#Potion Balance and an idea for cracking down on it

1 messages · Page 1 of 1 (latest)

fresh raven
#

It's no mystery that potions have been causing problems for game balance for the longest time now. While some systems have been introduced to try and alleviate the problem (ie. Healing Sickness), none have really provided a significant outcome.

First I'll identify the problems with potions as they exist currently:

  • Healing/Absorption potions and other potions dedicated to direct sustainability are able to completely turn around engagements into the player's favor by how potent and accessible they are.
  • Buffing potions, like Strength and Resistance potions, are able to boost player power to unbelievable new heights for a minimal cost (said cost typically being paid out by the content that the potions are being used for).
  • The systems used to punish excessive potion use either not adequate to influence balance or do not even exist.

Here's an idea that I have based on systems I see implemented in other games to combat excessive consumable use adapted to work for Monumenta:

Potions are sorted into three categories
Support Potions (Healing, Absorption, Regeneration, Max Health, Resistance, etc.)
Power Potions (Strength, Cooldown Reduction, Speed, Jump Boost, etc.)
Hybrid Potions (Containing buffs from both categories)

When a player consumes a Support Potion, they gain 100% Support Sickness for 5 seconds (effectively Healing Sickness but applies to all related effects). After the 5 seconds, the effect decays at a rate of 5% per second for 15 seconds (reaching 25%) before dissipating. If the player consumes another Support Potion while they have Support Sickness, the sickness duration and potency is reapplied and the player receives -30% Damage Dealt and Speed for 20 seconds.

When a player consumes a Power Potion, they receive the Encumbered effect for 20 seconds. If the player consumes another Power Potion while they are Encumbered, the potion effect is nullified, the encumbrance duration is reapplied and the player receives -30% Max Health for 20 seconds.
.

#

Hybrid Potions activate both effects at once. Potions provided through external effects (Splash potions, Heavenly Boon splash potion transfer (NOT the innate Heavenly Boon potions)) activate Support Sickness and Encumbered as normal but do not apply the reduced Damage Dealt & Speed/Max Health penalty. Consuming potions in safezones prevents Support Sickness and Encumbered from applying. Support Sickness and Encumbered cannot be cleansed. Support Sickness does not retroactively effect duration based effects such as Regeneration.

With such significant changes to potion balance due to this change, assume that content where potions are borderline mandatory (Celestial Zenith A15+, Hexfall) receive balance changes to accommodate the loss of power.

This is not the end all solution, just a controversial idea I thought up. If you have a better idea or have criticisms about this idea, please include copious details.

sand mauve
#

its not even controversial ngl

fallen terrace
#

While not necessarily a part of the suggested rework I think it would be mildly difficult to explain the entire system to new players

fresh raven
sand mauve
#

and explain those cooldowns in somewhere sensible

shadow vigil
#

At 100% support sickness would regen potions even work?

sand mauve
#

ideally no

fresh raven
fresh raven
#

could probably just move that to the other tag

fresh raven
fallen terrace
#

I think that the Power Potion side of things is either ineffective (just, wait 20 seconds per potion drink) - or you accidentally just nullify a potion. the -max health isn't lengthy enough to matter when some buff potions are like, 8m+

#

also its a giant middle finger to any cleric player since they prevent you from using any potions ever in combat

fresh raven
#

Boon kinda messes up this idea

fallen terrace
#

i mean playing with another cleric player

#

you drink a potion and you just don't get anything from them for however long

#

or yourself even

#

boon itself idk how it would work

fresh raven
#

my alternative idea for the Power Potion side is that you can only have one active at a time and any new potions overwrite the previous

fallen terrace
#

that's a little dubious too
then you just find The Best Potion(tm) and only use that

fresh raven
#

ideally potions aren't balanced in a way where there's one option over the rest

fallen terrace
#

fair, but is that actually possible for most content

#

you're gonna have one thing that's the best, or at least the best at the things you care about

#

sure, maybe this one loses some damage and gives res, but what if you don't care
then you only use one potion ever

marsh meadow
fresh raven
marsh meadow
#

Those do effectively the same thing

marsh meadow
fresh raven
#

unfortunate effect

marsh meadow
#

I don't get it

fresh raven
marsh meadow
#

What is the difference between max hp and regen that made you separate them

fallen terrace
fresh raven
#

yeah can work in a part saying no retroactive effect

shell flax
#

ngl i feel like just keeping the raw power of str/res/absorp etc pots in check and then scrapping traditional IH/regen for a wynn-style potion system is what ill always be in favor of

#

like i've said it before, i think wynn got potions in general right. No effect (that I know of) lacks a duration, and you cannot drink another potion of the same type and/or stack effects during that duration

marsh meadow
shell flax
#

being able to just click for 40%+ of your healthbar back is definitely more op than wynn

marsh meadow
#

Healthbar whatever

#

It's just over like 1.5s instead of being instant but that changes nothing

shell flax
#

last I played wynn, potions were 3 instances of +hp, and not nearly your entire hp bar
and you couldnt just chug them, you had to wait for the duration
and you could be definitely be killed during the effect

#

and I last played post-rekindled

rain owl
#

the lvl 100 potions are basically the same as pi

shell flax
#

except wynn pots dont scale with your health

fresh raven
shell flax
#

i was never syaing to just copy wynn's system to a tee

marsh meadow
shell flax
marsh meadow
#

Ok, say monu pots healed you 8 instant hp instead of 40% and what would that change

shell flax
#

it would discourage +hp

#

but thats an isolated component

#

so its not even a good point on your part

fresh raven
#

I can understand the idea of making IH a quick but overtime heal but that's Regen on steroids basically

rain owl
#

it’s going to be like 30-50% hp in most average builds

marsh meadow
marsh meadow
fallen terrace
#

changing potions from % to flat won't really change anything

fresh raven
#

taking an extra ~3-5 seconds to receive the effects of IH wouldn't really change much unless you put yourself into truly deep shit in which case you shouldn't be bailed out

fallen terrace
#

yes that's good

shell flax
#

obviously there needs to be some sort of %healing available in some way otherwise builds with significant +hp will be dead in the water, but my point is that having non-stackable potions that heal in a handful of increments instead of a %chunk or standard regen is just a better system

marsh meadow
#

Idk how aggressively you need to hug every mob in sight to actually feel the difference between instant heal and heal over 2s

fallen terrace
#

ideally it would be over longer

marsh meadow
#

Then that's nowhere near wynn

#

Wynn is pretty much instant

#

It's exact same as monu

#

That's a flawed point

shell flax
#

injector itself isnt even the issue, the problem with potions is that IH is obviously busted, and some pots just have grossly powerful effects

marsh meadow
shell flax
# marsh meadow Then that's nowhere near wynn

also, again, you're mischaracterizing the point as "use wynn's system" when the point is actually "take wynn's system as a rough model and adapt it to something more in-place in monu"

marsh meadow
#

you've accused me thrice of missing your point eventho its literally this

#

which is plain wrong and im telling you exactly that

shell flax
#

that was a response to something you said, not my central argument or point???

marsh meadow
#

so what its wrong nonetheless

shell flax
#

also it is not plain wrong, like bro you can half forget potions exist as a warrior with ROTS in wynn

fallen terrace
shell flax
#

the fact that you cant seem to understand that the message in the screenshot is in fact NOT very relevant to my point that im arguing
is just proof you're missing it

marsh meadow
shell flax
#

that is a standalone statement talking about how current monu's healing with IH is less balanced in-context than wynns

#

there's a reason IH II is called "copium injector" but in wynn they arent called "Coping Potions"

marsh meadow
#

yeah i dont have all day to write the 101 reasons why this statement is fucked up

shell flax
#

that? or you dont have 101 reasons 😭
furthermore, you still have failed to even make a counterpoint to the idea of adapting a wynn-esque system to fit monumenta, and have only attacked me on the false basis that im arguing we should flat out copy wynn's healing potions

rain owl
#

theres no vanilla regen in wynn 😭

#

if u dont use pots ur other options are
play a healing class/have one in party
wait 15 mintues between encounters for hpr?

fresh raven
shell flax
#

yeah wynn's natural regen is kinda buns

fresh raven
shell flax
#

but if you're popping IH you wont be naturally regening anyways so ???

