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  1. #1
    Player
    WellFooled's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    I would love, if nothing else with consumables, to see a change to potions. Maybe not the exact suggestions you offered, but something. Right now potions are so ineffective that they might as well not be in the game. Which I think is a shame, because potions are classically a very important mechanic in RPG and FF, but also because Alchemist is a craft now without a purpose.

    It seems like they only exist to make mats for other crafts or as the misc craft, where oddball items that don't fit elsewhere go. But if consumables were given more importance, I think the craft would amount to something again.
    (2)
    Last edited by WellFooled; 09-28-2015 at 04:30 AM.
    A true paladin... will sheathe his sword.

  2. #2
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by WellFooled View Post
    I would love, if nothing else with consumables, to see a change to potions.
    You know, I was thinking about the Ninja quests the other day, or any of the quests with NPC Ninjas in actually, where they'll use a special skill (Suiyaku, I think) to heal with... I figure that's just the NPCs using a Potion on you, since they're not mages, but SE could quite easily "fix" Potions by providing every Job with a special skill that better utilizes them (which for Ninja, would be Suiyaku)... Have it work somewhat similarly to Fishing/Baits, in that you can set which Potion to be used (which cannot be changed mid combat), that skill is then modified by both the Potion you set, and your level/item level, meaning your level will boost the strength of a regular Potion to be somewhat more useful, but a Hi-Potion would still be more potent. Whatever you set, it would effectively be the same as having a second Second Wind (for HP Potions, at least), the tier of the Potion would just be the difference between, for example, a 500 potency heal, or a 600 potency heal.

    Bonus points if it also means we can now use Potions on other party members (do I need a Mind Potion on healer? No I do not, but my DPS could do with another Intelligence/Strength/Dexterity Potion perhaps!), or actually use Phoenix Downs in combat, which would be balanced, since if you set a Phoenix Down, you're not setting something that could be far more useful.

    Encounters might need some adjusting given something like that, but is certainly offers some interesting possibilities... Both for existing consumables, or for potential new ones... It would effectively be one new skill for each Job that we actually get some degree of customization on... Heal HP with it, or MP? Boost stats for a short period, or debuff an enemy? Add in consumable throwing weapons and we've got a new oCGD Shield Lob/Piercing Talon/etc., kinda like a Fuma Shuriken for all. Smoke Bombs? Give everyone a source of -Enmity, could also have the opposite. They could add a lot of stuff with something like this, and it would all be fairly easy to balance, since it would be locked around a single skill.
    (3)
    Last edited by Nalien; 09-28-2015 at 03:55 AM.