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  1. #11
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Nedkel View Post
    I wish i had something to save my butt in duties as a tank if healer is sleeping.

    50% hp potion would be a blessing to have, pls SE
    the problem with potions THAT strong is that Savage groups would create strategies around them to save mana/increase uptime or w/e you can think of. (think of how we abuse tank LB3 whenever we can).

    Hyperbole: A strategy based on item usage would eventually increase their market value, crafters would rejoice, but then people excluded from the content will complain they were kicked from party for not bringing said potions and post about it on these forums.
    (5)

  2. #12
    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
    Quote Originally Posted by Nora_of_Mira View Post
    the problem with potions THAT strong is that Savage groups would create strategies around them to save mana/increase uptime or w/e you can think of. (think of how we abuse tank LB3 whenever we can).

    Hyperbole: A strategy based on item usage would eventually increase their market value, crafters would rejoice, but then people excluded from the content will complain they were kicked from party for not bringing said potions and post about it on these forums.
    Then how about a 25% increase, instead?
    (0)

  3. #13
    Player Rakshazi's Avatar
    Join Date
    Jul 2018
    Location
    Ul-Dah
    Posts
    131
    Character
    Rakshazi Kshatrazi
    World
    Cerberus
    Main Class
    Paladin Lv 80
    They are useless. The only thing that can make them usefull is lovering the CD on them and making the healing for % of your HP. Not big enough, so you still need to have healer in your party, but good enough to make it usefull in the pinch. Other than that - just selling this trash out of my inventory to clear the space.
    (2)

  4. #14
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Soge01 View Post
    Then how about a 25% increase, instead?
    it's still stronger than my Second Wind, but probably not too strong.
    (0)

  5. #15
    Player
    Naoki34's Avatar
    Join Date
    May 2016
    Location
    Shirogane
    Posts
    1,046
    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)

  6. #16
    Player
    Ardox's Avatar
    Join Date
    Aug 2015
    Posts
    270
    Character
    Kaleth Orebiter
    World
    Hyperion
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Nora_of_Mira View Post
    the problem with potions THAT strong is that Savage groups would create strategies around them to save mana/increase uptime or w/e you can think of. (think of how we abuse tank LB3 whenever we can).

    Hyperbole: A strategy based on item usage would eventually increase their market value, crafters would rejoice, but then people excluded from the content will complain they were kicked from party for not bringing said potions and post about it on these forums.
    To be very honest, is that so bad? I mean, raiders already make heavy use of stat++ potions and food.. Cooldowns is already super long, maybe you'll get the healer to DPS during 2 or 3 tank busters during a fight? With the amount of DPS healers can do at the moment... I personally don,t tink it would upset the balance that much
    (1)

  7. #17
    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)

  8. #18
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,537
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    They're good for PVP, Frontlines specifically, if you get stuck with healers that don't heal.
    (0)

  9. #19
    Player
    kidalutz's Avatar
    Join Date
    Jan 2017
    Posts
    958
    Character
    Sigrun Helasdottir
    World
    Brynhildr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Soge01 View Post
    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?
    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.
    (1)
    Last edited by kidalutz; 07-23-2019 at 09:47 PM.
    "Sometimes I wonder I heal for fun. or if I heal because I'm a glutton for punishment."

  10. #20
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Ardox View Post
    To be very honest, is that so bad? I mean, raiders already make heavy use of stat++ potions and food.. Cooldowns is already super long, maybe you'll get the healer to DPS during 2 or 3 tank busters during a fight? With the amount of DPS healers can do at the moment... I personally don,t tink it would upset the balance that much
    Like anything else, it would just be another strat that required communication and planning. In a static setting that should be easy. But raid PUGs would probably deal with a more common PUG-strat. I wouldn't be against it as long as the potions werent ridiculously expensive.
    (0)

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