#

like you dont exactly pop a health potion when you have sat to burn

fallen terrace
#

i think that making instant potions at least partially healing over time would alleviate the major issue of Literally Zero Risk

fresh raven
#

the difference is that Monu IH is basically the best healing, only contested by Cleric because it accomplishes effectively the same thing while Wynn healing potions are either your only option or they are instantly overshadowed by healing built into your class

#

nothing stopping the Riftbender from pressing the Heal spell or Acolyte from using Aura

shell flax
shell flax
fresh raven
#

I deliberately designed my system to be pretty harsh on potions due to their relative place among healing options in the game

shell flax
#

like literally
hotkey -> spam charge macro -> full hp

fallen terrace
#

sug add Experimental Delve Modifier that makes all instant healing applied over 5 seconds

#

Rotting

shell flax
#

lol

fresh raven
#

I'm not entirely convinced that healing over time is the solution since there

#

's not really a way to determine how long it should take to heal

shell flax
#

thats very fair

fresh raven
#

either the healing is too quick and we are in the same scenario or it's too slow and gets eclipsed by existing healing methods like Saturation or Regen LD

shell flax
#

but i still feel like any system with IH and regen separately existing is gonna be scuffed

fallen terrace
#

40% instant heal zero downsides is objectively stupid

#

in an mmorpg

fresh raven
#

yeah like instant heal will always be worse for balance

shell flax
#

what i was gonna say is the bigger issue would be that % health chunks would be worse for low hp builds whereas flat would suck for high hp builds

#

but then i remembered fucking infernal origins and how there's the system that keeps healing viable: literally just flat below a certain max hp threshold and % above it

fallen terrace
#

could also do flat+%

shell flax
#

true

fallen terrace
#

Do what hol does

shell flax
#

also in any case
does sust apply to IH? cause at the very least that could be halved yikes

fallen terrace
#

sust is not the problem

shell flax
#

its not

#

but it could become one if the system gets changed

fallen terrace
#

I think 10% more healing is a pretty unlikely balance issue

shell flax
#

10% per level though is a bit
yea

fallen terrace
#

It's still 10% more per heal

#

ehhh

shell flax
#

just slotting nfailure takes for example healing 5 hp to healing 6.5

#

which isnt much

#

but thats 1 piece

#

of course, another case of r3, being the outlier problem child but still

#

r1/r2 really wouldnt give a damn if sus were to do less for IH, but it would be a good preventative measure in r3

fallen terrace
#

Ok but it is still using item budget

shell flax
#

im not saying across the board nerf sus, just for IH

#

or well, potions

fallen terrace
#

maybe

solid oak
#

the debuffs are stupid just blank the new potion effect or something

#

me when i accidentally drink two strength potions and gain cancer (stage 4) for 30:00

steel kestrel
#

i think if i am looting a dungeon or poi and i just drink whatever i find in chests i should not be debuffed for it

solid oak
#

Also these short debuffs are basically solely anti-IH, wouldn't do anything against longer potions which is mostly what people use for dungeons. You just need to wait 20s between drinking your 30min long potions to not debuff,

Aside from just nerfing consuables even more (if this is actually a goal), I think a simpler solution would just be to limit players to one active potion effect at a time. It would stop buff stacking by making you pick and choose buffs for each situation (res vs cdr vs haste vs str vs speed etc) and also lends a greater purpose to multi-buff potions instead of them just being convinient space savers.

#

IH is honestly seperate balance from other consus but i wouldnt be against them also counting towards the 1-potion limit, so you either choose between cope injector or damage (which basically means PI is banned for optimized content)

thin raft
#

if i spend money on pots

solid oak
#

or x-potion limit i guess, but i think just one makes sense, probably also easier to balance consumables if you dont have to worry about stacking

thin raft
#

i should be able to drink them

#

like

#

do we need to nerf cshuras fury

#

or do we only need to nerf potion of endurance

#

pi is a problem but i dont see a need to group it with all kinds of potions

#

the cheap ones dont do much and the expensive ones are well expensive

#

if the cheap ones do too much just nerf them individually but that has already been done

warm notch
#

I like this idea to clear stuff up better but I think it'd also require redesign like every potion in the game. Even stuff as basic as common buff potions like speed/strength 15 min R1 pots feel like they are designed to be drank together, having to wait out a 20s gap to drink the second would feel horrendous in practice, so either the debuff is applied for only dupe effects (which would still make dichen energy brews clash with swiftshield potions for example) or those potions need to be combined into one, or entirely rethought out

solid oak
thin raft
#

do we really need a debuff

thin raft
#

can we like separate pi from all other pots? its clearly a very different issue

solid oak
#

i dont think anyone said to prevent people from drinking consumables, they are just strong

sand mauve
#

40% IH is strong

#

things adjacent to it are strong

thin raft
sand mauve
#

it causes some issues for boss design

#

no I literally didnt im just sharing my viewpoint

#

before I read anything honestly

thin raft
#

..

#

ok

#

but im talking about non pi pots

solid oak
#

i think a 1 potion limit is better than nerfs

thin raft
#

non pi pots arent that strong where most people dont really use them often outside of the ones u get on chests

sand mauve
#

oh I thought all pots could go in pi. or do you just mean using potions without PI

thin raft
#

if needed nerfs could happen but i dont see a need to limit potions

#

but honestly i dont think we need nerfs

solid oak
#

because potion stacking is complete slop

thin raft
solid oak
#

theres no reason not to take all of the buffs always

#

its literally free brainless power

thin raft
#

the cost?

solid oak
#

cost is a fake limitation

thin raft
sand mauve
#

also forwarding this from a previous thread

solid oak
#

and honestly pots are so cheap the cost isnt even a limitation at all right now

thin raft
#

do you full buff every poi

solid oak
#

no because i dont want pois to be easier

#

i do full buff optimized content

#

dps buffs anyway

thin raft
#

you take buffs

solid oak
#

why wouldnt I want to optimize my gameplay

thin raft
#

but they arent strong to the point you drink potions on like

#

say group dungeons

solid oak
#

pots are extremely strong its just that normal/average content doesnt need them they are overkill

fresh raven
#

was basically just PI but you dodged the cost of PI which is arguably an upside?

#

As for influencing boss design, Intruder also has a ton of antiheal

solid oak
#

i think every time someone says pi they mean IH

thin raft
#

is that a problem

fallen terrace
#

Pi is not the problem yeah

fresh raven
thin raft
#

tell me why using pots on harder content is a problem

solid oak
#

they make harder content not harder content

sand mauve
#

I dont think its particularly good game design fundementally to have instant 40% heal button with little to no downsides

fallen terrace
#

Personally I don't think there should be limitations on buff potions

thin raft
fresh raven
thin raft
#

the pots do their intended thing

solid oak
#

like im so serious brood speedless vs brood with 60% speed is a solid 50% easier, and then you have the other 10 dmg/res/regen buffs on top of it

thin raft
solid oak
#

price is fake balance

thin raft
#

is paying some hcs to make myself stronger really a problem

thin raft
fresh raven
thin raft
#

then u can have them

#

i dont see a problem with that

solid oak
#

either they are prohibitively expensive to the point no one can use them or they are cheap (current situation) and are easy player power buffs

thin raft
#

what potions do you even use

solid oak
#

no because the economy isnt stable

thin raft
#

do you consider 60% speed cheap

solid oak
#

40% speed is cheap

thin raft
#

i consider cheap potions as the ones u get from chest and the ones u get from content like cz

fresh raven
#

If I use 1 HAR worth of potions to trivialize the difficulty of a content that will pay me 5 HAR, I am still making a profit while also breaking game balance

thin raft
#

those ones are not that op

#

they make you stronger yes and their rates could be nerfed

fresh raven
#

"Oh but you make less money" I am still making money and I am doing so much more consistently because the buffs are making it dramatically easier

thin raft
#

but if you just make the pots not self sustainable

#

it will solve the "problem"

solid oak
#

40% speed, 20% str, haste 2, 10% atk speed, 10% melee dmg, 10% res, +10% hp, regen 1, -5% cdr, +boon effect
very cheap, all very good buffs

solid oak
#

free

#

6 times a day

thin raft
#

soulsinger is not a potion

solid oak
#

im talking about all consumables

fresh raven
#

calling soulsinger free is a little iffy but I mean it's one down payment and it's got many use cases so eh

solid oak
#

well non-infinite anyway

thin raft
#

mungfish can be nerfed fury could be nerfed ok

#

but i dont see an issue with the rest of them

#

emp ss could be 30% ok

fresh raven
#

From the perspective of the developer: How can you balance content around the fact that players can toggle 8+ different stat buffs at will?

solid oak
#

i dont want nerfs

thin raft
solid oak
#

they would still be strong at 20% speed and 10% str and 5% atk speed

#

just less noticable

solid oak
#

idc about that

thin raft
#

what

#

do you hate the concept of buffs

#

or do you hate the strength of the buffs

solid oak
#

20% speed and 10% str and 5% atk speed is still strong

#

and already crippled

#

you would need to nerf them even more and atp why do consumables exist

fresh raven
#

the potions are strong but don't need a nerf on the basis that they still provide value when used individually, the issue is preventing snowballing by combining all of them at once which is easily achievable

solid oak
#

consumables should be noticable effects but stacking them is overpowered

thin raft
#

consumables arent a problem to most people

solid oak
thin raft
#

excluding races, high wave pushes, speedrun attempts

solid oak
#

i do not know of anyone who does hexfall buffless

fresh raven
thin raft
fresh raven
#

circling back to how Intruder has a ton of antiheal and an attack dedicated to removing player buffs

thin raft
#

i only know 2 people that stack all the buffs before hek

solid oak
#

or high cz, or high edd, or (insert sweaty content)

thin raft
#

let people buff in high edd

fresh raven
#

Vesperidys' Corruption meter is indirectly an answer to people who buffstack as it puts a hardcap on the amount of damage they are allowed to take regardless of whether or not they can survive said hits on their own

thin raft
#

high cz sure but u can also do them perfectly fine without potions on 3/4 players

