doesn't even have to be the exact change, it is just an example of what could be done.
Other changes could be related to adding level requirements to potions like you suggested - they have level requirements for certain items that give players experience points, so it would even be hard. Another option would be letting lowbie players use the same potions, but they suffer from a medicated effect, whereas a high level player eating say, a Strength Potion, wouldn't have that medicated effect, or would have it last less time. Or a combination of many different ideas.
Wealthy players could use them to be more bad arse.
Players who are wealthy enough in real life can afford to dual box with their pocket trashmage, or even tribox even more support into the mix.
I'm sure there are other arguments for and against potions being made more powerful, and we'll hear them out if we haven't already, but another point I'd like to make is that if you made potions stackable, given the cheap nature of low level potions, you will open up the eventual possibility for the Chemist job a tiny bit more.
Sarick
02-06-2013, 02:25 PM
Other changes could be related to adding level requirements to potions like you suggested - they have level requirements for certain items that give players experience points, so it would even be hard.
I don't see the point in limiting the potions. If you're a level 1 player a level 99 WHM can still cast cure 6 on you. It would be stupid but it would still max cure you. It's not like level 1 players would be dishing out 30k for Max-Potions when they could just have another player cure them for free. The potions & ethers are more or less emergency goodies.
With scaled potions no matter what there is always going to be a big drawback for using versions that are too strong for the players level. If the player uses expensive potions sure they heal for more but also cost more and don't give the same bonus benefits. This makes it stupid to use them if your lower level. It'd be different if they temporally increased max HP but they don't so a player is still going to be blowing gil.
Players who are wealthy enough in real life can afford to dual box with their pocket trashmage, or even tribox even more support into the mix.
In game and real world wealth are different beast. I'm talking about players who don't use that stuff. The ones that are single box one account players. Even then the pocket mages could use the ethers to recover MP.
Economizer
02-06-2013, 05:41 PM
I don't see the point in limiting the potions.
But someone at SE might. Why bother risking game balance for the non-target group of the change when you could stomp out the possibility altogether?
In game and real world wealth are different beast. I'm talking about players who don't use that stuff. The ones that are single box one account players. Even then the pocket mages could use the ethers to recover MP.
This was actually an argument for better potions.
That said, there is always the risk that you replace healers altogether in certain situations, or turn some jobs towards pay to play (in gil) that weren't supposed to be - a Ninja or a Corsair might be required to pay for their ammo or tools, but is magic supposed to be that way too? And if magic becomes pay to play, then why should melees get such a free pass merely eating cheap food, shouldn't they have to buy some Soda (assuming Soda sees upgrades)?
So of course we'll see consequences, we just have to know that we accept those consequences, and it will be fun for the majority of players.
OmnysValefor
07-26-2013, 07:48 AM
Necro'ing this.
They're talking in other topics about our inventory concerns. Ideas posed in this thread would go a long way.
Make all meds stack to 99, including elixirs, ethers, etc.
Alter the synthesis recipes, or make it possible to sell them on the AH in stacks of 12 (this could be difficult, givin the sell-interface).
And to introduce a do thought, give us a special bag that can only hold meds, and meds, when used, are used directly from there. If I /item "echo drops" Omnys, it uses it directly from my "First-aid kit".
When I use an item from the menu, it could do like with temp items and have the First-aid kit's items load first.
Daemon
07-27-2013, 09:48 AM
Title says it all. I love coming prepared and I hate asking for sneak, but I'd be lying if I said I've never run out of a med mid-event, or worse, didn't bring them at all. A stack of 99 echos would never leave my inventory, and would be easy to replenish. Same for oils and powders.
I think SE should allow level 99s to have med restriction removed. I mean at level 70-75 it was meant so players could not spam meds and beat Maat easily. And I can see this being important for keeping Maats cap a challenge.
But at 99, it would be nice to have restrictions removed off items like Vile Elixer+1 or Icarus wings. Why?
Vile Elixer cost 300k each on my server. Icarus wings are 100k per stack.
