Quote Originally Posted by Alhanelem View Post
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.

Quote Originally Posted by Sarick View Post
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.