Post by beets on Aug 28, 2015 3:49:38 GMT -5
I'll start by saying this isn't supposed to come off as a 'sky is falling' post. I know the potion change we have now is a proof of concept, and it has been mentioned that both new potion types and some changes in regard to First Aid are coming.
That said: wounds are absolutely brutal now, and there doesn't seem to be any cost effective method for addressing them. The cheapest Recovery potions available from Emmanuel/Modular (who is the best alchemist on the server, as far as I know) offer Recovery 17. The most expensive offer Recovery 29 for almost double the price. I can't list any hard numbers on the difference between Recovery 17 and Recovery 29 due to some weird bug preventing my character from passively healing, but with most merchants capped around $120 per high-end item and the new Healing potions costing over a hundred bucks per stack, I think it's safe to say dungeoneering isn't going to be very profitable anymore. Especially not for tanks, who still burn through Healing potions at breakneck speed, and now have to pop more Recovery potions after the fact as well. A group of players ran Wyler Asylum tonight after the update; we'd probably cleared less than half the enemies and only one out of the three known mini-bosses before we had to seriously consider turning back, because the meleers were out of potions and getting too heavily wounded to safely continue on. Even had we been better prepared and brought more Recovery potions, the amount of consumables being guzzled would have still been pretty extreme.
If the intent is to reduce potion spam, I'd suggest changing Recovery potions to a heal-over-time that restores a much larger total sum of HP. That way a PC could pop their Recovery potion and let it tick over time, while using regular Healing potions for emergency situations that require a burst of front-loaded HP.
That said: wounds are absolutely brutal now, and there doesn't seem to be any cost effective method for addressing them. The cheapest Recovery potions available from Emmanuel/Modular (who is the best alchemist on the server, as far as I know) offer Recovery 17. The most expensive offer Recovery 29 for almost double the price. I can't list any hard numbers on the difference between Recovery 17 and Recovery 29 due to some weird bug preventing my character from passively healing, but with most merchants capped around $120 per high-end item and the new Healing potions costing over a hundred bucks per stack, I think it's safe to say dungeoneering isn't going to be very profitable anymore. Especially not for tanks, who still burn through Healing potions at breakneck speed, and now have to pop more Recovery potions after the fact as well. A group of players ran Wyler Asylum tonight after the update; we'd probably cleared less than half the enemies and only one out of the three known mini-bosses before we had to seriously consider turning back, because the meleers were out of potions and getting too heavily wounded to safely continue on. Even had we been better prepared and brought more Recovery potions, the amount of consumables being guzzled would have still been pretty extreme.
If the intent is to reduce potion spam, I'd suggest changing Recovery potions to a heal-over-time that restores a much larger total sum of HP. That way a PC could pop their Recovery potion and let it tick over time, while using regular Healing potions for emergency situations that require a burst of front-loaded HP.