Unless someone was super rich and can afford to buy and spam items like these all day, I just don't see that happening. If anything people would use them more than now but not to the extreme.and cost of these items might even rise if restrictions were removed.
And even if someone chooses to, doesn't mean those items were free.
Daemon
07-27-2013, 09:52 AM
Although allowing certain items to stack to 99? You have to look at it from a crafters point of view. How many people make gil off silent oil and prism powder. If people could carry 99, these items would be sold less frequently since 99 would last longer than 12.
Umichi
07-27-2013, 08:51 PM
It's simple really..... stack of 12, medicated timer decreased to 1 min inbetween uses. you would more than likeley see an increase in high tier potions and ethers and would bring more life back into the alchemy craft and increase medication useage which is what SE stated was one of their long time goals... I don't think 1 min is too game breaking in this age of content.
One thing I'd like to throw in is introduce an alchemy guild KI that allows alchemists to use them without a medicated effect but make it require caped alchemy so you have to choose from being an alchemist or some other profession.
but then again I could see where it could be abused.. as a drg/whm 1 min CD on a pro ether would be very game breaking as I'd never run out of mp and I could solo alot more :) 2 pro ethers and I'd have caped mp again.
Garota
07-27-2013, 08:54 PM
Title says it all. I love coming prepared and I hate asking for sneak, but I'd be lying if I said I've never run out of a med mid-event, or worse, didn't bring them at all. A stack of 99 echos would never leave my inventory, and would be easy to replenish. Same for oils and powders.
Remove rare status from Instant Warps and make them stackable to 12.
Bamph
07-27-2013, 10:24 PM
Although allowing certain items to stack to 99? You have to look at it from a crafters point of view. How many people make gil off silent oil and prism powder. If people could carry 99, these items would be sold less frequently since 99 would last longer than 12.
I'd love that... I'd be able to sell */em does math* 7 stacks of 99 (693) instead of 7 stacks of 12 (84) at once. That would increase my profits, or I'd be able to have other things up at the same time.
It's the same reasoning behind letting clusters stack up to 12s (although it would be great if they could stack to 99... CRYSTALRIFIC!), or if they decided to let you stack logs of other synthing mats...
Mirage
07-27-2013, 10:35 PM
making more medicines stack would probably make it more appealing to level the alchemy craft!
It's simple really..... stack of 12, medicated timer decreased to 1 min inbetween uses. you would more than likeley see an increase in high tier potions and ethers and would bring more life back into the alchemy craft and increase medication useage which is what SE stated was one of their long time goals... I don't think 1 min is too game breaking in this age of content.
One thing I'd like to throw in is introduce an alchemy guild KI that allows alchemists to use them without a medicated effect but make it require caped alchemy so you have to choose from being an alchemist or some other profession.
but then again I could see where it could be abused.. as a drg/whm 1 min CD on a pro ether would be very game breaking as I'd never run out of mp and I could solo alot more :) 2 pro ethers and I'd have caped mp again.
What's gamebreaking about a drg/whm soloing old/easy content?
Trumpy
07-28-2013, 04:16 AM
I would think people doin GoV stuff would keep the supply pretty high of potions. i know i tend to just npc like 12 of those things everytime i leave a gov zone cause i dont have the AH slots (or time to relist 50 times cause no one is buying them).
Mirage
07-28-2013, 04:37 AM
I dunno, I don't think there's all that many people opening brown chests. There are those who are after rings here and there, but those people aren't in great numbers. Other than them, there's the gov exp alliances, but no one there really bothers with opening browns.
Umichi
07-28-2013, 04:58 AM
making more medicines stack would probably make it more appealing to level the alchemy craft!
What's gamebreaking about a drg/whm soloing old/easy content?
I don't solo easy content... IT mobs are not easy content. NM's aren't easy content. they are meant to be challenging. with this I could go into abyssea without the need for MM or Fullmooon. WKR is not easy content, Delve is not easy content.... and considering most RDM's don't know how to refresh anyone but themselves a tank or a mage job yeah i run out of MP during those fights.
