Potion Swilling, Charm Using

OOC discussions directly related to Dasaria.
Eowade
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Post by Eowade »

Ok I would say that should probably change. Does it continue to go up with attacks so a 20 monk or fighter or barb would get to drink twice as much as a 20 wizard? I would say if they do let you drink more than one a round it should at least be capped at two but all classes should have it the same. One would probably be good that way you give up 4 attacks in order to drink one potion.
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PrimalSign
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Post by PrimalSign »

I'd support a 3-5 rounds timer on healing potions, enough to make them useful but not spammable when you're low on life.

That'll make the higher end (expensive) potions more valuable too.
Stormknife
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Post by Stormknife »

I'll support a 3-5 round timer if potions bigger than cure moderate are ever available.

Being able to drink 1 potion for each attack per round, though...that sounds rather horribly wrong. If it works like that, that should be fixed.

Drinking potions without AOO actually does mimic tabletop pretty well. Since most of the time in tabletop you make that freebie 5-foot adjustment (which doesn't provoke AOO) away from the enemy, THEN drink the potion (enemy doesn't get AOO since you're out of reach).
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Sunraven
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Post by Sunraven »

If you put to harsh a penalty on heal potions then only extreme protection and AC builds will be around for the most part. There is already more clerics and duruids than anything else. WHy? because they can protect themselves the best, get some of the highest AC and can heal themselves. Make heal potions only for the end of combat and non csaters with lower ac than casters will be FUBAR.

My ranger has less AC than a cleric of equal level (or druid) and doesn't have stoneskin either and can at most cast 3 heals and thats if I don't buff barkskin. Put a 5 round timer on heal potions would kill what healing I have. Add in mobs that hit for 1/4 of your health when they hit and thats why you need potions. There have been times even when in a team that I have had to drink 3 or 4 potions in a row due to being hit repeatedly or die. A 5 round timer or OOC would mean that potions would be effectively useless and I would die alot more often.

The character would be consigned to standing in town doing nothing but talk to people and yet another divine tanking killing machine would spawn in Daresia so I had something to do when I felt like killing something other than a goblin or wolf.
UltimaBoB
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Post by UltimaBoB »

We have to accomodate the need for diversity.

But the game is simply not immeersive when people are just spamming 3-4 heal pots a round all the time. That isn't high fantasy. No one in Lord of the Rings etc...was drilling down potions in mid-battle like Happy Hour on Welfare Check day.

How can we balance all the concerns?
Vain
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Post by Vain »

UltimaBoB wrote:We have to accomodate the need for diversity.

But the game is simply not immeersive when people are just spamming 3-4 heal pots a round all the time. That isn't high fantasy. No one in Lord of the Rings etc...was drilling down potions in mid-battle like Happy Hour on Welfare Check day.

How can we balance all the concerns?
Well if they were smart they would have, I mean imagine if boromir was carrying 200 healing potions when he was getting shot by the orcs with the arrows. He would have chugged about 12 of them and kept on truckin.

Healing potions 4 life!

:P
Sunraven
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Post by Sunraven »

Aye I agree that chugging potions constantly lacks something in the RP stakes but I just don't see how it will be balanced and fair between caster and non caster when casters have a big advantage in survivability as it is.
Stormknife
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Post by Stormknife »

UltimaBoB wrote:But the game is simply not immeersive when people are just spamming 3-4 heal pots a round all the time. That isn't high fantasy. No one in Lord of the Rings etc...was drilling down potions in mid-battle like Happy Hour on Welfare Check day.
You're right, because they weren't even getting hit.

We are.
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Post by Vahene »

There is all ready about a 5 second wait when you click on a healing potion. That's the little icon that pops up and tells you that your action is that you're drinking one. I personally think it should continue to work as intended. If you get all hyper about healing potions and healing kits, what's next? Let the game stay the way it is.

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Post by Wyvern »

It is unlikely that potions are going to get altered.

I think I will take a closer look at the server settings though, to see if they are high enough (to resolve the lack of AoOs etc.)
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A Wandering Monk
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Post by A Wandering Monk »

Stormknife wrote:I'll support a 3-5 round timer if potions bigger than cure moderate are ever available.

I have not seen Heal potions but I do know there is a vendor that sells up to cure crit potions. I bought a couple stacks from him.


edit to add:

I do take aoo's when I drink in combat but not every single time, which makes me think I might not be within the distance required to be hit by an aoo. Part of this could be the pathfinding issue also.

Using a heal kit in combat does not cause an aoo but that is apparently a known issue that has been discussed on the official boards. I have never found trying to use kits in combat of any use because you get the "take 20" out of combat only. Rolling a 1 and healing for 6 hp's (or 1 + your heal skill total) is not worth the extra damage you take.

Using either a pot or kit in combat does put you into flatfooted mode though, so you do lose dex and dodge ac bonus's. I notice I usually take many more hits anytime I try using these in combat The combat log reflects the lower AB needed to hit me when I'm flatfooted.
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Post by ChikenKannon »

I'm pretty sure in NWN2 it depends on the amount of attacks. An NPC who has only 1 attack and has already "used" that attack cannot make AoO's. And an enemy with 3 attacks per round, and who has attacked once can get 2 AoO's.

Or at least that's how I interpret them.
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Post by Zandes »

A Wandering Monk wrote:
Stormknife wrote:I'll support a 3-5 round timer if potions bigger than cure moderate are ever available.

I have not seen Heal potions but I do know there is a vendor that sells up to cure crit potions. I bought a couple stacks from him.


edit to add:

I do take aoo's when I drink in combat but not every single time, which makes me think I might not be within the distance required to be hit by an aoo. Part of this could be the pathfinding issue also.

Using a heal kit in combat does not cause an aoo but that is apparently a known issue that has been discussed on the official boards. I have never found trying to use kits in combat of any use because you get the "take 20" out of combat only. Rolling a 1 and healing for 6 hp's (or 1 + your heal skill total) is not worth the extra damage you take.

Using either a pot or kit in combat does put you into flatfooted mode though, so you do lose dex and dodge ac bonus's. I notice I usually take many more hits anytime I try using these in combat The combat log reflects the lower AB needed to hit me when I'm flatfooted.
i thought that healing kits not causing aoo was an intended feature since you didn't get aoo in nwn1 as well if i remember correctly...it was the biggest advantage of that skill over potions :|
ChikenKannon wrote:I'm pretty sure in NWN2 it depends on the amount of attacks. An NPC who has only 1 attack and has already "used" that attack cannot make AoO's. And an enemy with 3 attacks per round, and who has attacked once can get 2 AoO's.

Or at least that's how I interpret them.
without the combat reflexes feat (it's not in nwn2 tho) you get only one AOO x round
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