#

although the shadow buffs could be seen as a problem but u can still do it without buffs it just makes it easier which is the point of potions

fresh raven
#

Saying that you could do something buffless doesn't discount the influence that buffs have over the game

fallen terrace
#

potions should be a force multiplier
You should never be able to do a piece of content with only potions

fresh raven
#

I could play A18 classless

thin raft
thin raft
#

thats already the case

fresh raven
solid oak
thin raft
#

not as big as you make it seem like

#

i would say the only thing that its actually as big as you make it out to be is brood

solid oak
#

and vesp, and cz speedrunning, and all tanking (including intruder face tank dps), and hexfall, and optimized strikes

steel kestrel
#

what if instead of making potions prohibitively expensive (the top players can still use them) you made the potions real cheap and started balancing around having a baseline level of potions active

thin raft
#

why do we need to nerf optimized strikes

#

speedrunning and optimized stuff are

#

you can let those people fully buff

solid oak
steel kestrel
#

dont nerf optimising it's a useless task

steel kestrel
steel kestrel
#

like if im not melee i do not use haste

thin raft
#

why do we need to nerf optimized speedruns

#

they arent regular gameplay

#

and we certainly dont balance off of them

fresh raven
solid oak
#

you can optimize without 10 buffs (literally) giving you effectively 2x player power

fallen terrace
steel kestrel
#

you can just like

#

wolfswood's rage every encounter

#

you are now +10% stronger for free

fallen terrace
#

Hashtag normalize 15 minute buff potions in poi chests

#

r1 does it

solid oak
#

i dont like cheap buffs for that reason

fallen terrace
#

r2 and r3 should get some as well

sand mauve
#

r1 reigns as the best region once again

steel kestrel
fallen terrace
#

r1 consumables update is peak please give more effect foods in chests

thin raft
solid oak
#

its a multiplayer game there shouldnt be an easy-mode button for intentionally hard content, theres already different easier and harder content for a reason

fresh raven
#

both options provide their own balance issues

sand mauve
thin raft
#

then you can go nerf the strong potions

fresh raven
#

going for a middle ground is only realistic if the difference is reduced

sand mauve
#

the swing is so vast at present

thin raft
#

i dont think the solution is to make it so you only drunk 1 potion

sand mauve
solid oak
thin raft
#

it exists on a spectrum its not just black and white

solid oak
#

i dont really care about the difference between the two i care about the realistic ceiling

thin raft
#

so the ceiling is nerfed

fresh raven
#

Hard to release any new Strength potion when its sole value is competing with the highest potency potion in the Strength category

solid oak
#

yeah and another problem with stacking is that every potion that comes out is identical to other potions just in some different combination, we dont have any +80% speed -20% str because you can just balance out the punishment with a different potion

fresh raven
#

so you either dev time a useless item or power creep the game

steel kestrel
#

you can balance out the punishment with cleric

#

lol

thin raft
solid oak
#

its similar to charm stat locking, charm designs were limited by the ability to abuse stacking

fresh raven
fallen terrace
#

what if: boss just starts the fight instantly and unleashes the most difficult attack if they see you standing on their lawn drinking six potions

solid oak
#

hycenea if she just casted reunion first 🤦‍♂️

thin raft
#

what

#

potion dura absolutely matters

solid oak
#

potion dura is just an extention of cost for anything longer than 1minute ngl

#

and even for really short buffs its qol more than a buff countermeasure

fallen terrace
#

while it is reasonable to want to limit the difference between min and max power I think that having only one potion slot is not the way to go about it

solid oak
#

what is your issue with it

#

cause i can think of tons of content where I want multiple buffs but would have one specific preferred buff that I would take over others (and still miss having the others)

thin raft
#

yep you have priorities

solid oak
#

could even incorperate it into your build instead of just being all across the board power increase like it is

fallen terrace
#
  1. Makes it so that there is The One Potion that you use and nothing else
  2. Harms newer players who are struggling but cannot buff anything more than one thing now because of endgame problems
  3. Prevents just drinking buff potions in chests
fresh raven
#

The world if we just added God Potion to Monumenta

solid oak
fresh raven
#

Alternatively we could add a cap on buffs provided by potions so like a Tepache gives 3 buffs but you can only have 5 so now you gotta find a second potion to fill out your remaining 2 buffs or two 1 buff potions

thin raft
#

I DIDNT ASK FOR FALL RESISTANCE AAAA

solid oak
#

like in vesp i would ultimately probably take haste even though I much prefer speed and its much safer defensively,
or in speedrunning speed is better but playing without res/regen is significantly harder
its really not an obvious The One Potion

#

especially if you also restrict IH, then its also PI vs buffs

fleet crown
#

PI is better then buffs, it is The One Potion

solid oak
# fallen terrace 1. Makes it so that there is The One Potion that you use and nothing else 2. Har...

^ is about 1
2. In the same vein there are obvious best picks for different struggles, e.g picking speed/regen/res over an endgame pick of str/haste. And since this is an alternative to nerfing consumables even more each of these buffs would still be good. And im suggesting one consumable not one effect, you still have the expensive multi-buff potions and ambrosias and whatnot
3. I dont see this as a seperate issue? You can drink whatever you want

solid oak
fleet crown
#

I have a whole essay to drop later, but just stopping in to say now that I am skeptical of a buff cap system; especially if its limited to just 1 potion. Having a limit of say 3 or 4 is maybe acutally balanced, but it still has difficulties being implemented in a clean way, restricts design and ultimently is just less fun then having unlimited buffs.

solid oak
#

PI is extremely strong but the sweaty pick will still be strength, PI isnt good for sustained tanking, and even for something like speedrunning where it thrives you still want speed over it ideally

#

i dont think its overwhelmingly the best pick

fallen terrace
solid oak
#

you literally dont have the one potions is what im saying. There is the one optimal potion for one optimal playstyle, but that doesnt make it the one potion. There is a reason >everyone< isnt running around in bis speed/damage even though it is technically The One Build, theres different levels of viability

fleet crown
# fleet crown I have a whole essay to drop later, but just stopping in to say now that I am sk...

like Terraria for example used to have a buff limit for balance (it was on all buffs though not just potions), the limit was 20 which was a lot in that game, but eventually over time with updates the limit of 20 kept getting in the way of even regular players rather then just potion stackers. The Buff limit was raise to 44 and then later removed completely, since players wanted it (modders also wanted it gone since it limited them). That did effect the games balance, but I still think removing it was the right call since it made the game less restrictive and also easier to understand (there was lots of problems with the game just voiding buffs in 1.3 terraria)

solid oak
#

Terraria is also a singleplayer game and you can give yourself godmode if you want

#

Should hexfall have an easy mode so that players who dont want to spend long learning it can just get their completion?

fleet crown
solid oak
#

it doesnt effect me or you personally, just nerf the loot, make the key more expensive

fallen terrace
solid oak
#

It breaks the integrity of the content

solid oak
#

Not everyone will go to the same One Potion

fallen terrace
solid oak
#

and tbh they are already pretty well balanced if suddenly unstackable

solid oak
#

Yes consumables make content easier but there shouldnt have to be no-upper-limit to them just so john skill issue can complete content x and y

fallen terrace
#

what do I say if someone is struggling with a dungeon? Just get better gear? Get good? I suggest using potions, it turns out they're drinking 10% strength so they can't drink res or speed or any other of these helpful things that they have and just can't access because lategame based balancing

#

what's wrong with someone using 4 10% buff potions

solid oak
#

And if youre really worried about that then you can just make really good but really expensive potions like already exist

fallen terrace
solid oak
#

Who suggests to run around to the 10 useful scattered potion shops around the 3 regions

fallen terrace
#

if the problem is hard content then make a potion cap on explicitly hard content

fallen terrace
solid oak
#

I mean sure i guess but who really needs more than 1 good potion to do non-hard content

#

it seems like a non issue

fallen terrace
solid oak
#

i wasnt good when i first started monu and I didnt need any buffs to do story-line/basic content let alone more than 1 strong buff

solid oak
#

theres no mechanics to it so yes str is the only relevant buff

fallen terrace
#

okay everyone takes the One Best DPS potion for sskt except the tank who takes the One Best Tank Potion

fleet crown
#

I think that in monumenta, potion stacking is right now not a particularly big problem as it is currently only being used for setting world records and clip farming. Potions are pretty expensive in monu, I think people really underestimate how much they add up and it adds up a lot if you are stacking them. It is not economically feasible heavily buff at all times; you will just be losing profits and thats if you dont die and lose like 3 har from buff time lost. Potion stacking is a problem in a vacuum, since its not balanced for a player to just decide to become god. Its also a problem for later item design as having buffs be stackable encourages making power creep or clones instead of new types of potions which has lead to massive amounts of potion bloat in the game.

solid oak
#

for real content speed/res/str are all actually helpful

#

crazy check mark

#

bro read that whole paragraph in sub 1s

fallen terrace
#

I skimmed then went back

#

still agree

steel kestrel
#

omw become god

#

(required to kill god)

fallen terrace
solid oak
#

Player power in general is very much a big problem and potion stacking is maybe the worst of it because its a generic absolute across the board buff compared to charm stacking/build stat stacking which has situational tradeoffs

fleet crown
# fleet crown I think that in monumenta, potion stacking is right now not a particularly big p...

I personally dont use buffs often, I don't use (non basic) potions almost ever. In most places in the game dying is free, I dont really see the need to spend 10 har when I could just die instead for 0 har; the only real reason to do so is for trying to preform a stunt like a WR. For perma death content, I will use powerful buffs but only if I feel like I really have too (like in cz, if my team is half dead; I will use buffs to try to secure a win).

thin raft
#

but idk maybe oracore always buffs every single content and thats a problem for the entire gamr

solid oak
#

I dont want to talk that much about cost becuse thats not my issue with potions but straight up for endgame content (aka money making content) I consume like 8 different stat effects because it literally is more profitable or at least breaks even in exchange for faster cleaner more optimized runs

fleet crown
#

that said I do use basic potions frequently and very often, I have PI in every single loudout I have. Just because I dont potion stack often doesent mean i'm not using potions. But this is a whole other thing.

solid oak
#

and by more profitable i mean in the time it saves and consistency it adds

steel kestrel
#

does "money making content" include anything besides cz

fallen terrace
#

So the problem that you have... is that it takes less time when you spend money?

