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Cost Vs Reward for consumables

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Items and Crafting
Been wanting to post this a while. For consumable healing items, defense items, etc, the cost seems VERY high compared to what you get. It really seems like something isn't right that it takes so many resources to make a 1 shot item. If they had 5 or 10 charges or were a temp power good for xxx time then it would be alot better but as it is now its kinda a joke to ever think about using them. Was curious if anyone else felt the same way.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Science crafter?

    Looking at HOT Bots and Temp Forcefield?

    Those are really expensive to make in Tier 2+.

    The Healing Patches and Ablative Shield for Arms, not so much once you're leveling up so you can get to the next Tier. 8/14 Cyber Chips and 3/7 Masahara Arms (Heal/Shield) is cheap when you have 3xx/2xx of each.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    grumble, let me know if the component mixes are off, they should all be roughly equivalent in cost to make across schools.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Science hot bots, for lvl 100-200ish, might be the 200-300 one requires a rare drop from researching items. Actually i think it's the 200-300 hot bots. Same with force field. i think it's the Rordashion something or another. But they are way too expensive to even think about making.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Yeah, science was messed up, grr. Thanks guys, I'll see if I can get the fix incrementaled into the next patch, otherwise it may have to wait a bit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Awesome - Glad i made the thread.

    But anyways back to the point i still say it seems kinda odd. The resource costs for making a 1 shot item to heal are almost the same as making a permanent piece of equipment. Due to the temporary nature it really should be lower, or give you a few charges.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I don't think they want 'one shots' to replace powers. Basically, something to have in your quickslot for emergencies, not normal use.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    wolfing wrote:
    I don't think they want 'one shots' to replace powers. Basically, something to have in your quickslot for emergencies, not normal use.

    I think so too. I'd rather not have to carry around 10x of each consumable because they're cheap and thus the game relies on you using them. I'd rather shell out to make a few of them for use in emergencies.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    wolfing wrote:
    I don't think they want 'one shots' to replace powers. Basically, something to have in your quickslot for emergencies, not normal use.

    This. They are meant to give people an "oh no!" button, not be something mandatory to have in large quantity. They definitely aren't meant to obsolete powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    This. They are meant to give people an "oh no!" button, not be something mandatory to have in large quantity. They definitely aren't meant to obsolete powers.

    But are they meant to kill you after use?

    Currently the "heal" items with Mystisim are absolutely "stay away from" material.

    Not only do they cost you mats but they only provide half of a benefit and half a massive hit to you after (or during) the combat that is more likely to kill you outright then help you in any way.

    A "heal' of 400+ health but then a damage of 398 health after 30 seconds?

    We need healing that lets us survive not that guarentes squecking out of the combat only to be "one shot killed" by our healing item that costs us resources to make/use.... This happens now (after the Sept 1 patch) because the item SUSPENDS all power resets/cooldowns which includes the characters regeneration solely based on stats after the combat is over. So I NEVER can recover my lost health back up from the basement and BLAM! the 30 seconds for the heal item triggers and POOF! I'm dead.

    Right now I last (and I've timed this on my lvl 25 Darkness spec char) approx 18 seconds with the new changes to -def +mob damage. If I hit a heal item I might survive to the 30 second mark only to then be instantly killed by my heal use.

    I "might" accept the item to reduce to 1 health if it would go beyond 1 health but even then with the patch changes I simply cannot survive whatever I do right now.

    Is the Mysticism 'crafting' of heals supposed to basically not be viable? I don't think so.

    :mad:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Mysticism definitely seems like a bug. With consumables and crafting it just seems like there are less items that provide cool boosts. Aka items that might cost a fair amount to make but last for an hour of use, items that can self rez you, and so on.

    Crafting seems to have so much potential but the actual items and uses we can create remain limited. I know that the game has only been out for a few days and there will most likely be new items, or better ones.

    Aka the Destroid Turret i found that lasts for 180 seconds and has 3 uses.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    A "heal' of 400+ health but then a damage of 398 health after 30 seconds?
    The level 9 one is ****ed up,

    the next one up heals for like 1800 and has like 800 damage and has saved my life more than once
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    hmm, they call the same tables, just with a different level argument, I'll go look at those.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Vearith wrote:
    But are they meant to kill you after use?