Demon6324236
07-28-2013, 05:21 AM
IT mobs are not easy content.That depends, and also, IT mobs are not relevant either. If you can solo a Delve NM, maybe it would be more important of a draw back, soloing normal mobs which give lolxp, not a big deal, sorry.
Umichi
07-28-2013, 05:56 AM
If you are soloing it is.... I see many people complain about panopts and I've had hands on experience with these mobs tell me soloing a IT umbril is a walk in the park for most people and I'll laugh at your face... IDK about you but I still need merits and the XP these mobs provide me is delicious.
It's still benificial for my party to stay caped on MP as I cast haste, na spells, bar spells, dia and bar spells for procing HB's, and stoneskin and blink. cures for sleep and curagas for pty sleep also.
Mirage
07-28-2013, 06:02 AM
Yeah, i'm sorry. I didn't just mean easy/old stuff. I also meant unimportant stuff, such as killing IT trash mobs in the field. If more MP lets you solo things that are usually tackled by a full party at 99, then there might be an issue with giving drg this sort of a boost. If not, it's just another thing that could make drg a bit more valuable as a job, which isn't really a problem, considering what the job is like presently.
Umichi
07-28-2013, 06:10 AM
Yeah, i'm sorry. I didn't just mean easy/old stuff. I also meant unimportant stuff, such as killing IT trash mobs in the field. If more MP lets you solo things that are usually tackled by a full party at 99, then there might be an issue with giving drg this sort of a boost. If not, it's just another thing that could make drg a bit more valuable as a job, which isn't really a problem, considering what the job is like presently.
Killing those panopts you hate is unimportant I see. they obviously aren't trash since people have a problem with them agroing them and are doing their job as intended. It might be unimportant to you but that doesn't mean they are unimportant for the rest of us they are a source of XP of which I take advantage of (although I do prefer to fight the VT mobs vs IT mobs if im specifically farming for xp)
Demon6324236
07-28-2013, 06:39 AM
If you are soloing it is.... I see many people complain about panopts and I've had hands on experience with these mobs tell me soloing a IT umbril is a walk in the park for most people and I'll laugh at your face... IDK about you but I still need merits and the XP these mobs provide me is delicious.If you want to argue the issues this type of change would bring to balance between players killing mobs you have to present mobs that are hard to kill while also being rewarding for the effort. Abyssea is much more rewarding even in the worse of parties when it comes to experience points because you have many more people fighting, and depending on your weapon & skill, its easy to 1shot Abyssea mobs with a WS now days no matter what job your on, which is an example of the kill speed you have.
It's still benificial for my party to stay caped on MP as I cast haste, na spells, bar spells, dia and bar spells for procing HB's, and stoneskin and blink. cures for sleep and curagas for pty sleep also.If you are in a party doing this chances are you would not need such an item more than once a minute which was your restriction you placed anyways, which means that in this situation spamming them would not be needed.
Umichi
07-28-2013, 06:46 AM
If you want to argue the issues this type of change would bring to balance between players killing mobs you have to present mobs that are hard to kill while also being rewarding for the effort. Abyssea is much more rewarding even in the worse of parties when it comes to experience points because you have many more people fighting, and depending on your weapon & skill, its easy to 1shot Abyssea mobs with a WS now days no matter what job your on, which is an example of the kill speed you have.
If you are in a party doing this chances are you would not need such an item more than once a minute which was your restriction you placed anyways, which means that in this situation spamming them would not be needed.
It's rewarding for me to kill high level mobs that are challenging, It's also not a challenge when they remove what makes it a challenge in the first place. you forget that this is a game catered toward challenges wether they are mundane or not.. I still enjoy killing monsters for fun. and Isn't that SE's intention... you also forget that you represent a small playerbase on these forums when you say such things as "These mobs are insignificant" or "It's not worth the time" as they are completely biased towards people who have the same opinions..... not everyone frequents these forums.
http://www.youtube.com/watch?v=zSeN2VTfNOk
people still have a hard time soloing this.... and someday I hope to be as powerful as him lol a hero to all drgs truly!