#

and is more consistent?

solid oak
#

No i literally said "thats not my issue with potions" and furthermore i literally said its more PROFITABLE

#

you spend money to take less time and make more money overall

steel kestrel
#

reminder that most of the playerbase is not very pro

solid oak
#

so the cost arguement right now isnt even real is what im saying

#

though i persoanlly wouldnt care if it was actually less money because i play for optimizations

fleet crown
#

popping wolfswood fury is profitable basically always

#

buffing to do a strike is extremely silly for example

fallen terrace
fleet crown
#

using 3 augment potions is just your entire BM profit gone OhTheMisery

solid oak
#

also intruder to a lesser extent because theres fewer useful buffs on bers

fallen terrace
#

doesn't hyc only give one reward per week

solid oak
#

no it gives one massive reward per week and then like 9har a run in rares/1mat afterwards

fleet crown
#

So I think potion stacking is a future problem rather then a today problem. Dont fall into clip based balancing. The way potion stacking could become a problem is when we get more and more power crept potions entering the game and the cost of buffs going down. Its also a much bigger deal outside of non dungeon content which is getting more common now.

#

Having the option to pay to win by activating all casino potion buffs is cheap and something I dislike, but it doesent feel right to call it a glaring issue.

solid oak
#

another way to look at this arguement of "just nerf them" vs some different system is that potions are literally just 1:1 to armor pieces. They give the exact same stats res, str, regen, speed, etc... If armor pieces were stackable in a similar way the solution of just nerfing them all to balance player power would obviously be worse than a different system like the 5 armor slots we have now. It doesnt have to be 1 potion limit though I think thats a very good solution but just spam nerfing potions is definitely NOT a good solution at all (just remove them if you're going to do that)

fleet crown
#

limit of 3 seems fine, if you MUST add a limit. 3 lets you use 2 buff potions and the choice of instant heal or a third buff. So you can do like strength, speed, instant heal but you miss out on haste. I do think such a system is less fun and also dont see a way to make it not clunky to implement.

solid oak
#

of all arguments I cant comprehend the fun arguement

#

whats fun about drinking every economical potion, theres not even thought behind it

fleet crown
#

a limit just means having a bunch of items you wont want to use anymore. Like you cannot even drink water breathing potions without it having a downside.

solid oak
#

thats just because water breathing is generally useless, if cz had an underwater floor the downside would be worth it. likewise it would still be worth it in places like shifting/lime end

steel kestrel
fallen terrace
#

man this is really just lategame perspective

solid oak
#

how is that lategame perspective?

thin raft
solid oak
#

water breathing is LITERALLY useless in the air bro

fallen terrace
#

obviously

#

but not every game-wide system is balanced around cz lategame strike hard content

#

so why limit it because of those things

fleet crown
solid oak
thin raft
#

a lot of people dont even bother with drinking poi pots lmao

fallen terrace
solid oak
#

like obviously you dont want to use water breathing potions for the 95% air content

#

thats not a potion limit issue

fallen terrace
#

why should early game players who want to buff for content they aren't certain about get slapped for Super Endgame CZ Lootrunner's actions

solid oak
#

hard content here being relative to the player

fleet crown
fallen terrace
#

okay, why shouldn't newer players be allowed to use the potions they find in a chest and get more than one minor buff

solid oak
#

and i already said im not even against loosing caps to normal content (or more realistically, adding caps to harder content) i just dont think its necessary

fallen terrace
#

is that game breaking if they deal 10% more damage in yellow

#

while having 10% res or fire res

gritty swift
#

what if we had an alchemy system

#

and chests dropped alchemy ingredients

#

🙂

fallen terrace
#

five trillion enchanted sugar cane + six million clicks on fish

gritty swift
#

the main reason i don't use pots is probably that i feel a little scared that i use them faster than i gain them

bold zodiac
#

Consumable balance around how fast you get them (I will never use my pomes)

fresh raven
#

You don't use potions because you are broke
I don't use potions because I was taught at a young age that Alcohol is dangerous, we are not the same

gritty swift
#

what's the full reasonable buff set

solid oak
# fallen terrace is that game breaking if they deal 10% more damage in yellow

like yes if the new player needs to go out and buy 10 different hyper-buff potions to clear story orange that is their own issue
and this is honestly a fake issue i dont want to argue about this without a player poll cause i cant imagine almost any new players are stacking pots so hard that they would notice a change

gritty swift
#

it's like 40% speed/10% aspd/haste 1/20% strength/regen 1/10% resistance?

fresh raven
#

can't imagine a player that needs potions to stay afloat being able to afford potions after paying for their shatter costs

solid oak
#

and theres even damage type res melee/magic/proj to slap on

#

which isnt even that expensive

fresh raven
bold zodiac
#

I fear the only solution is to explode the mungfish population once and for all

fallen terrace
bold zodiac
#

The Cooked ones

#

And the fatty forest flounders they r not mungfish but i hate them

solid oak
#

player who wants speed can drink the speed and player who wants str can drink the str and theres no other buffs in potions chests literally

fallen terrace
solid oak
#

?

gritty swift
#

just like make healing sickness more noticeable

#

i don't think there's much issue with buff pots

solid oak
fallen terrace
fallen terrace
gritty swift
#

i don't think the reasonable set of buff pots trivializes any content

solid oak
fallen terrace
#

what

solid oak
#

its harder to make a system and punch a bunch of holes in it to cater to specific situations

#

also i think its better that they get used to the new system instead of being on a different system until they hit actually hard content that demands buffs more

#

like i said if potion from chests are too weak you can simply buff them because stacking isnt an issue

#

players can (literally the whole point of the potion limit) choose if they want good speed potions vs good res potion vs good str potions

thin raft
solid oak
#

instead of bad speed + bad res + bad str

#

all at once

fleet crown
#

theres honestly a lot of potions in loot chest, r1 has heal, fire resistance, absorb, sanctify, regen, speed, damage as just the basic ones. dont forget about the delve potions too (which offer things like +HP, heavy speed and attack speed).

solid oak
#

delve is not new players

gritty swift
#

probably the most useful parts of buff pots seems like the speed and hitting aspd breakpoints to me

#

like the res doesn't seem that good

solid oak
#

the res is good when you need to be tanky

gritty swift
#

str seems like you could do without

fleet crown
#

delve is not brand new players players but its still new players since your encouraged to delve everything and everything as soon as you can.

solid oak
#

which is like endgame lootrunning and actual tanking (where? idk add tanking content @tm)

fallen terrace
#

I can't imagine there's more content where it does matter than where it doesn't

solid oak
#

i dont agree that it "apparently matters"

#

i dont think it makes a difference to new players mostly drinking out of chests

#

and for the amount that it does you can easily balance potions because of the non-stacking limitation

fallen terrace
fleet crown
solid oak
#

and IH is true with miracle bringing it up but that honestly a whole different type of consumable it could be on a seperate system

fleet crown
gritty swift
#

what are people arguing about

fallen terrace
#

"Add a potion cap"
"No I don't think that's a good idea"

solid oak
bold zodiac
#

Casino pots and its consequences

solid oak
fleet crown
#

multiple quests showing me details instructions on how to produce drugs as the main rewards 😍

fallen terrace
#

I think you misunderstood me
You say it's harder to make a system and then make edge cases
I say, no, just make the edge cases for the endgame content in question, which is apparently cz and hf

solid oak
#

idk with how steamrollable content is with/without buffs it doesnt seem that unlikely

bold zodiac
#

It's true... they made u create jaguar buffs...

#

OR whatever they r called...

fallen terrace
#

and then you give drugs to a local town and get everyone drinking it

solid oak
#

i think the system can be globally applied and work fine

fleet crown
#

by not being part of balance, they just mean they are trying to ignore the problem by pretending it isn't real. but potions are inseparable from balance which how much they were baked into the game.

fallen terrace
#

okay so everything is perfect with a potion cap, there are zero problems with new players getting shafted and not being able to use multiple consumables because a person playing cz COULD use more than one potion

solid oak
fallen terrace
#

I don't think that's fair to most of the players in the game

solid oak
fleet crown
# fleet crown by not being part of balance, they just mean they are trying to ignore the probl...

the problem I see with changing potion balance is that it is getting close to asking to change the balance of the whole game which is really hard and a lot to ask. I dont think you can do a band aid solution; it really does just require rethinking multiple parts of the game. This is the most obvious with instant heal 2, mobs do so much damage since they game has to fight back vs instant heal 2.

solid oak
#

and youre exaggerating i never said my off the dome idea was flawless and perfect its just an improvement over keeping the current system and just nerfing pots

fallen terrace
fallen terrace
solid oak
fleet crown
solid oak
fallen terrace
fleet crown
solid oak
#

i think any new system shouldnt have edge cases because thats clunky to implement and for players to have consistent gameplay mechanics

fallen terrace
# solid oak wdym why

If a blanket system is not perfect then there should be edge cases to smooth out the gaps

solid oak
#

not a system issue

bold zodiac
#

Is the 3 min 10% str really causing that much damage to be reduced/taken out of the loot pool

fallen terrace
#

"just make every potion equally viable and unique"

#

not happening

solid oak
#

should we abolish armor sets

#

because armor balance isnt perfect

fleet crown
solid oak
#

also because consumables are individually less impactful its honestly even less of an issue

fallen terrace
solid oak
#

in what way is 20% speed potion and 20% boots different

#

drip difference?

