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  1. #1
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100

    Are Healing Potions Useless?

    And should they just heal a certain amount approximate to what type of job you play: healer, tank or dps (not actual job classes).

    Edit: What if they were able to heal at least half your HP depending on what job trinity you are then? It could possibly help drastically reduce the amount of copy-paste potions we get with every new expansion, plus if given somewhat reduced cool down time in comparison to the current ones, maybe they would finally become viable.

    What do ya'll think?

    Edit 2: So a 50% healing from potions seems like it'd be too overpowered from the feedback I got, but one person day say 25% may work, although I also feel like some of these other ideas people gave here might help us get a better idea for what we really want/need healing potions to be in-game.

    Quote Originally Posted by kidalutz View Post
    Okay, so I think that you're somewhat on the right track. Because yes at the moment potions feel absolutely useless to keep around. However I do not think that making them heal more depending on what job you are is the best way to make them feel viable.This would be my own proposal just straight out eliminate the maximum health restored and make each one heal a percentage.and remove or change a couple of them.

    Potion: Heals 10% of your health, 1 Minute Cooldown HQ Version adds and extra 2% healing boost
    High Potion: Heals 20% of your health 1 Minute Cooldown HQ Version adds an Extra 2% healing boost
    XPotion: Heals 100% health 5Minute Cooldown,HQ Version Adds a 5Second regen effect.
    Elixer: Heals 100%health and MP 5 Minute Cooldown, HQ Version Adds 10 Second regen effect
    Hi Elixer:Heals 50% Health and MP for 15Yalm Radius 10 Minute Cooldown, HQ adds 2 second knockback immunity.
    Max Potion: Regen Effect 3minute cooldown HQ Shortens Cooldown to 1Minute 30 Seconds.

    Ether:Restores 250MP 1Minute CD HQRestores 500MP
    Hi Ether:Restores 1000MP 1 minute CD HQ Restores 1500
    X Ether: Restores All MP 5Minute CD HQ 3 Minute CD
    Max Ether:Increases MP recovery by 100% for 1 minute 5Minute CD HQ 200% recovery

    any of the Stat up Potions would all grant a 15% Straight Boost but the time the boost lasted would change from 10 20 to 30 seconds depending on the version.


    Quote Originally Posted by Shougun View Post
    A potion buff would be neat. Perhaps they can apply some sort of restrictions on them to prevent the issue of even more items needing to be considered in hardcore content (if potions are actually good then a lot of content that's meant to be hard needs them).

    Say then the basic tier of FF favorites we all know and love, potion, x-potion, etc, have a drastic % potency increase. Though they cannot be used in current ex/savage content.

    Of course there can and still will be potions to be used in those harder tuned fights (potions that add damage for example).

    So some of the classic common FF potions would work really well for FATEs, deep dungeons, generic dungeons/MSQ, and treasure chests. Yet the content that demands to be "hard" will be not allowed to use them (well the ones that are used frequently would still be but that's a separate group of potions I'm not talking about).

    Random thoughts on perhaps buffs:
    Bringing back (sort of) the medicated debuff, each potion adds a different amount of medication and reaching X (5?) prevents you from being affected by potions until the debuff falls off (reset/beginning/end of instance and arrival to sanctuary). The value could change based on content I suppose, like 8 man raids (normal) allow up to 2 medications while current, MSQ trials 3, normal dungeons 5, etc.

    Deep dungeons could have a higher count, also changing floors in deep dungeons could reset the medication counter. A new Eureka might need a better balance but to be honest the whole medication system could be ignored for our current Eureka lol (more balanced concept might be after each monster kill and magia board rotation medication drops down a few notches).
    • Potion: Restores 25%, short cooldown, 1 medication
    • Hi-potion: Restores 50%, short cooldown, 1 - 2 medication (chance to be either 1 or 2)
    • Mega-Potion: Restores 50% to self and 25% to all nearby party members, long cooldown, 2 - 3 medication to self
    • X-Potion: Restores all HP, long cooldown, 3 medication
    • Max-Potion: Restores all hp to self and 50% to all nearby party members, long cooldown, 4 medication to self
    • Super-Potion: Restores 75% hp to self, medium cooldown, 2 - 3 medication
    Similar structure for Ether (differing % probably but similar).
    • Elixir: Restores all hp and mp, 5 medication (capped).
    • Hi-Elixir: Restores all hp and mp, 3 - 4 medication (shortly below cap).