    Currently the "heal" items with Mystisim are absolutely "stay away from" material.

    Not only do they cost you mats but they only provide half of a benefit and half a massive hit to you after (or during) the combat that is more likely to kill you outright then help you in any way.

    A "heal' of 400+ health but then a damage of 398 health after 30 seconds?

    The lvl 5 Mysticism heal is 694 hitpoints, with 347 damage after 30 seconds.
    The lvl 9 Mysticism damage shield is a 465 point block of extra hp, and a 453 point heal (those are actually the same magnitude so they should yield the same amount really) followed by a 363 damage hit after the damage shield expires.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    The lvl 5 Mysticism heal is 694 hitpoints, with 347 damage after 30 seconds.
    The lvl 9 Mysticism damage shield is a 465 point block of extra hp, and a 453 point heal (those are actually the same magnitude so they should yield the same amount really) followed by a 363 damage hit after the damage shield expires.

    Right so it is intentional then that mystic crafters have to die every use? (With things the way they are now after the Sept 1 patch I very rarely survive any fight much less have much health left - and the key thing is there is NO health regen running after you finish a battle after using one of these - it suspends even basic healing from what I can tell.

    I guess I'm just looking at this as a very odd way to give healing to this crafting arm - the others have NO negative benefit whatsoever. But mystics get extra damage with theirs - just seems "wrong".

    Yeah - grumpy and bitter....:eek:


    I'm just very unlucky - I chose a terrible powerspec (Darkness) before the nerf which made it just that much worse for me as well as chosing Mystic crafting that basically is a negative instead of a help.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Vearith wrote:
    Right so it is intentional then that mystic crafters have to die every use? (With things the way they are now after the Sept 1 patch I very rarely survive any fight much less have much health left - and the key thing is there is NO health regen running after you finish a battle after using one of these - it suspends even basic healing from what I can tell.

    I guess I'm just looking at this as a very odd way to give healing to this crafting arm - the others have NO negative benefit whatsoever. But mystics get extra damage with theirs - just seems "wrong".

    Yeah - grumpy and bitter....:eek:

    They also get dramatically larger benefits from theirs, though it looks like the damage shield is messed up since the max heatlh set also does a heal, so part of its power is duplicated and I need to nudge up the magnitude to give it more benefit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    They also get dramatically larger benefits from theirs, though it looks like the damage shield is messed up since the max heatlh set also does a heal, so part of its power is duplicated and I need to nudge up the magnitude to give it more benefit.

    Thank you!!!!!!!!

    Just knowing that you are looking into it is good for me.

    Did I say thank you?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Just tossing in my 2 local resources - While there may be situations where I know I'm going to be out of combat in 30 seconds, in practice, these kill me most of the time I try and use them.

    I won't be using these in the future - I'll either make a "regular" healing consumable with another hero, or buy them - it's a real downer that I can't use mysticism on a hero that wants to be able to make a heal thing. Concept be damned, I suppose I'll just have to switch crafts.

    If I were King of the Forest, I'd have all the crafts able to make both kinds - smaller "regular" heals, and larger "kill-you-later" heals. I'm sure there are situations where they'd be handy, but honestly, I haven't encountered them in my playing of the game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I'm curious how you're supposed to use the "kill-you-later" heals. Assuming I use the heal when I'm low on health in a tough battle, all that it buys is an extra 30 seconds of life before dying. I suppose its not a huge deal since dying is relatively meaningless if you manage to kill what you're fighting. But its rather disconcerting to finish off a battle only to fall over dead 10 seconds later. =)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    10 seconds of out of combat healing is significant, and you can probably block the poison damage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    It seems that using a consumable halts your passive health regeneration for as long as it is running. I may be wrong here and had some enemy that was still flagged as being in combat, but the two times I've used consumables that give and then take health away I've died once their effect was over.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Glad to see about the science "Hot Bots" issue has been brought up. I got my crafting up to the tier 2 hot bot yesterday and was really suprized at the materials needed just for one. Seemed alittle too much.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I'm confused by the fact that if I activate 1 consumable item, all my consumables go onto a 1 minute countdown - even if thier not the same type of consumable.
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