02-23-2023, 01:41 PM
I have, did (Until I got mared jorg), and would continue to use blue potions if they were finite. Items to use in a pinch if you really messed up, or if your opponent is for some reason trying to drain your FP in this day and age of easy access to infinite FP sustain. Which exactly equal descending oroboros' 45 fp heal,[without requiring aerial] and is already as good as any of the class restores except the main class only absorb power.
45 fp is still immediate in what you describe, and then just becomes better than absorb power, which is an evoker main class only skill. And just completely outclasses Mared Jorg, the only other fp regen over time skill that exists as far as I know. Then again, the other mared healing spells are weaker than most healing spells too, so maybe that's fine.
Simply making it 'finite' for that isn't enough. It would also need to give potion sickness, like high potions, which roughly equate to a healing skill when used. Are finite, and give potion sickness. What's the point of using any of the class fp regeneration options when they're all just equal to or worse than blue potions, that are cheap, plentiful, and only take one item slot for infinite usage?
You can make multiple sizes of blue potions, that take more momentum for larger fp cost heals. As having infinite blue potions with 0 cooldowns and potion sickness applied to them also means that you can just hey, 6m 90 fp or 3m 45 fp whenever you want, making it even more thoughtless and able to be weaved into any turn for only one item slot than any other item can.
All the other size based potions are finite and less useful and also require you to figure out what size you're going to use in that item slot beforehand. Maybe that can be changed too if blue potion retains all of these things.
Not sure what you mean by 'decreasing the momentum costs of huge bursts of fp healing.' Blue potions as they currently are already completely outclass all fp healing in the game that isn't exactly absorb power, and maybe mared jorg. Things that take multiple turns.
Pray, Meditate, they're all 6m and such and heal less overall than two blue potions.
45 fp is still immediate in what you describe, and then just becomes better than absorb power, which is an evoker main class only skill. And just completely outclasses Mared Jorg, the only other fp regen over time skill that exists as far as I know. Then again, the other mared healing spells are weaker than most healing spells too, so maybe that's fine.
Simply making it 'finite' for that isn't enough. It would also need to give potion sickness, like high potions, which roughly equate to a healing skill when used. Are finite, and give potion sickness. What's the point of using any of the class fp regeneration options when they're all just equal to or worse than blue potions, that are cheap, plentiful, and only take one item slot for infinite usage?
You can make multiple sizes of blue potions, that take more momentum for larger fp cost heals. As having infinite blue potions with 0 cooldowns and potion sickness applied to them also means that you can just hey, 6m 90 fp or 3m 45 fp whenever you want, making it even more thoughtless and able to be weaved into any turn for only one item slot than any other item can.
All the other size based potions are finite and less useful and also require you to figure out what size you're going to use in that item slot beforehand. Maybe that can be changed too if blue potion retains all of these things.
Not sure what you mean by 'decreasing the momentum costs of huge bursts of fp healing.' Blue potions as they currently are already completely outclass all fp healing in the game that isn't exactly absorb power, and maybe mared jorg. Things that take multiple turns.
Pray, Meditate, they're all 6m and such and heal less overall than two blue potions.