#

they are both sources of stats and nothing more

#

the only difference is cost

#

cause consumables are consumable

#

which you can argue armor has anvil subscriptions so like even there its only a difference in cost and not a new feature

solid oak
fallen terrace
#

do these boots disappear after a certain amount of time

bold zodiac
#

Though I assume they meant reward from side contents which that would make more sense

fallen terrace
#

are these boots drinkable

solid oak
bold zodiac
#

I feel like the variety of hour long pots has goinked non-endless difficult content

solid oak
#

there is no potion of the same cost/rarity that is directly worse than another potion afaik, theyre either more common or cheaper

fallen terrace
solid oak
fallen terrace
#

so?

solid oak
#

its equivalent

#

and the cost to "rebuy" is an anvil

#

the cost to rebuy a potion is 6ar

#

or 2har doesnt really matter its mechancially equivalent

#

and who isnt getting hit over time

fallen terrace
#

ah yes
repairing a pair of boots is exactly the same as drinking a potion
there's no other way to get durability back, like empowered, or mending, or extend the duration, like colossal, or reduce the amount you get shattered, like hope

solid oak
#

how did we go from new players suffer most to TAS perfect bot doesnt need to repair gear

fallen terrace
#

how did you go from "there should be a 1 potion limit" to "armor sets are potions, actually"

solid oak
#

i didnt i said that pretty early on

#

they are effectively equivalent

#

in r1 if you drop an armor piece but drink 10% res 20% dmg and 20% speed you probably literally have better stats overall

fallen terrace
#

so you can only have one potion per slot and it's semi-permanent and has no duration except for when it shatters except some pieces don't run out of durability

solid oak
#

they are both just sources of stats the only difference is upkeep cost

fallen terrace
#

okay if they are just stats then what is the problem with more stats for a higher upkeep cost

solid oak
#

thats not something I care about because its a fake limitation

fallen terrace
#

??????????

solid oak
#

you can always be rich and just tank the cost or have some super end game money making method that justifies the cost (already exists btw)

fallen terrace
#

welcome back Literally Just An Endgame Problem it's like you never left

astral sky
#

honestly pi sucks

solid oak
fallen terrace
#

what is the problem with an endgame player using their money to buff themselves on dungeons

solid oak
#

so yes literally

fallen terrace
#

pi just makes it more convenient with a slight drawback

solid oak
astral sky
astral sky
#

but 40% instahealth BEFORE sustenance levels? this is NOT dead cells bro

fallen terrace
#

relatively short, but still a period

#

still true though

fallen terrace
solid oak
#

i dont think I should ever be allowed to spend 500har and gain 3x player stats to roll content just because its "expensive enough"
and in the current system as well i dont think i should be allowed to spend 10har and gain 2x player stats for like a full hour regardless of if its money effective or not
it breaks the integrity of content

fallen terrace
#

i guess it boils down to "do you care if someone can make it easier by buffing themselves" and I do not and you do so shrug
ty for discussing

astral sky
#

Honestly PI is so op that future content will have to be balanced around pi

#

we've seen this alr with intruder with the sword thingies

bold zodiac
#

Depends on the content really

#

If you are turbo 10x uber buffing yourself to clear an 18pt Tolumaeus, more power to you I think

#

But if a content advertises itself on difficulty (ie intruder, cz, hexfall) then you do undermine the integrity

solid oak
fallen terrace
bold zodiac
#

But theres the funny middle ground of endless where you want to push the games limit and go as far, even with the 10x buff (although that'll generate too much moolah)

fallen terrace
#

the reason why intruder has a lot of antiheal is a consequence of players having so much healing

solid oak
#

isnt anti heal like solely parasomnic mist/failed dps checks

fallen terrace
rain owl
#

wat when do u get anti healed

solid oak
astral sky
rain owl
#

who is struggling with parasomnic ICANT

#

you have to go afk to die to that

#

or run like -60% speed build

fallen terrace
#

there is para and cogni like you said but there is also a few other sources iirc
gray floor, lucid rend I think?

rain owl
#

oh yea the swords do i think, or they did

fallen terrace
#

maybe one of the elites does, but it is more than just those four

fleet crown
#

anti heal in intruder is very tame, its mostly just there for attack mechanics to make sense. the bigger thing that stands out, is how much damage the attacks have to do

#

the spam move hits for like 85; its used every second thats crazy but it needs to be crazy with how good player healing is...

fallen terrace
#

what, cerebral triangles?

fleet crown
#

lowkey dont even remember what that is 😅

fallen terrace
#

the three x 3 way pink lines

#

before cerebral overcharge

#

thats the only spam move I can think of

gritty swift
#

i didn't even know intruder antiheal was mechanic ngl

rain owl
#

its only spammed for like 3 seconds every 30 seconds

solid oak
#

sword swipe spam sadmouse

#

the antimelee of all time

fleet crown
#

I dont know what the attacks are called tbh. I am just referring to the floor spam (also mob spam)

gritty swift
#

i like saturation heal in intruder unless i'm playing with a new player

rain owl
#

the swords are so annoying if u ever even try to eat

#

yeah the floor spam is only spam for like 3 seconds

#

and then it does the big charge up floor attack (overcharge)

#

other than in those 3 seconds its much less frequent

fallen terrace
#

it does 3 3 3 6 4 i think

fleet crown
#

okay essay time, its 1337 words honestly could maybe just be its own feed back post

#

but I promised an essay and its on topic, as I am focusing on instant healing potions.

#

I have been trying to think about instant heal / potion injector solutions for a while now, but it's tough and I'll explain why. Instant heal is very centralizing, but it got to the point where it is now due to how the server was built. Monumenta combat is extremely fast paced, only getting faster the more you progress throughout the game. Mobs don’t have much health relative to the player, relying on numbers and special abilities to come ahead. The player’s attacks are all extremely fast, nearly all spells in the game come out on frame 1 and the few that don’t are either extra powerful or still relatively fast. You can react instantly to any upcoming threat as long as your spell(s) are off cooldown; this means you can push forward very fast and also maintain your momentum as it's difficult for mobs to ambush you since seeing them first means you can kill the mobs before they can reach you. The player also heals fast in addition to attacking fast, at first it's just the vanilla healing system (already super fast) but it gets quicker and quicker with new restoration mechanics unlocked. By end game you have several items which heal more effectively than normal food while having additional powers, enchants and abilities to restore hp and of course instant heal potions; much of it crucially all comes back with you into the first 2 regions as well. With everything being so fast paced, eventually the game resorts to using primarily high damage to threaten the player; attempting to overwhelm the players or at least catch them off guard.

#

With the sheer speed the player can attack and heal, this basically has to be the case as otherwise the player would pretty much never die. Instant heal is the strongest of the player's healing capabilities, as it is one click to restore nearly half of your hp bar. You can heal more but doing so takes longer and the game is usually trying to kill you very quickly; when you want health you want it right now and that's exactly what it was designed to solve. This is rough on design since the only way to really counter this is to just kill even harder! Encounters have to resort to greater and greater lengths to win, doing even more damage so not even instant heal is enough sometimes, turning off the player’s healing or capabilities to attack, segmented the damage to get around burst healing or simply just killing the player instantly! When you get to the endgame activities multiple of those things are happening at the same time.

#

So monumenta is fast, very fast and instant heal plays a large part as to why that is. The question is just, is this a bad thing. I am very conflicted, since I do like the game being fast but I also recognize that the current design is very polarizing and difficult to expand and make new things for. Combat may be fast but the maps are very large and combat could slow down to a painful crawl if it was just reduced in speed recklessly through careless nerfs. I think just deleting instant heal would be a careless nerf, at least as far as endgame is concerned; mobs simply are too powerful for the player to be able to stand a fair fight without using either meta or instant heal (or both in the case of the really hard stuff). Instant heal in particular is centralizing though, very centralizing. Potion injector is the best item in the game, simply too good to not use, it saves more health then any food item does and more time then any weapon could. With hotbar space being such a big issue in the game too it can be annoying to feel like I always have to run PI (side note, without PI the problem is worse since players just put the potions in their hotbar having even less space). I don’t see how you could ever make potion injector not so powerful though as long as instant heal is a thing; even cutting instant heal in half is not enough since even healing 20% of your health instantly is too good to pass up on in such a fast paced game. I know this since I actually use 20% health potions on the rare occasion I get them, I don't throw them away and I have played high points with these weaker health potions and they still helped me greatly.. But making nerfs does nothing to address why instant heal is spammed so much, which is just mob damage output.

#

You have to both nerf mob damage and player healing at the same time, only doing one just makes the game even less balanced. But doing that is not simple in the slightest, it's asking for large sections of the game to be rebalanced. It would also have to be paired with other healing nerfs, since there's other powerful sources of health regen too that would take the place of instant heal. Golden apples, heavy regen potions, kapple and absorption potions all come to mind as substitutes. It's just so much to change that it feels unreasonable to just ask “redo the whole game”. This is why I am sort of stuck, since I know the game ended up this way do to its core design and I don't see how change can be done with just a band aid fix, it needs to be a soft redesign of fundamental building blocks of the server (speed of combat, mob scaling, the entire health regen system).

#

I cannot just say, do nothing though, even if it's tempting since change is risky on an already established server and I do like the combat the way it is now. So what are some things that can be done? For starters, I think class design should stay the same, not class balance, which is another thing but the classes all have fast paced gameplay. This is because I don't think a slow combat system is a good idea for game mostly based around mob spawners and gargantuan maps; I’m not about to spend 6 hours per dungeon waiting for my abilities to come off cooldown before triggering the next 1 spawner that creates mobs that take 30 seconds to kill. Natural regen should be nerfed but it should also scale to reduce down time. What I mean is that saturation healing should start slow but if you spend enough time either not in combat or not getting hit it should get much faster; this stops the player from having to completely pause before progressing which is just not fun (a common problem, super old school CTM maps have, where the old slow regen just meant a lot of sitting around doing nothing). Doing this also rewards the player well in boss fights and encourages the player to keep trying rather than just giving up since playing better for long enough means getting all of your health back. To make this work, mobs should do less damage; several spells should be weaker and delve scaling of their raw damage stats needs to be weaker. Losing fights would be more about taking too many hits and not being able to sustain it all, rather than being overwhelmed and killed in a second. Lastly, instant heal potions should go. Completely, not nerfed but destroyed. If mob damage and player sustain is done well, then we won't need them as a crutch anymore and they can be retired. Trying to balance them is a losing fight in such a fast paced game.