    The X medication numbers just sort of plucked from the air lol, need tweaks for balance XD.

    As random two asides on consumable potions I think Phoenix Down should either stack, be non-consumable, and or remove sickness on living and revive knockout without sickness (out of combat only of course). At least personally I don't see anything wrong with letting players revive each other when out of combat and feel the Phoenix Down is very restrictive for all that it does and does not do (of course it shouldn't work in the middle of a trial/fight where that's exclusively the domain of abilities). That and be able to make Remedy out of the other status-affliction removing potions might be neat (eye Drops + Echo + etc etc = Remedy, all in one).

    I get why they're not keen on buffing potions, since it would turn into "content probably needs to design around them".. so perhaps they can just make then a huge QoL in content that it wouldn't really mess things up (non-current ex/savage) and just restrict the location/# of times in a session while not designing content around their existence.
    (0)
    Last edited by Soge01; 07-26-2019 at 11:10 AM.

  2. #2
    Player
    Nariel's Avatar
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    Sep 2013
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    Limsa-lominsa
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    1,145
    Character
    Nariel Cendrenuit
    World
    Ragnarok
    Main Class
    Archer Lv 80
    Yes, they are.

    Waste of memory space if you ask me.
    (6)

  3. #3
    Player
    White_Wolf_X's Avatar
    Join Date
    Aug 2013
    Posts
    619
    Character
    Fang Wolfheart
    World
    Zodiark
    Main Class
    Machinist Lv 100
    While leveling the potions can be ok usefull but other then that pretty useless.
    (1)

  4. #4
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
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    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    Can honestly say I have never really had a potion save my life with its use.
    (1)

  5. #5
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    They have 1 use that I Know of. Deep Dungeons or Heavens on High when you get in there without a healer and end up running over a land mine. Outside that they are 100% pointless.
    (9)

  6. #6
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    2,192
    Character
    Leon Reddas
    World
    Masamune
    Main Class
    Scholar Lv 77
    The high cooldown and the small amount restored just make them pretty useless the higher the content. Ethers on the other hand have plenty of use, perhaps Elixirs to a less extent but not potions by themselves.

    Quote Originally Posted by Xatsh View Post
    snip.
    Don't these instances have Sustain Potions though that are seperate from the other Potion tier cooldowns?
    (2)

  7. #7
    Player
    Nora_of_Mira's Avatar
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    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Xatsh View Post
    They have 1 use that I Know of. Deep Dungeons or Heavens on High when you get in there without a healer and end up running over a land mine. Outside that they are 100% pointless.
    came here to say this. Its only useful in PotD and HoH.


    Quote Originally Posted by Kurando View Post

    Don't these instances have Sustain Potions though that are seperate from the other Potion tier cooldowns?
    They do, but PotD/HoH also drop tons of HQ max potions and I'm inclined to use them just to get rid of them from my inventory.
    (0)

  8. #8
    Player
    Naoki34's Avatar
    Join Date
    May 2016
    Location
    Shirogane
    Posts
    1,045
    Character
    Asuka Suzuhana
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Xatsh View Post
    They have 1 use that I Know of. Deep Dungeons or Heavens on High when you get in there without a healer and end up running over a land mine. Outside that they are 100% pointless.
    The potions of HoH heal only 2k for our 20-40k Hp, it's ridiculous. They don't save us on the explosive trap...
    (0)

  9. #9
    Player
    KaTnIs's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    103
    Character
    Damien Rael
    World
    Phoenix
    Main Class
    Reaper Lv 90
    Hm would say half half.... when you lvl 1-10 they are helping but not when you higher.
    Soo conclusion: good in the beginning, useless to the end.
    (0)

  10. #10
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    What if they were able to heal at least half your HP depending on what job trinity you are then? It could possibly help drastically reduce the amount of copy-paste potions we get with every new expansion, plus if given somewhat reduced cool down time in comparison to the current ones, maybe they would finally become viable.

    What do ya'll think?
    (2)

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