Demon6324236
07-28-2013, 06:57 AM
Killing those panopts you hate is unimportant I see.Unless you can solo the ones in the Wildskeeper Reives, which I highly doubt, then you are not killing the ones creating the problem. They are much harder than the ones outside, like the birds near the Zapdos NM I assume, which outside hit me for 200~300 on RDM, while inside they hit me for 600~1k.
they obviously aren't trash since people have a problem with them agroing them and are doing their job as intended.It would not be such a problem if people were not complete assholes in the Reive you are talking about, and pulled them on top of every other person to get them killed. Imagine it like if you were doing Walk of Echoes, if you have ever done that, where a person can pull a NM on top of you even though your weakened and kill you off, except the area is super small. It is impossible to escape, the mobs don't depop, and they are so strong you can not possibly fight them weakened, but people pull them to you still and end up MPKing everyone. That is the issue there. Not what you are thinking of.
It might be unimportant to you but that doesn't mean they are unimportant for the rest of us they are a source of XP of which I take advantage of (although I do prefer to fight the VT mobs vs IT mobs if im specifically farming for xp)Unimportant in the grand scheme of things, no matter if their minor xp is something you care for or not, its not a reasonable reason to avoid implementing this for 'balance'.
Demon6324236
07-28-2013, 07:10 AM
It's rewarding for me to kill high level mobs that are challengingI agree, but making this change would not take away the challenge, just like he is specifically not using a brew, you can specifically not use these items if you want a challenge, just like how I know there is a RDM who has soloed Azdaja without Atma, Cruor buffs, or Windower. Just because you make a change that is generally better for the majority of the player base, and in the case of this adjustment, better for the sake of the items themselves, it does not mean you take away from the other players.
So far as talking only for some small bit of the player base, I disagree, in this case I am not talking about some high end players or group of such players, I am talking about experience points. If you are wanting to argue the amount of people who actually get experience points at 99 from Adoulin as their way to getting them, I laugh at you, because the amount is very far and few between. I walk around all of the time in Adoulin and see maybe 1 or 2 people a day at most who solo any normal mobs, and normally they are THF or /THF, which tends to mean they are farming, not fighting for experience or challenge. We all know the majority of the player base is getting experience points in Abyssea either via worms, Fell Cleaves, or some other form of party, simply because its the fastest and best for it, no matter your level, no matter your gear. Some few people do it differently, but even they do not hold to that post 99 I am sure, as they are often of the mentality that Abyssea should be for 75+ players, and once they are 75+, do not care about staying away anymore. I know some people are like yourself where they do not, but really, you should look around you and see who is truly the minority in this case, and who this truly effects in a negative way, from where I am sitting, its optional, like food for most content, and not something you must use, or can stop yourself from using if you want, and it gives you a more enjoyable experience.
Umichi
07-28-2013, 07:14 AM
again unimportant to you and your bias towards it. I actually haven't been in the rieve, I thought the problems were occuring cause of the ones outside and navigating the map my apologies.
I was merely being contrary to myself which I often do I never said I didn't want the meds reduced to 1 min, but after careful consideration I'm thinking something along the lines of a minute and 30 seconds would do well as one pro ether puts me at half my mp and i can tank with half my mp solo for a bit.
Wolffeberhard
07-29-2013, 10:08 PM
In all honesty, I much rather see the effects of all those meds were to be improved and up to date to today's player's HP & MP bars. The fact that they are static values instead of by means of percentage has baffled me for a long time, sorry to say, but it just plain stupid. HP bars are not static, Is not like your are 500 HP all the way to level 99, so why should the meds be static. Same goes with MP. I can see way they don't want to stack them though. Healers would be out of a job if all DDs were to come with stacks of maga powerful HP pots, assuming they do increase the meds values, in which case stacking wouldn't be wise. Best bet where to make Tanks out of all meds that can be crafted. Limit the usage, without the damn medicated effect, but still let players carry a descent amount with them without taking so much inventory space or make all meds craft-able in a pill form but without the medication and still the same effect as their pot counterpart. Make Silent oils and prism powders stack-able to 99. It might end up costing more than x12 stack but one can never have enough of those. I'm sure healers would be grateful if they have to stop casting sneak and invis all the time to everyone even if your main/sub SCH.
