#Potion Balance and an idea for cracking down on it
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delve material have plenty of sinks and theres also pretty innocent reynart potions too (like haste, xp, Legionary Lambang).
reynart potions are split into 2 hour potions that are nice to have for endless stuff and the fucked up evil shorter duration god potions.
I meant more of in like the masterball sense
Items that exist to let ppl do dumb shit specifically for the purpose of doing dumb shit with an extraordinary price tag attached to make it clear theyre expensive exceptions and not for regular use
masterball was a bad example, you cant really do anything silly with that
Idk
theyre definitely op, but that is intentional and was accounted for
I think stuff that unintentionally warps game balance in unaccounted ways cause bigger problems in regular gameplay
Mungfish pops up frequently whenever this topic comes up
Haste, before it got shot
Speedpots are kind of a tossup i guess, i’m not knowledgeable to talk about those with any confidence
Or well
Dark thunder exists as the ultimate example of speedpot i guess, but i dont think anyone uses it outside of races do they? it fits more into the reynart godpot example i think
Is it possible reynart pots will one day cause a huge problem in some later content? Yeah
But i think that is a problem that can be solved when it actually exists maybe, by just deleting them from existence immediately when it actually happens
items that only exist to do dumb things maybe dont need to exist. Dark thunder just adds an extremely high cost to beat race records that use it; I dont really know why it needs to cost 30 hcs per attempt of side content.
you can just choose to delete then when the day comes though, theres not too much wrong with that other then it maybe upsetting players if its not done fast enough (like somebody gets a WR on new hard boss using reynhart potions and then they get removed too late and now people are sad they never had the chance).
yes and many people hate darkthunder because it just puts a mandatory cost of entry on races
Isnt there a speedcap race category now
what does that have to do with anything but yes
you cant even use dthunder in town races so its unrelated
Does it not effectively function as a race where thunder is banned
its literally different content
I see
most races dont have speed cap mode
given race records are official ingame content supported by the game
I guess that would qualify dark thunder as “practical use” rather than “dumb shit only for being dumb” then
In which case yeah i guess theyre a problem
dark thunder is a god tier potion for regular use if you had a dupe glitch to use it. Could feasibly be used for non race stuff some day
2.5 effectiveness of spectral schnapps
I think the problem in that situation is the dupe glitch…?
If only I had specs in r1
you would need one if you where to use them as upgrade instant heal potions. It wouldnt have to be a literal dupe glitch for a cheeky dark thunder to break limits though (like you make a hidden secret area that has an impossible jump, but somebody does it by using dark thunder, or a boss attack is supposed to kill you but you outrun it using a dark thunder)
dark thunder is already on the hit list though (or at least it was) so kinda not really worth dissuading it in more detail sine the devs know all about it.
I don't think any race is impossible without thunder no?
Given its post purple content iirc none of the content before then can be impossible without it anyway
i don't know if this has already been mentioned but ih/absorp, while on paper it's ridiculous, I've only ever needed ii on like
assassin, lr, and r1 classes
the majority of my builds don't even have it in my hotbar
so I don't even know if it's as problematic as we're making it out to be
No it's very problematic because it leads to kill or be killed design or content specifically designed to counter the utterly bonkers amount of healing players have access to
I'm not even convinced pi is the main culprit of that tho, I mean who is using it even only once every 10 encounters
In a 25 point poi, pi saves my life at most like once and more often zero times no matter what I'm running
I've actually found twisted pomes to be like
Drastically preferable to running a potion injectior
Pi doesn't really even save you time when saturation is almost 100% of your healing
Maybe I'm in the wrong here but I really only ever use pi in bosses or region 1, I dont even think my r3 lr set has one
I still think in a vacuum it's insane but with how good saturation and other forms of sustain are, its not that drastic of a leap
saturation is also a problem along with other forms of healing
everything should be reduced if things are to change
however access to 40% instant healing with zero downsides is pretty insane even on paper
sure, saturation matches it, but that just means everything has to kill you in 5 seconds to be able to kill you
it helps set an unhealthy standard for mob damage
if you do high points in r1 your gonna end up using PI a lot. If we just dont count that then I guess your right that PI is not necessary but thats only because r1 is just easy returning to it as an endgame player.
