
 
			
			
				I would think it would make Regen and Diurnal Sect somewhat obsolete, giving SCH and Nocturnal Sect a bit of an edge that players would ultimately abuse, i like the idea too but it's as if the potions are nerfed heavily for this reason to begin with.I had an idea a while back that potions/ethers should just do a regen/refresh effect, being far more potent per potion than they currently are, but not strong enough on their own to keep a tank up through boss fights. This would help make them something players can keep up to take the burden off of the healer without being too OP. Oh, and the recast timer should be greatly reduced as well.


 
			
			
				Two things: First, regens from different players/sources STACK. Second, I believe I mentioned "not strong enough to keep a tank up through boss fights." It would of course be far less potent than the regen WHM can put out, which is actually capable of carrying tanks through expert roulette dungeons on its own.

 
			
			
				I like it!Two things: First, regens from different players/sources STACK. Second, I believe I mentioned "not strong enough to keep a tank up through boss fights." It would of course be far less potent than the regen WHM can put out, which is actually capable of carrying tanks through expert roulette dungeons on its own.
 
			
			
				Alchemy could be made more engaging by allowing alchemists to create special potions that temporarily transform a character using them into various monsters. WoW makes good use of such potions and I believe some other MMO's do as well.

 
			
			
				I like this idea, but it's dangerously ambitious and scary to devs to create something different. I feel like us on the forums are daydreams with good ideas that aren't heard or they are just scared to do.
You already brought up PotD - so... is this really so different? Thinking about how we're having three "potions" (pomanders) in there that transform our character into a monster it wouldnt be totally new.
For out of PotD-use it would need adjusting ofc - for example not having the vul-debuff from the succubus stack





 
			
			
				Personally don't want to be forced to go to the market to buy potions for group content, which I know sort of craps on the alchemist gold mine dream but yeah lol... Don't want to be like "you dont have a hi-elixer of gank!?!? WTH!" get out of Satasha Hard Mode! lol
However, perhaps for fun and gift for crafters they can add bonuses and passives to things like open world content and solo content. So like regen mp/tp during combat for one hour, immune to poison and extra exp two hours, 10% movement speed boost and mount speed boost when sprinting, double sprint duration etc etc. Very powerful open world/solo potions. The far more easier route would just be like "in open world and when solo, potions are 50% more effective". Solo = unsync'ing dungeons, with squadron, chocobo, etc.
Also something I feel really lacking from alchemist (and other crafting jobs) consider making some for fun, Like potion that gives you 75% reduced fall damage and double the height on your jump, water walking, shape changers (frog potion?), size modifications, etc. Not really "goof" but bottomless and cauldrons are pretty cool imo (cauldron/shareable = you use the item and then an intractable object is generated that everyone in your group can enjoy as well, like perhaps giving carpenters a portable campfire and stools).
The fun potions (again for other crafts, fun things too) could be more gil, and even the open world/solo things can be still useful too. But I just don't really want to see normal content that I need to go buy a consumable (I generally dislike consumables as a whole, although I do love bottomless potions - would buy that).


 
			
			
				Regardless of whatever changes they make to potions, I don't see them becoming any more "necessary" than food and stat potions.Personally don't want to be forced to go to the market to buy potions for group content, which I know sort of craps on the alchemist gold mine dream but yeah lol... Don't want to be like "you dont have a hi-elixer of gank!?!? WTH!" get out of Satasha Hard Mode! lol
However, perhaps for fun and gift for crafters they can add bonuses and passives to things like open world content and solo content. So like regen mp/tp during combat for one hour, immune to poison and extra exp two hours, 10% movement speed boost and mount speed boost when sprinting, double sprint duration etc etc. Very powerful open world/solo potions. The far more easier route would just be like "in open world and when solo, potions are 50% more effective". Solo = unsync'ing dungeons, with squadron, chocobo, etc.
Also something I feel really lacking from alchemist (and other crafting jobs) consider making some for fun, Like potion that gives you 75% reduced fall damage and double the height on your jump, water walking, shape changers (frog potion?), size modifications, etc. Not really "goof" but bottomless and cauldrons are pretty cool imo (cauldron/shareable = you use the item and then an intractable object is generated that everyone in your group can enjoy as well, like perhaps giving carpenters a portable campfire and stools).
The fun potions (again for other crafts, fun things too) could be more gil, and even the open world/solo things can be still useful too. But I just don't really want to see normal content that I need to go buy a consumable (I generally dislike consumables as a whole, although I do love bottomless potions - would buy that).

 
			
			
				Sadly me either
I would be happier if we could craft more then one potion/item at a time. You should assume that you could at least manage to craft 3 maybe even 5 in one turn, but nope somehow alchemy in this game is more like snail mail in real life. Take a seat, throw some ingredients together that make no sense to be thrown together in first place, wait... and wait.... and well wait..... here's your chance to H... nope failed, voila here's your one potion, Sir. I think if they could change that already, and then take a closer look at the job itself, we could hope for more items later on that are actually useful.
Last edited by LunaFaye; 05-01-2017 at 12:20 PM.
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 Originally Posted by Urthdigger
 Originally Posted by Urthdigger
					
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