#

That is just a set of ideas I had though, if anything I just hope that ranting for this long just shows how this is a complicated problem that can not be solved with a band aid fix.

placid cosmos
#

can someone throw me to the top of this thread i cant scroll to there somehow

fleet crown
placid cosmos
#

:o thanks bout that

#

reading time

fleet crown
#

I almost want to make another essay about the other potions, but i'll stop myself. I said the gist of what I think already . That I dont view potion stacking as a major issue right now, although I acknowledge it becoming a bigger problem later,. I also think that there is too much of a bloat in potions and that potions being one of the main rewards for content is a problem since it leads to more of a need to keep pushing potions further and further to justify printing new ones. Lastly the game itself would need to change, rather then trying to just jam a limitation system of some sort as the game is right now.

thin raft
#

i think potions are fun

snow slate
solid oak
# fleet crown I almost want to make another essay about the other potions, but i'll stop mysel...

40% IH is just so overpowered its absurd. At a minimum for anything that isn't a one-shot its equivalent to a 1.4x hp potion, and yet the highest hp potion is only 1.2x with an anti-heal debuff? And if you live more than like 4s you get to use it again?? And half of them come with an extra resistance or regen effect, because why not? Literally nothing is balanced around instantly healing 40% on command, you can shoot IH dead let alone giving it a nerf and it would be for the better.
Potion stacking only raises the actual baseline of player power. It either shouldn't exist at all or should be more involved than an unconditional ~1.1-1.2x multiplier on every single stat in exchange for money.

Both are problems already and I don't see how "later" would change anything. What "later" are you waiting for? New potions haven't been better potions for ages they all just fall into the same 20-60% speed 10-30% strength 10-20% res regen 1-2 that have always been accessible. Afaik the only upgraded potion effects in the last 2 years was the CZ 10% cdr potion and the hunts KBR pot. The only direction "later" is going is the creation of an HSB-style god potion.

Potions need to have a real mechanic/restriction/drawback, or at least have their limitation be accessibility and not money. The monu economy/any mmo economy is too inflationary (and people can get too rich) for NPC-fixed costs to be meaningful. Theres a reason why people spam easy augment/npc/casino/reynarts but not shulker souls/EC pots which are much better.

#

And limiting accessibility is way too late, so its really only a potion rework thats an option to prevent potion spamming. (well maybe not, the soul thread IH potion cost increase worked well)

fleet crown
#

by later I think its better to focus on other things first, I also dont really want to see a lazily slapped nerf (again) instead of something more thought out. Reducing strength to like 5% doesent really fix anything. Potions should be good if they are being given out as rewards for over half of the games content anyways; gutting them is just making a new problem (lots of items made useless, making playing many parts of the game unrewarding) that I would argue is worse then what we have going on right now (potion stacking is far from required to do well currently),.

#

if potions are not going to be a big part of the game, they need to be rethought completely

#

bigger (balance) concerns in my eyes are, instant heal in particular and the games toxic relation ship with the health economy and ever increasing enemy damage to try and combat it (I hope I explained why well enough before). Class balance being very iffy atm, in particular defensive play styles being ether op or unviable like everywhere and support being very underpowered as a whole. The fact that you just cannot build defense in r2 anymore is really bad (really feels like play meta class or spam instant heal if you want to play any hard delves/dd).

#

support being underpowered does let me point out that hierophants spec skill is worse then 1 strength potion in many circumstances; which is pretty sad.

fallen terrace
#

hiero rework... save us, hiero rework...

#

(and then they made hierophant extend buff potions)

fleet crown
# fleet crown if potions are not going to be a big part of the game, they need to be rethought...

like to clarify a little, potions are THE reward for doing so many things. The main reason you do hunts bosses, is for potions, delve mobs all drop potions, exploring the regions unlocks more arenas, which sell you potions, half of the chests, have potions. The price floor for world bosses mats, are partly potions (and infusion materials). Pulsating materials, craft potions so your getting potions in chests and then items that you can sell to buy potions, or craft into potions.

#

I maybe should of listed what does not give potions, since thats way easier. They are everywhere absolutely everywhere and making potions just bad as an attempt to stop stacking is devaluing a lot of the rewards you earn.

#

They should be useful and somehow not stackable, while maintaining value so they arent spammed on everything; while also not trivializing the game when they do get used. Very tricky, thats why I am so cautious around the idea of just blanket nerfing them.

#

Making potions not the reward for everything is something I would support though. I think that is a good first step to take in toning down their influence on the game. It makes what potions remain more special anyways.

fallen terrace
#

I am all in favor of adding more goofy potions

placid cosmos
#

isnt instaheal potion dropped like from all content in r3?

#

considering the difficulty obtaining them they just look op as fuck

#

1 left click and boom your hp is all fine

unique gate
#

I buy them

south sonnet
#

as a sort of meta complaint, i think healing availability issue and buff strength/availability issue being lumped together is detrimental to discussion on the topics

#

they're both being mostly caused by potions yeah, but the two problems are pretty distinct in their effects and solutions

thin raft
#

^

tame finch
#

what is this post supposed to mean

#

why put a cooldown on buff potions this does not solve anything, on top of a debuff??
the healing sickness is overly complicated and the extra debuff again

#

how were you able to come up with something like this

thin raft
#

i agree stupefied steve

novel trellis
#

just kill potions atp

covert stone
#

Am I the only one who thinks consumables are a great sink, their use should be encouraged, and endgame content should be tuned against them existing and practically require them to complete?

I think the loudest opinion right now is that consumables are a crutch and playing well means they aren't required, and content should be tuned assuming they dont exist. But why not lean into it? A prominent example in my mind right now is dias irae in hekawt, it does %HP damage scaling off the crystals remaining, and can exceed 100% of your health, killing you unless you have an absorb potion on hand. This behavior was emergent and not intentional, but could be made intentional in future content.

#

Boss that does 10% HP/s and constant hunger debuff? Better have IH pots or youre not clearing it

fallen terrace
#

no I think this should never be the case unless it is explicitly the endgame of endgame contents with special debuffs

#

it's fine to have some content designed like that and could provide an interesting challenge but I'm sure 99% of people will not want to do that ever

remote valve
#

hexfall...

#

yeah 99% dont

#

huh

fallen terrace
#

"we made content designed for the uber rich why is no one but the uber rich playing it"

covert stone
#

Hexfall is really popular

fallen terrace
#

hexfall doesn't require max potions nor does it have content that specifically encourages them, it just means you win faster or have to deal with less attacks

covert stone
#

Would be cool if it leaned harder into it, and the health was tuned so that pre strangling is now the new full boss

south sonnet
covert stone
#

Endgame content is endgame content

south sonnet
#

For something like that to exist, it would be significantly more realistic to get added if it was content that was able to scale itself into that level of difficulty, such as EDD

covert stone
#

Its going to be a small community regardless

south sonnet
#

And well, EDD was basically the poster child as well for this scenario too

fallen terrace
covert stone
#

Hard content would be nice.

fallen terrace
#

sure

covert stone
#

Yes, it would filter people who cant do hard content

#

You cant have something hard and also have a lot of wiggle room in the tolerances, because you can juice the crap out of yourself and trivialize it

#

So it has to be tuned against the upper end possible

fallen terrace
#

or it could prevent that in a different way that doesn't require you to have 10 har every time you want to make an attempt
it could block potion effects it could give potion effects passively it could periodically wipe effects

marsh meadow
#

Consider ascensions in cz

#

Ncz is like a walk in the park and a15 is easily the hardest content in the game

#

And it's the same dungeon

#

You don't need to have 1 content be either for newbies or for the top 1%

#

Even skt/sskt tries to adapt to that, albeit failing at it nonetheless but it has its age to blame for that

#

Returning to cz, maybe going past a15 into a18 could be balanced around having potions instead of a pointless gamble that it is right now

#

Which would have no effect on whoever is not the top 1% running above a15

tame finch
marsh meadow
#

I mean yeah I don't think potions being required is a good thing either, in fact potions rn are in a good state imo (instant health excluded)

#

Just proving the point that IF some content was balanced around the rich players it wouldn't have to be the entirety of that content

fresh raven
remote valve
fresh raven
south sonnet
#

hyc is also being propped up by rentals

fresh raven
#

additionally that stat does not account for replay frequency

south sonnet
#

the playerbase solved the playrate issue, not the devs

covert stone
#

you dont "have to be rich"

#

since things exist

rain owl
#

isnt cz also propped up by (charm) rentals

south sonnet
#

it would be significantly less popular if there was still a several stack har entry fee

rain owl
#

and maybe also gear

marsh meadow
# marsh meadow I mean yeah I don't think potions being required is a good thing either, in fact...

In fact I don't think this whole thread has a purpose aside from asking for pi nerfs for the 2848835th time. I mean, how many players are using potions that aren't swiftshield or wolfswood or some other cheap and short npc bought potions? And is it really enough players to be a problem? If somebody rich enough wants to spend har to make their runs of whatever content go smoother, let them. The content is perfectly playable and clearable within reasonable time without any potions as proven by the remaining 99% of the community.

fresh raven
#

rentals let you skip that

remote valve
#

hyc and brown chall have nearly the same amount of players who have beat them

south sonnet
#

this might genuinely be a "you're too rich to understand poor people problems" moment needs

covert stone
#

🙁

#

why dont the poor just get money?

fresh raven
marsh meadow
# fresh raven cost to play the content effectively involves dedicating a chunk of money to a s...

