Potions need some work?

OOC discussions directly related to Dasaria.
Tlantl
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Post by Tlantl »

Stormknife wrote:
Tlantl wrote:What ever happened to using a potion being a full round action that provokes an attack of opportunity?.
Because it's never been a full round action. It's a standard, I think, although it does provoke.


Oops my bad.
Mon-da-oth
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Post by Mon-da-oth »

Yeah they are bugged. I have had a bulls strength and barkskin last one RL hours. (I was seeing how long I could go without a crash but I bailed one the lag monster started to rear its head.)
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Post by Media Brad »

Seems to be for all casters that it lasts as intended. My sorcerer has the charms run out when they should, but not my rogue and fighter. It will last until you rest, if you're not a caster.
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muletang
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Post by muletang »

on my monk barkskin seems to last a long time, but bulls strength and owls wisdom disappear in what seems an appropriate time - ie: one encounter (typically Kalam at present), where the bark lasts half the quest.

Other than the timing issues on the potions I can't see a problem with them. They worked fine (As in worked properly) in Das1 and there was no restriction on them, and you could buy a wider variety than you can now, and there was never an issue.
Rightly or wrongly I tend to use Das1 as my yard stick cos it worked so well.
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k9burn
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Post by k9burn »

Hmm...I see a trend here. It seems that caster level is used to determine the duration of potions. The problem is, some characters have no caster level...and somehow internally OE is assuming that means its infinite.

This should be reported to OE.
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Post by Stormknife »

Considering the caster level of a potion should be set when it's cast, I'm not sure that the level of the consumer has anything to do with it.

Does anyone know the caster level of the potions? That might explain a bit of it.
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blackheart
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Post by blackheart »

I (respectfully) disagree with this. Clerics (I have yet to meet any recognizable Druids in-game) can tank through just about anything with their various buffs AND wear heavy armour, so what's the issue with other types of weaker characters using a (much less powerful) potion?

First of all, they're quite expensive, a single cure critical costs upwards of 300gp in the game, so characters w/o spells need to sacrifice quest gold to purchase them (substitution of labor for capital, pure economics). Especially at mid-levels, 4000gp for a 10-pack of cure critical is a lot. Even for characters with the heal skill, healing kits are outrageously expensive, hard to come by as loot, and cannot be used in combat.

Second, it's not my experience that these are bugged (at least for my own class, they may be for other spellcasters). For instance, my own barkskin spell seemingly lasts forever, while a potion only lasts a few minutes. Likewise, bull's strength and cat's grace barely last one encounter and tend to give out mid-way. IMO, the potions are nowhere near as powerful as a capable spellcaster's own versions.

The charms are notoriously short-lived as well, moreover things like protection from evil are absolutely essential to most of the current quests (readers of the future, YMMV). They are also one of the few ways non-spellcasters can access these things at all, as they cannot read scrolls. You basically cannot get by without it, especially with a weaker character in light armour. A character like this won't last two or three rounds while standing around 'confused' while three guys wail on you with scythes.

Yes, all of this could be obviated by exclusively adventuring in a well-balanced party at all times, but we all know that that's not entirely realistic every time you log in. What's the alternative? We all play clerics. What fun would that be and how would that advance RP?

Finally, how can potions be unbalanced, if I am constantly getting killed, potions or no, while a cleric can cut through mobs of tassalians like butter without them? If anything, the world is currently is unbalanced the other way, where my survival hinges on having a strong cleric in my party while they don't really need me at all. Taking potions away seems unsporting.

Where you stand depends on where you sit, and this is just one man's opinion from where he's sitting. From my perspective, the things Dasaria needs most for balance:

* Magical items usable by Rangers and Druids
* Fewer exotic weapons and monk items (seems to be all I ever find) relative to general itemhighs
* Availability of arrows better than +1 (I see more magical bolts than anything else)
* Additional ranged and outdoor encounters

Of course, to people with characters who are clerics or warlocks, this probably isn't all that meaningful to you.
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Post by ChikenKannon »

First of all, they're quite expensive, a single cure critical costs upwards of 300gp in the game, so characters w/o spells need to sacrifice quest gold to purchase them (substitution of labor for capital, pure economics). Especially at mid-levels, 4000gp for a 10-pack of cure critical is a lot. Even for characters with the heal skill, healing kits are outrageously expensive, hard to come by as loot, and cannot be used in combat.
:roll: If only you knew. One of the biggest reasons why Clerics and Druids are kicking so much butt is because of the one level of monk they take giving them +3 AC ontop of their full plate (bug).

Healing kits can be used in combat (1d20 + heal skill + healing kit level).
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Anton Colicos
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Post by Anton Colicos »

To use healing kits in combat you have to cancel your attack. If you don't the heal command will sit on the stack and wait until combat finishes.
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blackheart
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Post by blackheart »

Anton Colicos wrote:To use healing kits in combat you have to cancel your attack. If you don't the heal command will sit on the stack and wait until combat finishes.
What Anton said.
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Post by Neradur_Verus »

The price of potions isn't a deterrent... I was sitting on 40k of gold at level 7, I could of bought plenty. And cleric/fighters have always had an advantage in the stamina department, since they can melee, have a lot of health and can heal... but would be subject to the same 5 minute rest time we are.
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Post by Rowan »

*Hands out sticks and points to the dead horse*

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Post by ChikenKannon »

*beats that horse into a paste then throws the stick away*

THERE IT'S GONE! It's Beta, the builders have probably been thinking about it.

They can't increase the price because then the lowlevel who want a few potions will be screwed. People will whine and complain.

They can't limit it because "it will make it unfair". People will whine and complain.

How about increasing the drop rate, remove all potions at aren't cure minor wounds and cure moderate wounds, and then let people search for them themselves and sell them amongst themselves?
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Post by k9burn »

ChikenKannon wrote:*beats that horse into a paste then throws the stick away*

THERE IT'S GONE! It's Beta, the builders have probably been thinking about it.

They can't increase the price because then the lowlevel who want a few potions will be screwed. People will whine and complain.

They can't limit it because "it will make it unfair". People will whine and complain.

How about increasing the drop rate, remove all potions at aren't cure minor wounds and cure moderate wounds, and then let people search for them themselves and sell them amongst themselves?
Cure potions aren't really the problem...

Selling all the various buff potions is the problem. It de-emphasizes the class abilities that can cast those buffs. Once you hit level 10-ish you have so much gold you could probably afford to buy 100 of each buff potion and still have some left over for lunch. I realize this isn't true at lower levels.

The problem is really, gold inflation and the readily available buff-type potions.
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Post by ChikenKannon »

k9burn wrote:all the various buff potions is the problem. It de-emphasizes the class abilities that can cast those buffs. Once you hit level 10-ish you have so much gold you could probably afford to buy 100 of each buff potion and still have some left over for lunch. I realize this isn't true at lower levels.

The problem is really, gold inflation and the readily available buff-type potions.
I repeat myself.
How about increasing the drop rate (ON ALL FORMS OF POTIONS), remove all potions at aren't cure minor wounds and cure moderate wounds, and then let people search for them themselves and sell them amongst themselves?
The largest wound will come from those you considered friends.
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