Mirage
07-29-2013, 10:31 PM
Healers wouldn't be out of a job if the stackable non-medicated potions were expensive to make. Also, if certain DDs were going to use their own potions for every single heal they needed, the item usage delay would destroy their damage output. Also, they still can't use a items to gain haste, protect/shell 5, stona, and sleep removal (except poisoning themselves). Certain status ailments can be cured with items, but having several stacks of items to cure any status ailment is going to kill your inventory space, so no, I don't think healers (who often also share the role of buffers) are going to be out of a job.
I suggest that there should be stackable potions/ethers with a short medicated effect, perhaps 30-60 seconds, depending on the potency of them. Ethers and potions should also not share the same medicated "cooldown". Using an ether twice a minute might get a bit out of hand, but using a potion 1-2 times per minute isn't really a big problem.
Stackable ethers should probably not have a "recast" on more than 3-6 minutes. Perhaps the medicated cooldown period could be affected by the HQ rating of the potion. 6 minutes for a +0 stackable ether, 3 minutes on a +3 stackable ether.
Also, i'm not sure about stacking all recovery items to 99, but at least a lot of the unstackable consumables we have today should be stackable to 12. Some of the ones that are currently stackable to 12 could possibly be increased to 99 at the same time.
OmnysValefor
07-30-2013, 02:24 PM
The "casting time" of using a potion/ether, and the period afterwards where you can't do anything but auto-attack would make them ineffective for carrying stacks for the purpose of replacing a whm. Find yourself at 300 hp and wanna pop something that gives half your hp back, fine, but if every did did this every time on virtually any relevant nm (anything in even Skirmish), the fights would be much longer.
As most nm's become more and more resistant to stun, and there's usually a hard-limit on how long you can fight, no ls would want their DDs spamming meds. DDs don't go through stacks of remedies to get rid of slow, even with as busy as the wm might be.
And besides, to say that more useful potions is more important than stacking is ignoring the fact that a lot of players carry obscene amounts of gear around for their job. I usually ahve 3-4 stacks of echos and remedies in accessible inv, but I keep 2 stacks of each in my main inventory on my pld.
Stacking to 99 would give me 4 more inventory spaces and a common place to put them.
Lastly, on most servers, you're silly to buy echos/remedies off the AH (sorry alchemists :() there's usually a vendor conveniently located that sells for cheaper.
Daemon
07-30-2013, 05:19 PM
I'd love that... I'd be able to sell */em does math* 7 stacks of 99 (693) instead of 7 stacks of 12 (84) at once. That would increase my profits, or I'd be able to have other things up at the same time.
It's the same reasoning behind letting clusters stack up to 12s (although it would be great if they could stack to 99... CRYSTALRIFIC!), or if they decided to let you stack logs of other synthing mats...
That would work if people bought those stacks of 99 at the same rate as buying stacks of 12. However, look at ninja tools. Inoshishinofuda for all elemental, Shikanofuda for Self-Enhancing, and Chonofuda for Foe-Enfeebling have high price value but barely sell often.
Some people can't even afford to buy stack of 12 dark or light clusters or don't even find the need to buy that many.
Raising the cap might provide convenience, but could also have negative effects such as not finding the need to buy things often when purchasing a stack of 99 could last a person longer. I'm guilty of this by buying 12 stacks of 99 Shihei which I haven't bought more in about a month because i still have a few stacks left over.
Would you like to keep putting up the same item in AH until someone buys it? Ive tried reselling some of my ninja tools Inoshishinofuda and Shikanofuda after retiring ninja only to still find it returning to my mog house after no one buying them.
