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  1. #1
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Yuchemey
    World
    Asura
    Main Class
    PLD Lv 99

    Stackable Potions 12 or 99

    All HQ included.
    Potion, ether, Hi-Potion, Hi-ether etc... i this would be great for soloing player. could come handy. Knowing that abyssea Engulfed most low level players. Leveling is now an ass and you keep dying. if you share the same feeling, please leave a message.

    Yosuke of Fenrir.
    Avomipaton of Shiva.
    (1)

  2. #2
    Player Meiisein's Avatar
    Join Date
    Feb 2012
    Posts
    6
    Character
    Meiisein
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    I'm all for more things in the game stacking but don't we already have this option via potion drops and potion tanks?

    Not overly familiar with the quality of drops and tanks though so I'm not sure if it's the same quality.
    (0)

  3. #3
    Player Raucent's Avatar
    Join Date
    Jun 2011
    Location
    San'Doria
    Posts
    98
    Character
    Raucent
    World
    Valefor
    Main Class
    DRK Lv 99
    drops all have the annoyance of Medicated status
    (2)

  4. #4
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Yuchemey
    World
    Asura
    Main Class
    PLD Lv 99
    Yes we do, but imagine that you are in South gustaberg, you are leveling you find a lot of brown chest and get like 5~10 potion during level 1~14 that's a lot of space guzzler.
    (1)

  5. #5
    Player
    Join Date
    Aug 2012
    Posts
    1
    I agree in that all meds should stack to 99 also a significant increase to player health would be nice.
    (1)

  6. #6
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Fenrirs_Takumi View Post
    Stackable Potions 12 or 99
    I don't even disagree with the idea, but I can tell you one of the many things one of the Community Reps might parrot from the dev team right now.
    • Changing the way potions stack will somehow mess with healers.
    • Changing the way potions stack will somehow mess with crafters.
    • Changing the way potions stack will somehow mess with how powerful players are.
    • Drops are supposed to be used, if potions were stackable, they'd be obsolete.
    • Drops are supposed to be used, if potions were stackable, we'd have to make them medicated.

    Well, it isn't certain, there is a non-zero chance that we'll get changes, even if it is something small like potion drops not giving medicated status, or cutting down on the amount of medicated status that potions have.

    Still, I like the idea of adjustments to potions in general, so here is some encouragement and thoughts.

    I'll repeat my comment from earlier threads that SE could:
    • Make currently stackable potions such as Echo Drops be baggable in bags of 99 so we can carry as much as other tools without changing the current stacks on some things. Such bags may or may not be sellable at the AH if it would affect crafters adversely.
    • Consider adjusting certain potions that aren't currently based on HP percentages to work based on user stats such as VIT/MND/INT to scale up their functionality.
    • Consider a Chemist class that has special potion using properties in conjunction with easing restrictions on ease of potion usage.

    There are a lot of things SE could do to make potions more viable, and we're aware that it has to be done carefully since SE wants healers to have a place and for crafters to not have their boat rocked too much.

    I definitely recognize that there are complex balance issues to deal with when making any changes, and as someone who plays a lot of healers I'd be pretty hurt if everyone could just use 1 second usage Max-Potions that stacked to 99, didn't medicate, and only cost 100 gil to buy or make. But this doesn't mean potions shouldn't be used at all. I hope to see some consideration and adjustments to potions in the next six months to a year.
    (0)

  7. #7
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    I'd rather they actually made them decent first... 100 HP for an elixir..... erm, okay!
    (0)

  8. #8
    Player Fenrirs_Takumi's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Yuchemey
    World
    Asura
    Main Class
    PLD Lv 99
    Economiser, i know what you are saying. But as of lately, the party area are deserted. SE Could make more sorts of potion.
    and lower HP from one potion. Potion Lv.1-10 only gives randomly 30-50 HP per consumption. thus helping starters in game.
    I just started on Shiva. The only kind of party you get is book party from 10-30 then if you are lucky, you'll get a crawler's nest party. Can take up to 5-12 hours. then you have abyssea but you either need Keys (cruors) or (gils) which you do not have at low levels. if you decide to do books solo, because of the lack of skill up from gusgen mine parties, you might have a really hard time.

    So HP MP potion are essential at that time. Craft would be easy if one craft would give 10 or 12 every synthesis. Like tsurara nin tools. if stackable for 99
    or even 2~3 every synthesis. fo stackable to 12.
    (0)

  9. #9
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I'm aware of the issues for new people to the game, however it is much, much easier to get to high level as a new person then it used to be.

    I don't really think that is a big enough excuse, especially when new players have options like Auto-Regen, random potions from chests, and cheap survivability from the Dancer subjob, or other creative uses of the subjob system. Some jobs even get stuff like Bloody Bolts to knock it up further. If skills are a problem for new players, they should retreat to a weaker area and skillup until they get stronger, level another job that shares similar skills, or otherwise find someone to help. I feel that the equivalent difficulty of doing this alone is still lower then leveling used to be for most jobs.

    So even though easing the difficulty of getting potions even more, and buffing potions newer players can use would help lower the difficulty for newer players, I don't think this is the primary reason it should be done.

    Quote Originally Posted by Fenrirs_Takumi View Post
    SE Could make more sorts of potion.
    and lower HP from one potion. Potion Lv.1-10 only gives randomly 30-50 HP per consumption. thus helping starters in game.
    I also don't think randomly lowering the effect of potions on super low level players is necessary. As previously stated, leveling the first twenty or so levels is easy enough that you'll probably avoid using any non-temp item potions you have unless you are hurting for space.

    If the effect is lowered on very low level players, I would want it to be a result of a formula that is based on player stats so that players could make the potions more effective with work, not randomness.

    I think I'm gonna work towards a writeup for what could be changed with potions. This goes a little further then stackable potions, because we already have Potion Drops that are pretty cheap despite inflicting medicated status on players.
    (0)