Heal Pots

Aeillin

Dalayan Beginner
K, so maybe this is coming from me being a huge fan of UO for many years. But I like the idea of heal pots. They don't need to be huge, but it would be nice to get a 50-100% heal off to prolong your life a little. So i was wanting to make a suggestion that these could be an alchemy bit. Healing potions, they could heal 50-100 as stated, and you would only be able to carry a couple. I enjoyed that aspect a lot in UO, be it PvE or PvP, letting someone/something think they've got you only to instaregen and beat their ace gives you a feeling of great satisfaction, then you bandage.

- Aeillin
 
Except that then, it becomes like World of Warcraft, in that you always have to carry healing potions because everything - pvp, pve, etc, is balanced assuming you're using them. In PvP, everyone has them, so it's not a matter of "Ha! Fooled you into thinking you had me then used my healing potion!", it's a matter of "Well, I just wasted 2 gold on a healing potion, as did you, because we both had to use one during that fight, since healing potions are essentially manditory."

The only way I could see this being useful, in my opinion, is if they were purely for downtime removal - example, 30 second cast time complete heal potions, or something.
 
Hmm maybe not a full 30 seconds...But even having a casting time and cool down time would be real nice. I've always wanted a nice healing potion, especially since as a ranger if I'm healing myself i pretty much have to use a good 50-75% of my mana to do so. I can see this being real useful if I get thrown in the necromancer group again at a raid ;)
 
Most likely shooting myself in the foot here but...
From what I've seen/read most of the healing potions are a touch on the small side, although to be fair i've not dabbled in potion making myself.


Upon checking the wiki quick to see what was listed, the healingy type potions are only listed up to 110. So now I'm wondering how much better (roughly) do they get? A 200 HoT woulnd't help tremendously, where as a 1000-1500 HoT would^^
 
I was thinking more something vendor sold or low alchemy to help lower the death rate on newbs. A 100hp heal isn't going to benefit a high leveler much, esp. if he can only carry 1-2, but a lowby that could help him advance a lot quicker, might help with the lul in mid-levels :/

- Aeillin
 
No offense, but newbies stay newbies for a very short time and can level easily no matter how crappy their equipment is. Plus, even in case of death they make up xp loss very quickly. (That is, if you define newbie as somebody below lv 20)

You are a newbie only once, if you have a higher level character the 2 pp needed for debt payment are no big deal.

I don't like making things too easy for newbies, because then they get used to it and when they level up and things get a bit harder, they'll start whining about how hard everything is, I think the most enjoyable thing would be to keep the level of difficulty of the game in terms of survival about the same no matter what level you are at.

So it would be nice to always have a chance of dying, while not letting the tiniest mistake cost your life. Risk without too much frustration keeps you on your toes and having fun!
 
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