I was thinking on how to improve potions since right now I came to realize that the +10 000 HP with 16 second cool down is not really useful at high levels.
I was think something like:
Lesser recovers 10% of missing hp.
Minor 20%
Healing 30%
Greater 40%
Major 50 %
Superior 60%
This way, if for example you drink a major and are missing 20 000 hp you get 10 000 hp back. Now I know that in early level that would mean you get like 200 hp back if missing 2000 and it's not noticeable and could get you killed easily especially due to the cooldown, But I think it's a fair trade. This way you could never drink back to full health and give out of combat regeneration an actual use.
Thoughts?
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plasticbatMember, NW M9 PlaytestPosts: 12,466Arc User
edited April 2015
Early level has nothing. No regen. No copper. No gear. No companion. A small amount of Lesser healing potion drops and camp fire are all new char has.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
I consider the currently accessible potions quite balanced and good enough. Not to mention pro cent/mile based healing potions easily turns to be overpowered for high health pool classes.
On the other hand, i could c an improvement for regeneration potions. Thats a hint for alchemy and leadership.
PS: there is a boon related to health potions effectiveness
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
I see no problem with this, I never had to heal much in the early levels anyway and I've leveled one of each class from scratch. They didn't scale up the leveling zones, they are still generally pretty easy.
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On the other hand, i could c an improvement for regeneration potions. Thats a hint for alchemy and leadership.
PS: there is a boon related to health potions effectiveness
That makes a 10k heal---> 11k heal. Such an op boon.
You realize there are items in the game that heal you for 100% of your HP right?