Lemme craft some fireworks. I, for a fact, use more of those mid-battle than potions.
Lemme craft some fireworks. I, for a fact, use more of those mid-battle than potions.
lol why is every DoH/L is useless in this game? why not just removed them?those classes CLEARLY SERVED NO REAL PURPOSE!!!1111QQQQQ
seriously, why make DoH/L useless for anything?
That's great and all but what about the meds that increase stats like Hi-Potion of Vitality or Earth Ward Hi-Potion? These are the ones that need to have duration increased from a laughable 15s to something worth while like 15m. Ask the Item Lead about that please.We spoke with the Item Lead who brought up a few points about medicines.
Currently items were designed to be used sparingly, and as a result the re-use duration is set longer. We don't want to create a scenario where players are expected to regularly have a whole host of healing items taken to each activity, nor a situation where players in a healing or enhancing role would not be necessary solely because of items.
Food is designed with a different duration in mind specifically as well, because the concept of these items are quite different.
The potions are extremely potent and great. Simply because players don't understand their worth doesn't mean Alchemist needs a buff. Personally, I have 150 int potions in my bag (thus a big whopping x150 on the bar) and about 100 more poison potions remaining. I make use of them in every boss encounter. I actually used to have over 300, need to restock soon.
Definitely not. The potions are extremely good as is. They all serve their given purpose. Simply because you're not making use of it or don't know how good it is doesn't mean it needs to be buffed to OP levels and make it faceroll easy to use.That's great and all but what about the meds that increase stats like Hi-Potion of Vitality or Earth Ward Hi-Potion? This are the ones that need to have duration increased from a laughable 15s to something worth while like 15m. Ask the Item Lead about that please.
Sounds like you don't care about contributing to your group as much as you should.Lemme craft some fireworks. I, for a fact, use more of those mid-battle than potions.
Are you kidding? HQ Int potions, x potions, whatever it may be, make a huge difference.The difference between HQ and NQs really isn't enough to justify using one over the other
When it comes to gear, people care about every single tiny point. When it comes to potions and food, oh, that doesn't matter. Most players won't even use them, and yet they care so much about the stat when it's on their gear.
You want an example? Try snapshotting SMN DoTs with INT potions. Oh no, the buff only lasts 15 seconds, but wait, if you cast your DoTs while the potion is up, it doesn't even matter if the potion wears off. The DoTs will continue to do MUCH higher damage for their full duration... and what happens if you Contagion them? <gasp> And you can increase the bonus through the use of stacking Raging Strikes on top of it?! And what about Bane? My god, potions are amazing.
That's just one class, one use. You should try to figure out the same for your classes instead of just going "WOW THEY SO USELESS" and ignoring them.
Last edited by Crevox; 02-05-2014 at 12:01 PM.
15 Second Duration is fine....but alot of the healing potions, the VIT potions, ethers, do nothing to make them worthwhile. SE's in-forum response sounds to me like "we intended for them to be useless" and i don't understand why you should bother keeping them in the game.
They're choices. VIT potions are useful for that health boost to survive longer; it's no different than any other tank cooldown. It could make you live long enough for the healer to save you and pick your HP back up. I'm pretty sure it also stacks favorably with Thrill of Battle. Compared to a heal potion, you can pre-pot a VIT potion for an upcoming bad situation that would otherwise inflict fatal damage (example: Ifrit's Inferno. If you know you're going to die from it, VIT potion says nope).
Healing potions are the same, or can just be used as passive mitigation. If you make a mistake and take extra damage, you can just get rid of it. It's also just less HP the healer has to heal.
Ethers are MP. MP is power. More MP = use more expensive, greedy heals. More regens. More shields. This one is really a no brainer. It also lets BLM triple cast Flare, and SMN could use them to be more greedy with their DPS rotation. Though of course, SMN would prefer INT potions, and BLM would only use the Ether in a situation where 3 flares would be amazing, WP speedrun being one example.
Those are just a few examples of their uses. All very, very good uses. The difference between victory and defeat. And that's only if ONE person in the group uses it; what if everyone else does?
Does everyone really need to be taught how to use potions?
Last edited by Crevox; 02-05-2014 at 12:34 PM.
I'm glad that some people find them useful, but I have used them as buffs much like Thrill of Battle. I'm a WAR so I know. But the benefit I have gotten from them hasn't been noticeable enough to even bother paying for them. Maybe a lower level instance where I wouldn't have ToB, but otherwise, its a waste of space, and money/resources for me to continue making it a regular practice for me. I wouldn't depend on one as a lifesaver. Just used one in Ultima today, Maybe its because I already have so much HP, but I used it and didn't notice much going on there.
Honestly I think the point of this thread is getting lost. If only a very minimal part of the game population are seeing a benefit from the potions, and the majority of the players are not, then that means bad business for Alchemists. Either change the potion situation so that the rest of the players find them worth using, or give Alchemists something else to make.
They are worth using. Players just can't see it. Buffing them to OP levels would only make them "essential" as the CM stated. They are good as is.Honestly I think the point of this thread is getting lost. If only a very minimal part of the game population are seeing a benefit from the potions, and the majority of the players are not, then that means bad business for Alchemists. Either change the potion situation so that the rest of the players find them worth using, or give Alchemists something else to make.
Also, they are actually very easy to make and gather the materials for. People sell them at high prices because they control the market. If you go and get the materials yourself, you can get hundreds of HQ potions easily in less than a day's play time (a few hours?) and those potions will last you for days.
Alas, it seems like people only meet the half way point when they say they care about their performance in groups. People would rather just go hivemind mentality and instead of trying to figure out their use and make smart use of them, just flock to the post that says they're useless and press "Like" so they get buffed to easymode.
Last edited by Crevox; 02-05-2014 at 01:06 PM.
Looks to me its not exactly related to Alchemy class completely but the potion effectiveness. To be honest I agree most pots are useless except for those giving mega-stats HQ.
If you are talking about gil making for Alchemy, I think Alchemy can make gil pretty lots and quick. Not to mention all Alchemists 50 out there, I am sure you know which gives the best revenue :P
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