instant heal is also more about giving you a second life, rather then it being all of your sustain. Your natural regen is really strong too, so your not having to depend on instant heal to survive chip damage.
expect for when chip damage becomes 60% of your health bar, but at least thats not in most of the game (is getting more common though!)
think of it this way: every class has a 5s cooldown 40% lifeline at the push of two buttons
Lifeline is a tiny bit exaggerated but so good at describing it otherwise that I'm alright with it
i'm saying its only insane on paper
in practice i would say its pretty good for like maybe 3 specs and lootrunning and bossfights
actually I would say the effect you describe where pi's existence promotes a certain kind of difficulty is most relevant to boss design, but even then content like intruder very rarely will kill you in less than 3 hits (situations where pi would save you)
anywhere else its like the single worst lifeline of all time and unless you're playing assassin in mr there is a good case to be made that it doesnt need to be (and in some cases shouldnt be) on your hotbar
I dont think with how monumenta currently works consus are that big of an issue other than maybe attackspd/speed/reynart buffs. other games like wynncraft have it far far far worse. for specifically ih/absorpt, a nerf doesnt really make sense with how insane all healing is right now, so short of reworking the entire combat i dont see how its gonna change
but idfk maybe im just dead wrong and it actually is a major problem, thats just not the experience ive had
i do not comprehend this arguement, how does not using an overpowered item make it any less overpowered?
The fact is that it is absolutely overpowered, and in a game where most people don't even want/need its overpoweredness. Thats just even worse
being overkill and being overpowered are unrelated ^ and in harder content it isnt even overkill its a gamechanging level of utility
yeah maybe the game is too easy and the existence of pi makes it harder to make the game harder but my argument is that pi isnt that egregiously "unbalanced" because of how good every sustain option is (i mean it is somewhat unbalanced but im saying people overstate how comparatively powerful it is)
if everything is overpowered then whats the problem
if you removed all ih and absorp potions tomorrow
i do not thing the game outside of certain bosses would be substantially more difficult
in this hypothetical... the problem IS that everything is overpowered?
would you say a godmode option is okay to add
what hypothetical? i'm literally saying all forms of health sustain are incredibly strong and that 40% ih every 15s isnt as insane as it sounds because of that
(tho you can alternate ih and absorp which does make it stronger)
im not talking about how it sounds i (and many other endgame players) use it in every piece of content that I want to optimize (which is most of the time) because it is gamechangingly powerful
and it isnt even a 15s cooldown
its 5s
the sickness is 15s iirc
pi enables ih you can use ih without pi and its still op
... which is still stupid
This too
And it has no CD to splash
yeah
no it isnt but yes pi is an improvement over splashing
this isnt even unique to monu splash IH is overpowered pretty much everywhere in minecraft its just normally trumped by totems
insanely buns was an exaggeration but as someone whos never played pot it didnt feel worth but now that i think about it i can see why no cd can be good
this sounds like daniel but banish is cast every 5s
and sr already proved that healing is never a problem it just fucks with team comp
It’s not the main culprit, but it multiplies the problem
If PI didnt exist, ppl would just directly carry splash heal/absorption in their hotbar but that requires refilling it from your inventory after every use
Which would still be quite strong on its own even then
so it takes a somewhat large issue and dials it up by an extra level
my favorite form of absorption is the absorption honey from casino
It feels like the least cheesy to me, but that’s just my opinion idk
it stacks for convenience but it isnt instant apply
part of why these pots are crazy are that you can move full speed while using them
so no risk
what if they became dark souls ichors
Swordberries are cool too
Do all food items take the same time to eat or are some faster
I’m a bit cooked on remembering what is vanilla behavior rn after a bunch of modpack marathons
