Potions
#1
Posted 18 August 2010 - 02:49 PM
There, fallot, you have your discussion started.
#2
Posted 18 August 2010 - 02:50 PM
#3
Posted 18 August 2010 - 02:52 PM
#4
Posted 18 August 2010 - 02:52 PM
#5
Posted 18 August 2010 - 02:52 PM
Hope they don't play a big role though.
#6
Posted 18 August 2010 - 02:55 PM
#7
Posted 18 August 2010 - 02:55 PM
You get to play with 3,000 energy. Or 'blue stuff', let's not jump to conclusions. It always goes down, unless you click on a vial of blue stuff, which you're warned about by a helpful popup. Then it goes up to about half normal.
Seriously, if energy boils down to 'fight too long and it will cost you a bit of gold', why have it at all?
#8
Posted 18 August 2010 - 02:55 PM
I hope that the "potion button" automatically selects the most appropriate potion rank to your health/energy state.
#9
Posted 18 August 2010 - 02:55 PM
#10
Posted 18 August 2010 - 02:56 PM
#11
Posted 18 August 2010 - 02:56 PM
Simply don't know enough at this point.
#12
Posted 18 August 2010 - 02:56 PM
Potions could be a no-go for me.:surprised:
#13
Posted 18 August 2010 - 02:56 PM
#14
Posted 18 August 2010 - 02:56 PM
#15
Posted 18 August 2010 - 02:58 PM
#16
Posted 18 August 2010 - 03:00 PM
#17
Posted 18 August 2010 - 03:00 PM
#18
Posted 18 August 2010 - 03:01 PM
shillo said:
Because you might run out of potions? Because you won't be in a situation to be able to use them? Because they will likely have cooldowns?
What's the point of having energy/mana in any game if they have potions?
#19
Posted 18 August 2010 - 03:02 PM
Do we have any confirmation on how they work? We've just seen them there, but there's nothing about how they work.
#20
Posted 18 August 2010 - 03:03 PM
We don't know anything other than they are in the PvE content at this time so maybe wait and see and then comment on them.
#21
Posted 18 August 2010 - 03:03 PM
#22
Posted 18 August 2010 - 03:03 PM
athariel said:
I found that potions made health and energy mostly pointless in D1, D2, Titan Quest and Torchlight. You'd die if your potion finger was too slow.
In GW1 they're resource, and go up and down during the course of battle; you needed to account for them with every action. Potions turn these into almost static timers - chug a potion every x seconds or die/be unable to cast.
#23
Posted 18 August 2010 - 03:03 PM
pumpkin pie said:
You, sir, have the perfect attitude! :D
#24
Posted 18 August 2010 - 03:04 PM
All the tactics of items/skills/armor you had in GW1 is now gone and reduced to a "how long is the potion cooldown"
I want to trust ANet, but I simply can't right now. I need an explanation of what we saw.
Quote
Exactly. The same reason that Supreme Commander FA is such a tactical game - you have to learn your resource management. Always have enough energy left to cast your heal/backup skill and try not to waste your maximum energy. There's so many factors and a simple button that says *gain x energy instantly* is a HUGE difference
Edited by Karasu, 18 August 2010 - 03:07 PM.
#25
Posted 18 August 2010 - 03:05 PM
shillo said:
In GW1 they're resource, and go up and down during the course of battle; you needed to account for them with every action. Potions turn these into almost static timers - chug a potion every x seconds or die/be unable to cast.
This, unless they have like a 10 minute CD haha..
#26
Posted 18 August 2010 - 03:05 PM
Potions in a bucket.
#27
Posted 18 August 2010 - 03:05 PM
#28
Posted 18 August 2010 - 03:05 PM
#29
Posted 18 August 2010 - 03:05 PM
#30
Posted 18 August 2010 - 03:06 PM
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