Items like geodes were sold for an outrageously higher price all because it took longer to make stacks of 99 therefore you are paying the person extra who is selling that item due to convenience 99 vs 12.
Same thing will happen if SE allows items like silent oil and prism powder stack to 99. Like I said it may be great for some but also need to think about it from a crafters point of view.
There's enough evidence in AH to show you the outcome of what will happen if SE made everything stack to 99.
Things like ether, potions, remedy wouldn't matter because they can be bought from NPCs. But crafting items that require people to farm is different.
Bamph
07-30-2013, 09:32 PM
That would work if people bought those stacks of 99 at the same rate as buying stacks of 12. However, look at ninja tools. Inoshishinofuda for all elemental, Shikanofuda for Self-Enhancing, and Chonofuda for Foe-Enfeebling have high price value but barely sell often.
You mean the ninja tools that can be bought from the npc for lower than the AH price? Yep... I'd be insane to go buy them from the NPC to save a couple gil, rather than buy the inflated AH prices.
Some people can't even afford to buy stack of 12 dark or light clusters or don't even find the need to buy that many.
I'll give you that, I'm not saying that everything *should* stack to 99. It would be great if they *could*. It would also be great if the AH let you sell singles, stacks of 12, stacks of 99, stacks of (oh, you need this many geodes for a trial?).
Raising the cap might provide convenience, but could also have negative effects such as not finding the need to buy things often when purchasing a stack of 99 could last a person longer. I'm guilty of this by buying 12 stacks of 99 Shihei which I haven't bought more in about a month because i still have a few stacks left over.
But the same amount of tools are going to be used... If I average using a stack of silent pots on a dyna run, and I plan on doing 7 dyna runs, I'm going to need ~84 silent pots. I could buy all those pots at once, or 12 a day, but I'll still be buying the same amount. It will go a bit slower, but they *will* sell at the same rate as it is now. (aka, if 7 stacks of 12 sell a day, about 1 will sell a day now)
Would you like to keep putting up the same item in AH until someone buys it? Ive tried reselling some of my ninja tools Inoshishinofuda and Shikanofuda after retiring ninja only to still find it returning to my mog house after no one buying them.
If it's not selling, it goes in my bazaar. People will buy them. Look at the high-priced items (10mil or more) that sell very slowly. Why would I put them up on the AH? I'd put them in My bazaar and shout for them.
Same thing will happen if SE allows items like silent oil and prism powder stack to 99. Like I said it may be great for some but also need to think about it from a crafters point of view.
I craft, I used my point of view, I'm not sure how that's not a crafter's point of view. I should poll them and ask them what they all think. Every crafter on every server...
There's enough evidence in AH to show you the outcome of what will happen if SE made everything stack to 99.
Didn't say that everything *should* stack to 99. Even if they made everything that couldn't stack into stacks of 12: they could be sold singles (like they are now), or in stacks. I still see single crystal clusters up, and stacks of clusters up. I even see single crystals up. And before you say that they crystals jumped in price because they could be stacked to 12, I think that the price jump was probably caused by the waypoint "currency."
Also, I did take some time off recently (like a year or two inbetween when the third abby expansion finished and last August), and didn't start playing until a year before WotG. I'm not sure what stuff changed with stacks and whatnot besides the crystal clusters.
Things like ether, potions, remedy wouldn't matter because they can be bought from NPCs. But crafting items that require people to farm is different.
Things that can be bought from the npcs... like... universal ninja tools?... (ok, that was a little bit of a dig)
Crafting items that would be game breaking if they stacked to 12 (but would probably make crafters' and farmers' lives easier):
Ore.
Logs.
Iron Sand
etc..
Glamdring
07-31-2013, 10:05 AM
Title says it all. I love coming prepared and I hate asking for sneak, but I'd be lying if I said I've never run out of a med mid-event, or worse, didn't bring them at all. A stack of 99 echos would never leave my inventory, and would be easy to replenish. Same for oils and powders.
I'll back this... right after my jugs and pet foods stack to 99.