You think that "casual and solo" players should have to buy/craft mass amounts of potions so that they can casually kill monsters? Not sure if serious.
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Exactly...they share a timer you couldn't continually pop potions or ethers or buff potions as they all shared the same timer even if they were a different "tier/element/buff' of potion.
So since the game as is already has shared timers, "reintroducing" it isn't really that big of a deal.
Change is bad amirite Kiote? For someone who seems to hate every single design decision being made for the game, you sure don't lack in playtime or post count.
And the only useful ones were Sleep potions.
We don't know what the delay on potions will be. They need to be strong enough to be used by everyone, not just casuals/soloists, so that Alchemy can be worth a damn instead of something you level up just so you can make your own shards. You can't just constantly chug useful HP restoring potions and expect the game to have any semblance of difficulty. Even if you are soloing its too much.
As long as they avoid wait timers like FF11 (oooh, restore half my HP with 30 minutes before I can use another one!) everything should be peachy. It also makes you pick between using certain medicines because if you need status heal items for a specific fight you will want to avoid bringing long-delay Potions or stat boosts so that you can use the status recovery item when necessary.
Whatever brings stability to the market (and stimulates it) is always a welcomed addition. The only issue I had with XI's system was the medicated status effect since not everyone had a large reuse timer on it but it popped a medicated status where you couldn't use certain beneficial ones (I guess thats the 30 min downtime you're talking about.)
Otherwise I remember popping the shit out of meds back in 2004 versus RDM Maat lol.
Well the more useful ones had long recast timers. Chugging Hi-Potions was probably the only "usable" medicine as they restored a respectable amount of HP for how fast you could spam them, and they saw a lot of use in level-capped stuff.
Love the concept, hope the implamentation is practical. I do like the way they made them stackable and both viable choices. keep food a always carry and making medicine mega short boosts seems well played. I keep looking forward to the updates, good job SE keep up the good work
I hope they are bringing new potions to the game, such as Invisibility, Silent and Smell pots so we can avoid agro.
Potions have been the standard form of emergency healing in every FF except XI since the first one. Nearly every MMO in history has given players a readily accessible supply of healing potions. I did not even remotely imply that casuals and soloers should be dependent on potions. I said medicine should be a reasonable alternative, for people who prefer melee classes, to leveling mages.
No, you shouldn't be able to spam all the Potions all the time, But you should not have to wait 5 mins to every time you use Any Kind of medicine.
Some of us read what is given to us, process it, and feel it is acceptable. Just because people don't get extremely outraged doesn't mean that they are sheep, just as you not liking the changes doesn't mean you hate all change.
We haven't used this system at all and we don't even know how potent some of the items are or what the reuse timer is. Also consider the point I made earlier where you may have to choose between having an emergency heal, smaller but less potent heals, a potent stat boost, or a status Cure. It can be a kind of strategy, and I think it might be the way they are going with it with potions meant to be short-lived but powerful, perfect for tough fights.
If you played FFXI, think about the Abyssea situation:
You can live forever if you cap out your temporary items..which takes all strategy or any thought out of a certain encounter, hell you can even solo things that doesn't have a one shot or en-death attached to it thanks to that.
If you have to shift between if you need to pop a potion, boost your damage dramatically to get the final kill shot in or simply use food..that works fine lol.
the only thing i have any qualms with is the following
I always liked having the ability to toss a potion to some one.Quote:
Recovery items will no longer be usable on other characters.
would like to get some clarification from the rep team as to what Recovery items encompass
/lights the bayhoneandruruki beacon
I'm just hoping the medicines will be more similar to medicines in classic FF. I at least want the basic mainstays to be there:
Potion
Hi-Potion
Mega-Potion
Ether
Hi-Ether
Mega-Ether
Elixir
Megalixir
Phoenix Down/Pinion
The 'mega' ones should be AoE as they always effected the whole party in classic FF. Also the elixirs should fully restore HP/MP which is what they always did in classic FF too. Dunno if Phoenix Down should be a medicine, but it should definitely be in the game. It's not FF without Phoenix Downs.
While you are revamping food and medicine...PLEASE REVAMP Potions and Ethers. Why would you only have Ether pots that recover 50MP so useless...at least give 250MP.
Based off the Mega STR Potion, you would need 700 Atk to take full advantage of the 18%/125atk buff and only 300 STR for the 14%/40 STR.
That's good info to go on.
I look forward to seeing what other foods and potions will be available.
I wonder if meds take food effects into account before adding their buffs. 700 attack is almost impossible without food.
Personally I'm as happy as I could ever be for the food reform.
Given that I always level up the food-making craft in every game I play, I did find CUL to be truly underwhelming, to a point I stopped leveling it altogether.
This news is pumping up my will to grind it to 50, and the EXP bonus is a nice touch, especially for crafters/gatherers (yes, you who complain about it, you should really try leveling a craft up and experience how much grind it is).
Tl;dr: awesome news, going back to level CUL now.
Hey everyone! Here are various questions about the revamp that Triary was able to answer.
Enjoy!
1. They won’t be treated as different items. The item name will have “dated” added and the effects will be updated to the new effect (except for certain items).Quote:
1.How will existing food and medicine items be handled?
Also, will dated items be treated differently?
2.Medicine cool down timer
I have no idea what the status of my cool down is and I would like this improved.
Could you possibly look into making it possible to display the cool down timer on the icon?
2. System wise, it is not possible for the current version to display the cool down timer and we apologize for the inconvenience. We plan on making this possible in 2.0.
In patch 1.21, the items that currently stack to 12 will change to 99. Currently unstackable items will remain as is.Quote:
Since there will be adjustments to how often you can use an item due to the cool down timer, would it be possible to increase the stack numbers?
It will be possible to use status ailment recovery items on other players, including Dawn Drops and Company Issue TonicQuote:
It says that we will be unable to use healing items on other players, but does this hold true for status ailment recovery items?
Quote:
1: Will there still be additional bonuses for food such as “divine” and “tasty”?
2: Will there be specific food for Disciples of the Hand and Land?
3: Seems like the same meats increase different stats with different foods, but will it be possible to check this via the crafting recipe page?
1. This spec will change with the edits.
2. Yes. There will be food items that grant bonuses to DoH and DoL specific stats.
3. It will not be possible to check this on the The Lodestone recipe page, but it will be listed in the patch notes.
I don't mind about the cooldown timers. Half the time they're not functioning properly anyway (hint)
Interesting part of the post was the items that are stackable to 12 will be stackable to 99 in 1.21 Suweet!!!
99 sleeping/silencing/paralyzing potion stacks! woooooh!
/em throws up after eating dated eel pies. Didn't get the memo.
Rubbish.
We have the "well fed" status, right? Allow consuming food or medicine to create an additional status effect such as "doctor's orders" or "avoiding obesity" that does nothing other than have the same expiration timer as the cool-down timer for the medicine or food consumed. When it ticks off, you know you can use food again.
Problem solved.
If you missed it it said that the timer would be displayed in the log if you tried to use more medicine/food while the cooldown is up. The issue is "system-wise" so I'm wondering if the curren't game has trouble adding multiple effects from the same source with different timers. Currently any moves that do multiple status effects seem to have all the status effects with the same duration, which kinda makes me think that this may be the case.
If it was just the simple issue of adding a new icon and status effect it wouldn't really be declared "impossible" since there have been new icons/statuses added lately, like the Combo status.