Hycenea was designed for this though me thinks. I don't think it's a good bossfight, but that's not because of the difficulty or reliance on builds. It was designed to be absurdly hard and beaten by rich enough players to invest into it specifically rather than random John over there who just rolled into r3 and has 1 build to his name. Rentals do exist now for better accessibility and people seem to take it for granted while they shouldn't imo.

fresh raven
#

Unfortunately right now there's hardly any presence for potions because they are either used as a cop out or a way to undermine content difficulty with the only inbetween being if you decide to self regulate

marsh meadow
#

In fact, nothing is locked behind hycenea aside from a handful of niche epics and.. lore? There is no quest or further content that requires it, you never have to beat one if you can't

tame finch
#

dont think you need infusions to clear hexfall

marsh meadow
#

You really don't

fresh raven
marsh meadow
#

Hell you don't even need a meta comp because people did spell and steel squad with forced off meta teams just fine

tame finch
#

yeah so 1 stack of har for mw costs and u are good to go

rain owl
#

i’ve seen ppl run hf in unmasterworked

marsh meadow
#

When infusions aren't what makes a player able to clear hf

novel trellis
fresh raven
#

not needing infusions for Hexfall can be a made statement but you still have to give credit to their relevance since they directly contribute to how many boss mechanics you need to learn and coordinate to clear which can be a significant roadblock for groups

marsh meadow
#

It's far from impossible

south sonnet
#

hexfall can be completed in significantly cheaper gear, at significantly increased difficulty

#

but you still have to consider, this is content designed to be repeatable

#

doing it once, twice, thrice, doable but man that sounds absolutely tedious to try to do to get all the relevant items

marsh meadow
south sonnet
#

there's a bunch of other issues that crop up long term when you have content balanced around a high entry key cost too (which is effectively what potions would do if you balanced content around them)

#

Just as an example, i brought up WoW... somewhere. Might've been earlier in this thread, might've been the last time a feedback thread on this topic popped up, don't remember

#

The highest level of raiding there involves downing extremely copious amounts of high value consumables before every attempt, on repeat every week, forever

#

You physically cannot sustain that level of resources consumption, realistically

#

It's pretty much an open secret that a lot of the highest level raid guilds engage in RWT to fund the rate of resource consumption

#

In a game like monumenta where all the loot is generally tradeable and soulbound items are rare, that issue is partially sidestepped by being able to sell the loot at a price that makes up for the cost of consumables but now you've just pegged the price of loot to the price of the consumables

remote valve
#

i dont understand how this relates to monumenta. most consumables are very cheap

#

most expensive is prob ec pots

#

but none use em

south sonnet
#

most consumables are cheap partially because most people don't use them

remote valve
#

hexfall potions are augments and wolfswood fury

remote valve
south sonnet
#

and you're assuming the content is being balanced for commonly available pots

remote valve
#

augment potions are not even required

rain owl
#

it also drops more of those than you use ..

remote valve
#

yeah

#

with amount of money hexfall gives on weekly you can buy shulkers of pots

south sonnet
#

if you don't value your time, I guess it might not be

solid oak
#

it doesnt make sense to balance content around consumables. That removes potions sole purpose of buffing the player when the buffs are actually the expectation. The only difference between just deleting all potions and keeping normal balance is that youre forced to pay-to-play content with consumables. And we already have a pay-to-play mechanism with key costs, why would you ever turn consumables into forced fetch quests?

remote valve
#

i dont buy potions

south sonnet
#

why are you bringing up instant heal

#

this specific conversation was about buff pots

remote valve
#

wolfswood fury

#

then

solid oak
south sonnet
remote valve
# remote valve wolfswood fury

same thing. i use them in hexfall and skt mainly. both of these reward more than i use. consider that avg indigo run gives 2-3 shulkers of pots

south sonnet
#

the fight is not "only the first time you ever complete this content you get loot" like SKT story mode is

remote valve
remote valve
south sonnet
#

both

#

they're cheap in market price because most people do not use them most of the time and thus have excess to sell off

#

of the people who even bother to hold onto them anyway, i know a fair amount of ppl just immediately drink them or toss them onto the floor to make space

remote valve
#

so how is that wow point relevant

south sonnet
#

you are assuming "regular" potions in your point

#

I am referring to the "highest end" of consumables

#

Just as a hypothetical example of the shenanigans that could be brought into play if desired, and not a claim that they will

#

There was once a stupid raid in a different long dead mmo i can no longer remember the name of but i remember this specific instance because it was so stupid

#

the boss did attacks that % hp dmg of your max hp over 100 and you had to chug shield potions to overheal your max hp to survive

#

the monumenta equivalent of this would be boss atks that did 190% hp atk requiring hekawt 100% absorption pots to survive as a gimmick

#

i believe the intended mechanic was to have your healers apply shields to survive but finding healers was so difficult most parties ended up with uneven comps due to the waiting times for partyfinder and had to use unconventional methods, as additional context for that particular example

remote valve
south sonnet
#

I think we're defining "high end potions" differently then

#

Back to the WoW example

#

there is a specific potion that drops off what would be normally an obscure world boss in some corner of what would normally be a long dead content zone that just happens to drop a buff item with a specific stat that is best for its slot

#

that singular item keeps that enemy relevant to the meta

#

the monumenta equivalent would be if some random potion that spawns in a celsian isles poi brewing stand was made meta

remote valve
#

sunshard brew meta fr

south sonnet
#

there probably in fact is a potion like that in celsian isles but no one cares about it probably since it's not relevant

remote valve
south sonnet
#

or one did exist at one point and got nuked in one of the numerous potion rebalance passes

remote valve
#

but the problem is

south sonnet
#

it's 60s

remote valve
#

even hf players dont use outside wr runs

south sonnet
#

because hexfall doesn't warrant it

remote valve
south sonnet
#

for something like this to come into play you'd need something like a situation where if max point strikes gave rewards proportional to the level of risk

#

EDD was, as i previously stated, the former poster child

#

but we have better ways of making money now

#

re: cz where you get copious amounts of the potions you use in it from... itself

#

i would consider that questionable design personally

#

that type of thing is kind of what lead to this thread in the first place? those potions spill out into the rest of the game due to how common they are for their level of power

remote valve
#

besides healing/absorb/regen monumenta pots are not that powerful

south sonnet
#

duration is also a type of power

remote valve
#

defensive pots are probably more op than offensive

#

not counting instant ones

rain owl
#

theres nothing that needs a duration more than like 5 minutes

south sonnet
#

ppl generally do not chug ironvein tinctures in gameplay, I think

#

as an example

remote valve
#

because its not sustainible and hard to utilize

south sonnet
#

the soul thread fire res potions are generally considered balanced too, due to their short duration

remote valve
#

you need to know in advance that will take dmg

south sonnet
#

at least by the devs anyway, given it was allowed to survive when all the fire res got shot

south sonnet
remote valve
#

flamekissed ichors are great for their purpose

south sonnet
#

one time we wanted the sanguine halls WR and we resorted to filling the entire party's echests with shulkers of ironveins for the last few rounds

#

and tossing them at the cleric as they ran thru them

#

easy 4.5 minutes of 30% res per shulker for 2 hours per echest

#

nowdays we have /mail, so if someone was insane enough you could have an external player just constantly supplying more ironveins

remote valve
south sonnet
#

can you not mail shulkers

marsh meadow
#

You can

bold zodiac
#

Time to disable mail in endless content !

remote valve
#

you can also technically mail an equipment case with 27 firms in it

marsh meadow
#

Or cheaper just a lockbox with 9 shulkers hotbar

remote valve
#

pretty sure that wont work

south sonnet
#

you can lockbox potion injectors i think

rain owl
#

you can

south sonnet
#

you only need 18, mail the lockbox of empty PIs back to be refilled and swap the two lockbox of PI hotbar back and forth

marsh meadow
#

Well idk about mail but you can lockbox shulkers and you can throw it to other people

remote valve
#

regular shulkers might not work

marsh meadow
#

Likely mail as well

#

Fym might not work I literally use it to store more items

#

Mail may not work, shulkers in lockboxes do

#

But even for mail I don't see why it wouldn't

rain owl
#

i thought mail has an nbt limit or smth

remote valve
#

you can also send out many shulkers and slowly retract them

gritty swift
#

hyc probably most important part seems like comp to me

#

i think if you had the right comp and the dps has reasonable gear then you can always like get things done by chains

covert stone
dark ferry
#

what if we had some kind of really strong potion that gave us all the buffs for a few days

#

some kind of... god potion

covert stone
#

'An apple is worth three oranges' doesnt care whether the currency used is dollars or crystalline shards or IOUs

south sonnet
#

i have no idea what that's about

covert stone
#

The message I replied to seems to put the cart before the horse

#

Yours

south sonnet
#

what i was referring to was that you've increased the price of the rewards by the price of the supplies needed but the seller isn't getting anything from it because they still have to pay for the supplies

#

so the price has gone up, but no one has benefited

covert stone
#

Yes, that creates demand to supply

#

It is the foundation of an economy

#

Its the engine

#

Thats about as fundamental as it gets, create a demand so that people have incentive to supply it, and in doing so create activity

#

Your wording seems to imply that this state of affairs is undesirable

#

But its exactly what an economy needs to thrive

#

It also makes the assumption that the marginal utility of a potion is uniform across the entire player base, which isnt true at all

#

Different people gain different value from the same potion used at different times

#

So its not as simple as 'well, the price would perfectly cancel out the benefit'