If you want to test this in practice, just play some content using swordberries and snowberry jam as your only instant healing
I still allowed myself to use PI to apply buffs but that was a personal decision
all same exept dried kelp has half normal time
erm weird wording
kelp is eaten twice as fast
I didn't really mean pi I meant more ih/absorp in general. I've already said this but I do actually believe we could completely remove ih/absorp pots from the game and very very little would change, so if there is a too much healing issue ih is far from the only culprit and isn't uniquely problematic
IH isnt the only culprit, just the most wildly available and applicable to every class
Cleric and shaman are also frequently brought up whenever this topic pops up
Re: my complaints about “healing availability issue” and “buff strength availability issue” being lumped together when non-potions also are involved
They should yes
i do use it for r2 mage because r2 and also mage
But cleric doesnt have a cd on healing right now
and i also use it for bosses to greed dps
The biggest offender for cleric is boon’s lv1 effect
As a specific example of the shenanigans boon allows, it’s very difficult to be killed by drask’s ice wave if a serious cleric is present since most will immediately react by tossing an absorption pot if they believe someone will be caught out
Mostly applicable to first clearers
Barring jump off the arena into the void/water, a cleric seriousness enough about keeping someone alive can keep someone actively suicidal alive harder than their ability to get themselves killed
Shaman i cant reasonably comment on, i dont play it enough to make an informed opinion
I was just mentioning it gets brought up a lot
i’m going to have to disagree with this one
Generally content is designed and/or balanced for the current state of the game when it was released and sometimes continually updated to account for changes, and healing being widely available has been part of that for a long time
you might not use potions much as a major source of healing but that certainly isnt true for a lot of others
no just use hol
its aoe pi
on a 10s cooldown
but i have played a lot of hiero during drask
and i can say that if i try i can actually just keep healing a suicidal person
hol has a cd, is a cone and not a sphere (unless you spend a point), and requires them to first have taken dmg to heal it back
well idk
Idk about it being balanced or not
But it’s at least not blatantly unfair
chain healing wave i feel like is unfair
honey bottle is 40 ticks compared to regular 32 ticks
if u have a sooth in ur team its quite impossible to die
but i think you get to edit the time once the server is upgraded 1.20.5+
Cleric can kinda just give everyone in a 12 block radius +40% more hp for a few xp bottles
no cd
refresh as often as they feel like
chain healing wave can heal up to 6 players 40% with 15 blocks between each player guaranteed
That does sound pretty strong
2 charges too
idr iirc 12s cd
and dont forget
i think a good (at least to my sight) point sigia made is about gapple
to my knowledge most good cz shadow players chugs gapple like water
because cz gives loads
yeah to some level its self sustaining
their stonk is also cheap iirc
i do it whenever i shadow yeah
#1415472677950455952 message
i didnt use it until someone start to purchasing it from me so i gave it a try, and its amazingly good
I complained about that too
pomes are cheap enough to chug
pomes should probably be less free
maybe gapple in general is too good im not so sure
Like every other gapple item type has a high cost at least somewhat proportional to their strength i think
soul thread ones are very expensive, kaul ones are difficult to acquire in large quantities
Casino ones are similarly not that easy to amass in bulk
I cant think of any gapples off the top of my head close to the price to value ratio pomes have
pomes got nerfed hard previously
actually high asc cz do be difficult so its not somewhat unfair it drops pome
It probably doesnt help that there isnt enough reward types in the game to replace consumable rewards with
Other mmos have stuff like loot quality rolls, rng effect items like scrolls or enhancers, skilling supplies/boosters
This caused problems for skr caches too
stares at pshards
could be the lack of crazy rare shit in monu since every content is basically grinding for the token which are the mats
good side of it is that items are long term more accessible sinfe you can always farm mats
bad side is relatively boring loottable (therefore the hype of cz charms kicks in)
Yeah