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Blue Potions
#21
Note: Descending Ouroboros has a 2 turn C/D and it is impossible to use it twice in the same turn.

Liken to blue pots.
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#22
Wdym liken to blue pots? You can use two blues in a turn.
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#23
(12-07-2023, 09:37 PM)caliaca Wrote: Wdym liken to blue pots? You can use two blues in a turn.
My brain is dead atm. I meant unliken.
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#24
Ahhh yep that'll do
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#25
Descending ouroboros should get a buff. Maybe we should give it the ability to target enemies that are also airborne and let it knock them down.
[-] The following 3 users Like FaeLenx's post:
  • Mewni, Miller, Ray2064
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#26
(11-26-2023, 12:15 PM)caliaca Wrote:
(11-26-2023, 11:39 AM)FaeLenx Wrote:
(11-25-2023, 10:08 AM)caliaca Wrote:
(11-25-2023, 10:01 AM)FaeLenx Wrote: Blue potions as they are are just a crutch to make certain FP hungry builds that don't have any form of FP regeneration viable. If they were made single use they'd definitely need a buff. Any fight that drags on long enough for someone to break out the blue pots doesn't end at just one, and I'd rather not buff sustain tanks into being oppressive beyond all reason again. The moment running your opponent out of FP becomes viable against half the builds in game with no other pressure applied, you're going to see a lot 7m guarding builds with their own inherent healing and FP Regen.


TBH we're already seeing a lot of blue pot spam builds. This is mostly to rectify that while providing a corresponding buff so they aren't dog as hell.
Blue potion spam builds are inherently worse than builds that don't need to use 3m every other turn to keep going. Blue potion spam isn't going to win you a fight. It'll just keep you fighting, and it's already a losing position unless your opponent is also suffering for FP or just really willing to let you keep doing it for free.

There's some good builds right now that can blue spam from an advantageous position. This view is outdated for the current application of how blue pot spam is being used.
One of the few grand summoner players here, blue pots would make my sustain infinite. I already don't really need to use them, but I have times where I'm devoting 7m to guarding as my most efficient move.

Thats not to say its the only example, but its the best example I may provide now.

I suggested the idea of making them grant more FP but have potion sickness applied to them. Granted FP economy arguably can be stronger than HP economy in a lot of cases, I'd not adjust them to be as large recovery as HP pots.
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#27
(12-09-2023, 12:39 AM)Snarky Soujo Wrote:
(11-26-2023, 12:15 PM)caliaca Wrote:
(11-26-2023, 11:39 AM)FaeLenx Wrote:
(11-25-2023, 10:08 AM)caliaca Wrote:
(11-25-2023, 10:01 AM)FaeLenx Wrote: Blue potions as they are are just a crutch to make certain FP hungry builds that don't have any form of FP regeneration viable. If they were made single use they'd definitely need a buff. Any fight that drags on long enough for someone to break out the blue pots doesn't end at just one, and I'd rather not buff sustain tanks into being oppressive beyond all reason again. The moment running your opponent out of FP becomes viable against half the builds in game with no other pressure applied, you're going to see a lot 7m guarding builds with their own inherent healing and FP Regen.


TBH we're already seeing a lot of blue pot spam builds. This is mostly to rectify that while providing a corresponding buff so they aren't dog as hell.
Blue potion spam builds are inherently worse than builds that don't need to use 3m every other turn to keep going. Blue potion spam isn't going to win you a fight. It'll just keep you fighting, and it's already a losing position unless your opponent is also suffering for FP or just really willing to let you keep doing it for free.

There's some good builds right now that can blue spam from an advantageous position. This view is outdated for the current application of how blue pot spam is being used.
One of the few grand summoner players here, blue pots would make my sustain infinite. I already don't really need to use them, but I have times where I'm devoting 7m to guarding as my most efficient move.

Thats not to say its the only example, but its the best example I may provide now.

I suggested the idea of making them grant more FP but have potion sickness applied to them. Granted FP economy arguably can be stronger than HP economy in a lot of cases, I'd not adjust them to be as large recovery as HP pots.
Tbf, generally, you'd be way more content to be able to use Blue Pots against a GS who also has access to them rather than both of you not having them. For woefully obvious reasons.
066: Birth of the Robot Emperor
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#28
FP Restoration skills should all have a base of 10% of your maximum FP + whatever bonuses.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#29
(12-09-2023, 01:35 AM)Snake Wrote: FP Restoration skills should all have a base of 10% of your maximum FP + whatever bonuses.

... FP restoration of that magnitude would make any form of FP drain or even FP costs of skills completely and utterly pointless. We need FP to have more of an impact than it currently does, not less.
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#30
Every class should get the ability to spawn mana crystals to top your mana up rapidly instantly.
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