#

The value changes

south sonnet
#

to clarify

#

i meant from the perspective of the person buying the loot and the perspective of the person doing the content

covert stone
#

Its creating an entire side economy

#

Input cost goes up, output value goes up, extra value is created for people farming other resources to fill the demand

fleet crown
#

making potion stacking a feature is certainly a solution

covert stone
#

Perhaps it is not immediately apparent. But. When everyone can be trivially self sufficient, an economy off of anything other than status symbols isnt likely to form

south sonnet
#

i do not consider that "value" desirable in this scenario

fallen terrace
covert stone
#

Im thinking of the playerbase, for sure

fleet crown
#

the thing I would be worried about is players not wanting to farm for potions just to play; many of the best potions cannot be stock piled and supply of them is very short (just 3 groups doing a few high wave gallery of fear runs was enough to spike casino potions for a month)

covert stone
#

Creating reasons to play to fill demand

south sonnet
#

in other mmos, the "added value" generated by this specific scenario has traditionally gone to bot farms

fallen terrace
#

I think the average player would hate content they need to buy potions to even stand a chance doing

fleet crown
fallen terrace
#

regardless if they can make more money or not

covert stone
south sonnet
covert stone
#

Liquidity is the big issue with volatility

#

It fixes the problem

fleet crown
#

again terraria comes to mind here, in many of that games mods they were balanced around potions which just leads to players being ether perma buffed or underpowered if they dont use them. This kinda just defeats the whole purpose of them being buffs outside of early game; since you just always have the stats.

covert stone
#

Not wanting to farm potions, and therefore buying them from other players, is part of creating an economy, yes

fleet crown
#

if its to expensive to play content many people wont do it

covert stone
#

If everyone can be trivially self sufficient there is no economy for anything but luxury/status symbols

#

You need to have friction

fleet crown
covert stone
#

That 'I would rather do X' is what creates a market

south sonnet
#

how much are ppl paying nowadays per shulker of wolfswood

fleet crown
#

many are yes, jump boost comes to mind as a very expensive effect. So is high level speed

south sonnet
#

isn't that because a lot of the high lvl speed effects got shot

#

or am i confusing it with haste

fleet crown
#

I would love to run spectral Schnapps more often, but they are rather rare and it would be prohibitively expensive

#

they are fun potions to put into PI, its like an instant drink oceans gate

south sonnet
#

Do we have a way to trade delve mod mats for their respective potion yet

rain owl
#

no

fleet crown
#

haste is somewhat expensive, it used to be very accessible but now the main source is just the cz potion and augment potion. 40% speed runs you 9 CCS from npc

rain owl
#

if you mean the cosmetic mat

south sonnet
#

That’s unfortunate to hear

south sonnet
remote valve
south sonnet
#

Like a bunch of popular pots being npc only and thus directly pegged to a static currency price

#

Or some potions just being effectively impossible to targeted farm

fleet crown
#

2 minutes is not a lot of time, its not at all feasible to run enderbloods for really anything besides boss fights.

south sonnet
#

I use PI for short duration buffs instead of heals personally

tacit estuary
south sonnet
#

Feels somewhat less cheesy

south sonnet
#

That’s wild

#

Kinda curious what would happen if that trade was removed

fleet crown
#

very little, since you get wolfs woods fury for breathing in the architects ring

tacit estuary
#

could because of there isnt a stonk (that is widely used by playerbase) for those pot

south sonnet
#

Oh true

tacit estuary
#

i once set it up but then got immediately bought out by few (2) players
3 stx of pot per barrel and i had 3 barrel filled

fleet crown
#

a stonk was recently made for r3 potions (pig store). I dont think its that popular though since people have so many

south sonnet
#

Shrug

#

There’s also a lot of ppl buying too no?

#

At least for wolfswood, i always see ppl offering in trade chat

fleet crown
#

potions dont sell frequently, when they do its just an endgame player buying them in bulk

south sonnet
#

I see

fleet crown
#

I may or may not be guilty of roaming the market and sucking up all of the potions I see sold

#

potions that are not directly sold are hard to get in bulk, your encouraged to hoard them hard

south sonnet
#

Wonder if potion trading would improve a lot if we had a custom behavior for carriers of 27 of the same potion

#

To make log checking easier

#

Any item you trade in bulk, even

tacit estuary
fleet crown
#

I have used haste 2 hour for long sessions before too ya. Those kinda only work in cz where you dont lose them on death though, since the potions are nearly 2 har (more economical to use the 3 minute haste if your not going to be using haste at all times)

#

I think using reinheart potions in normal gameplay is kinda unfun though, since you die to like lag or something you just lose so much money. They kinda just exist so you have the option to super buff and get 2 armor pieces worth of damage to crush whatever new boss they released; honestly they are lame and stick out to me as problem potions (expect haste and XP potions, you guys are cool).

tacit estuary
#

when i think about problemmatic consumables ones really stand out are atks (haste, atks) and pi (ih, absorp), regen at high lvl has the potential to be pi but most of them are not so cheap (in terms of price and difficulty to produce in bulk). besides of those, buff stacking doesn't seem so bad, since the additive rework has already significantly reduced the difference between not using and chugging every single one possible

#

stacking the dirt cheap ones does not offer you gamr chaging advantage, reasonable costy ones maybe, money burning ones doesn't even improve much dps from reasonable costy ones
dirt cheap: ww fury, emp swiftsheild, emp azure
reasonable costy: aug and most soul strand ones, mungfish
money burning: delve pot, extreme mobility ones for races

dark ferry
#

the existence of atks buffs is pretty questionable yeah. you're only ever using it with a build that requires that buff to function and it has zero place in normal gameplay

covert stone
#

At some price, people will stop buying. At another price, people are incentivized to sell what they have.

#

If you maintain a stonk for long enough the market will find it's stable point

#

but you have to have supply on both sides until it decides what the price is, if it runs out the only thing you know is it is "lower" or "higher"

tacit estuary
covert stone
# tacit estuary well i dont see a reason to price them any higher than npc, that would be a scam...

That is quite interesting actually. A couple notes from my experience.

  1. Stonkco has encountered a similar issue and we "resolve" it by putting a barrel above or below NPC price with a sign in it saying not to use it.
  2. Some people are willing to pay for the convenience of not needing to find an NPC in-world, and having supply available at some price is "useful", even if on paper it looks questionable. The existence of both a buy and a sell price justifies the market, it isn't a scam. It's just the market doing it's thing. If people buy it out, you can buy from the NPC and pocket the difference as compensation.
  3. If you have a stonk that always has money in it for people to sell their stuff to, people will eventually realize that it always has money in it. And they will sell to it. Because they want money. Simple as that. If you want people to sell, all you have to do is wait, and be consistent. It's the thing most shops are missing that keeps people from coming back - consistency.
#

I really really want potion stonks to start being real

#

Casino pots being commoditized would be so great

solid oak
fleet crown
#

ya that bug does dissuade me from using long potions in cz very often. I used to use haste a lot before they deleted pureshard adze from the game, now I just run evanescent and no haste at all.

#

I just only use drask potion now and then wolfswood fury for boss

thin raft
#

i want a potion carrier stonk

covert stone
#

They do not use carriers/potion barrels

thin raft
#

like u buy in carriers

covert stone
#

yes, piggy does now

thin raft
#

i hate

#

the margins and price are just not it

covert stone
#

They have to get supply somehow

fleet crown
# tacit estuary when i think about problemmatic consumables ones really stand out are atks (hast...

I agree with attack speed potions being pretty powerful, but I also feel like attack speed is too hard to get in this game (especially in r1/2). kinda feels like you need those buffs to make some builds work, since there is so few armor pieces with attack speed across the game. feels like we still have not recovered from the removal of flat attack speed. That said requiring a mungfish to play the game is annoying and I would be happy to see the fishies go if we get compensated with item buffs instead.

fallen terrace
#

Consequences of attack speed having a hard limit I guess

thin raft
#

attack speed will always be strong

fallen terrace
#

and that it feels awful to play unless you're at that limit

thin raft
#

its so much more dmg to use ats consus

#

although the gap between haste 1 and 2 have been deceased recently

#

like 3%?

novel trellis
fleet crown
# thin raft attack speed will always be strong

I disagree, building slow weapons is weak in most of the game since it makes you too frail and investing in attack speed is not powering your melee aoe skills. I dont see any issues with buffing like frost giants weapons or their support.

thin raft
#

i would hate to see potions get shot

novel trellis
fleet crown
#

I am okay seeing potions getting shot of adequate compensation is made and its not just done overnight and they acutally think through all of the consequences it has on the game (not just balance, but also their place as primary incentives to earn)

thin raft
#

i dont see an issue with potions

#

mungfish might be a bit too op tho

#

but yeah just remove mungfish and give compensation

fleet crown
#

they limit future design, which is the main problem I see with them. Currently I dont believe they are that problematic (expect instant heal but I went on a whole rant about that already)

novel trellis
#

Atm they dont do anything bad since the game clearly pretends they dont exist

fleet crown
#

like how could you add new late game r1 content if I can just bring the other 2 regions potions over and quadruple my stats. (reinheart potion is 2 whole armor pieces worth of damage in r1, that would break an intruder style boss in r1)

thin raft
#

reynart pots are reynart pots

#

they are meant to be strong with a steep price

fleet crown
#

Reynart in particular to me just stands out as excessive, we dont need anything even stronger then augment potions. They dont even get used for anything besides WR chasing due to the cost, they just exist to be a future problem.

#

to be clear I am talking about the 25% damage potions

south sonnet
#

Isnt that their whole point

#

kinda