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Thread: Potions

  1. #11
    Player
    Parz3val's Avatar
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    Jun 2014
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    548
    Character
    King Adunis
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Oh and seperate timers for buff and restore potions.

    Done and done.
    (1)

  2. #12
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Introduce the Chemist as a healing role and it can use each potion off their intended cool down and with a much higher potency. Healing potions will be the usual 2.49 gcd while buff potions and elixirs will be off-cd and with a 60-180 gcd.

    Now potions will be useful.
    (1)

  3. #13
    Player
    Tam_Hawkins's Avatar
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    Nov 2013
    Posts
    347
    Character
    Tam Hawkins
    World
    Shiva
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Marxam View Post
    Introduce the Chemist as a healing role and it can use each potion off their intended cool down and with a much higher potency. Healing potions will be the usual 2.49 gcd while buff potions and elixirs will be off-cd and with a 60-180 gcd.

    Now potions will be useful.
    While I really like this it, they already said they wouldn't make someone depend on items in any way (they are just nice to have or so...).
    (0)

  4. #14
    Player
    Kyana's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    395
    Character
    Kyana Nekote
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    I agree with Parz3val.
    Double the ammount restored and have potions/ether/medicine and buff potions on seperate timers.
    (1)

  5. #15
    Player
    HakuroDK's Avatar
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    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90
    Well the way Potions currently are is "Restore X% of HP (Max X Amount)". That's fine for food items which are always in high demand, but for potions, that needs to change. I propose level-scaled potions.

    Potion: Level 1-15: "Restore 50%(60%) of HP" Level 15-30: "Restore 20%(25%) of HP" Level 30-45: "Restore 10%(12%) of HP" Level 45-50: "Restore 5%(6%) of HP"
    Hi-Potion: Level 15-30: "Restore 50%(60%) of HP" Level 30-45: "Restore 20%(25%) of HP" Level 45-50: "Restore 10%(12%) of HP". Requires Level 15
    Mega-Potion: Level 30-45: "Restore 50%(60%) of HP" Level 45-50: "Restore 20%(25%) of HP" Requires Level 30
    X-Potion: Level 45-50: "Restore 50%(60%) of HP" Requires Level 45

    That way, the cooldown timers would be more justified, I think. Obviously, this wouldn't be flawless, and it should scale level-by-level, but you get the idea, right?
    (1)

  6. #16
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by HakuroDK View Post
    Well the way Potions currently are is "Restore X% of HP (Max X Amount)". That's fine for food items which are always in high demand, but for potions, that needs to change. I propose level-scaled potions.
    I think the current % recovered are fine... the real problem is the caps on amount recovered. Currently a NQ X-Potion or Hi-Elixir will only recover 1/8 an i100 Healer's HP or 1/16 to 1/20 of an i100 Tank's HP. If there was a Potion that recovered 25% to a max of 2040 hp having a couple in a your pocket would be nice but not required even if they had a 2.5 min cooldown.
    (1)

  7. #17
    Player
    Kyana's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    395
    Character
    Kyana Nekote
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by HakuroDK View Post
    snip
    Quote Originally Posted by Ultimatecalibur View Post
    If there was a Potion that recovered 25% to a max of 2040 hp having a couple in a your pocket would be nice but not required even if they had a 2.5 min cooldown.
    That's true.
    It would be nice as an emergency or support item when you see the healers run low on MP, are incapacitated or struggle to keep everyone alive.
    But the current ammount just doesn't help at all. Auto attacks of bosses deal more damage than a high level potion heals ><
    (0)

  8. #18
    Player
    Beetle's Avatar
    Join Date
    Nov 2013
    Posts
    548
    Character
    Beetle Juice
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    Just make new potions that are Hp healed/Stats up.

    Potion+str potion= Same str potion stats with hp heal benfit added to it.

    HP potions for jobs using vit,str
    Mp potions for jobs using dex,int,mnd

    This basically removes the choice in using either stat potion or health/mp potion. Keep potions around to be used in crafting to make these super potions.
    (0)

  9. #19
    Player
    HEC's Avatar
    Join Date
    Aug 2013
    Posts
    1,620
    Character
    M'ete'leskum B'leskum
    World
    Moogle
    Main Class
    Conjurer Lv 50
    I hardly ever use the potions, have thousands of from from al lthe crappy quests and dungeons drops and I was really surprissed that those cannot be desynthed by ALC - wth??
    (1)

  10. #20
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    I can use 2 MP recovery pots as WHM in Coil 2 fights when needed. DDs and tanks are able to use 2 attack boost pots. I think that's enough.
    (0)

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