The problem is potions aren't supposed to give a long-lasting benefit. They are supposed to be an 'emergency' item or a special that does something like help with 'spike' damage for a short time. That said, I think SE needs to re-evaluate the recast timers or potency on some, not necessarily all potions,remedies, elixirs etc.
Potions/Elixirs -I believe the recast time on these is probably okay. However, they should give better benefits. These should be solely for 'Oh POOP!' moments, so it's okay in my opinion if a Potion healed your average level 20and below, ungeared character to full once, a High Potion maybe level 30 and under Mega-potion 40 and under and Elixir's the 50's...or close to it. But kept the timer (maybe even lengthen the timer a bit for the higher level potions). This way, they don't truely replace the Healer class/mp refresh skills etc, but they still have some in-game value.
Ethers should follow the same logic but give back maybe 50% mp based on level of potion and player level. Lastly, potions and Ethers should be 'tiered' sorta like food is so that a low-ranked player benefits more from a low ranked potion than a high ranked one.
Throat Drops (and similar items) -Really the timer is TOO long on these items. I should be able to use throat drops several times if needed in the same Boss battle. Sure, whm's have Esuna, but it's single target (unless Sacred Prism is up) and it's timer is a tad long to be able to single target more than 2 people in a decent time span....plus, in order to cast Esuna, the whm needs to not be silenced in the first place. A compromise would be a recast timer shortened to double the natural Esuna timer OR making it that occasionally the throat drops fail.
I think the Stat based potions actually do work fairly well and are nice perks atm. I believe the issue the WHM had with the Nerve Drops is that you need to use them BEFORE the blinking hate, not after...but not 100% sure on this.


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