04-20-2017, 04:14 PM
Disclaimer: I'm throwing an idea out based on what I've seen various other games (like Left 4 Dead, or even Dragon Age Inquisition) do in regard to systems relating to health. I do not expect my idea to be popular, but at the very least, could get discussion going. I'm willing to support the overdose mechanic, I'm just throwing more ideas out there for the sake of looking at this from every angle.
If people are out-tanking the cooldown to pop another, they could be changed to act more like painkillers than a proper heal, conferring temporary HP for a few rounds (to buy time to finish the battle or get healed by an ally, if lacking healing skills/spells themselves) and they pass out from the pain if their health is below 0 when the painkiller wears off. If the battle ends first, they have time to apply emergency treatment (bandages and such) and the temporary health does not drop (to keep them PVE viable and not just PVP tools.)
Sample scenario: Priest A is surrounded. Down to 100 HP, and unable to do enough damage to finish his attackers off in one turn, and his heals are on cooldown (he had even less HP before casting Graft this turn, already.) His allies can come help, but are two turns away, on the other side of the battlefield. In this case, a potion would buy time for the cooldowns on the healing spells and to survive until their allies arrive.
Depending on your playstyle, this either changes nothing or everything. Players who subscribe to the mentality of "MP recovers, potions don't" and who use items as a last resort won't even bat an eyelash at this. The flipside... well... I honestly don't know what the flipside thinks at all, since the concept of "let's waste all my resources" is alien to me.
If people are out-tanking the cooldown to pop another, they could be changed to act more like painkillers than a proper heal, conferring temporary HP for a few rounds (to buy time to finish the battle or get healed by an ally, if lacking healing skills/spells themselves) and they pass out from the pain if their health is below 0 when the painkiller wears off. If the battle ends first, they have time to apply emergency treatment (bandages and such) and the temporary health does not drop (to keep them PVE viable and not just PVP tools.)
Sample scenario: Priest A is surrounded. Down to 100 HP, and unable to do enough damage to finish his attackers off in one turn, and his heals are on cooldown (he had even less HP before casting Graft this turn, already.) His allies can come help, but are two turns away, on the other side of the battlefield. In this case, a potion would buy time for the cooldowns on the healing spells and to survive until their allies arrive.
Depending on your playstyle, this either changes nothing or everything. Players who subscribe to the mentality of "MP recovers, potions don't" and who use items as a last resort won't even bat an eyelash at this. The flipside... well... I honestly don't know what the flipside thinks at all, since the concept of "let's waste all my resources" is alien to me.
*loud burp*