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Old 04/11/07, 6:58 PM   #1
Zarel
Glass Joe
 
Undead Priest
 
Illidan
Fixing Protection Potions for TBC

In light of the new alchemy changes, and the announcement that flasks will now take both the offensive and defensive elixir slots, I propose the following as a solution to protection potion viability, cost, and usefulness.

Given that these potions currently require rather expensive materials, in order to bring their cost and usefulness in line with other potions, here is what I propose:

1) Major Protection potions are now flagged and renamed as elixirs, occupying the defensive slot when used.
2) Creation results in a stack of 5 elixirs of protection, eligible for an elixir mastery proc.

I believe these are the only 2 changes necessary. Why?

The first change makes it such that if you wish to use these items, you can no longer flask and protection pot together. This means, raid designers and developers know that when creating a resist oriented encounter, or one with heavy elemental AE damage, that your raiders are either going to be using a protection elixir and another offensive/beneficial elixir, or resist gear and a flask to make up for the lost stats. Ideally, this would allow for better and more balanced tuning of such fights.

The second change benefits raiders, alchemists, and all parties involved. Elixir mastery now remains desirable for those resist based encounters, as who could resist doubling your protection potion stock. This also lowers the effective to cost of these elixirs (with the exception of shadow), to a more reasonable ~5g / elixir.

This removes some of the tedium of farming for raiders, while still requiring them to participate to some degree. Instead of having to farm for hours on end for 10 potions, or having to farm old world materials, you can now spend 30 minutes farming for your primals, have the elixers created, and have 10 ready for the next nights raid.

I feel that this would solve some of the tuning issues currently facing designers, while removing some of the mindless tedium for raiders, and it keeps elixer mastery as a viable profession choice given the new changes.

Thoughts and comments are appreciated.

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Old 04/11/07, 7:01 PM   #2
Grogzor
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Knowing blizzard, they would make them only needed on the last bosses of a dungeon for an encounter that takes 20 mins and you are forced to take one every 2 mins. So even though you may not have to flask, you will be spending countless gold on these pots required to even learn the encounter and every time you wipe you would be forced to start back over and hope you have 10 more pots.

Last edited by Grogzor : 04/11/07 at 7:09 PM. Reason: no need to quote

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Old 04/11/07, 7:04 PM   #3
Cireena
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This is a good start, but I suggest 1 more change.

3. Resistance pots no longer require a PRIMAL to craft.

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Old 04/11/07, 7:08 PM   #4
Zarel
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Illidan
I left the primal there as a counter balance to the fact that you would now be getting 5 per craft, rather than one.

I'm certainly open to allowing singular crafting, requiring a mote or 2 instead. The idea here being balancing cost of them versus how they are currently.

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Old 04/11/07, 7:12 PM   #5
Anedris
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Steamwheedle Cartel
I suggest:

- In the mats, change the primal to a mote (and allow people to turn a primal back into 10 motes with a right+click)
- The potion cooldown doesn't begin to expire until the resistance buff is completely consumed
- The potion cooldown doesn't begin to expire until combat breaks

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Old 04/11/07, 7:13 PM   #6
Quigon
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Call me crazy, but wouldn't you prefer to never have another fight that grossly benefits from protection pots?

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Old 04/11/07, 7:17 PM   #7
Quasar
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Draenei Shaman
 
Dragonmaw
Originally Posted by Quigon View Post
Call me crazy, but wouldn't you prefer to never have another fight that grossly benefits from protection pots?
I don't know about you, but I love my resistance fights and protection pot fights like I love my taffy. Taffy made out of the blood and sweat of burned out raiders. There's just something exciting about unnecessary and un-fun game mechanics that just gets my loins tingling.

JUICE! Aww I'm sorry. Did... did anyone want some juice?

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Old 04/11/07, 7:20 PM   #8
Zarel
Glass Joe
 
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Illidan
I'd prefer they go away and die, but if they have to stick around and show up once in a while (as they seem to), I'd prefer they be properly balanced and not such a pain to acquire as they are now. At least that would remove some of the loathing of them and the encounters that spawned their use.

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Old 04/11/07, 7:21 PM   #9
Grogzor
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Originally Posted by Quigon View Post
Call me crazy, but wouldn't you prefer to never have another fight that grossly benefits from protection pots?
Using them on Rag wasn't bad. Loatheb on the other hand....that was horrible Grave Moss was awful.

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Old 04/11/07, 7:27 PM   #10
Yaltus
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Originally Posted by Zarel View Post
I'd prefer they go away and die, but if they have to stick around and show up once in a while (as they seem to), I'd prefer they be properly balanced and not such a pain to acquire as they are now. At least that would remove some of the loathing of them and the encounters that spawned their use.
Fixing them will make them acceptable as general use requirements. There's been a lot of complaining about consumables throughout the raid game, but (thank god) not a single complaint about Protection Potions. Maybe they just added them out of a sense of needing completeness, maybe they were added so OCD alchemists (like myself) farm for silly, pointless recipes. Maybe they actually got one alchemy related thing right...a buff only to be used in the direst of circumstances, or just as a luxury.

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Old 04/11/07, 7:28 PM   #11
Rylolin
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Illidan
Originally Posted by Grogzor View Post
Using them on Rag wasn't bad. Loatheb on the other hand....that was horrible Grave Moss was awful.
But I just *loved* farming Scarlet Monastery for hours on end... /wrist

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Old 04/11/07, 7:31 PM   #12
Quigon
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I mean protection pots are nice how they stand if the encounters themselves do not somehow use abilities that dramatically favor their use in trivializing that element (like KT's frostbolt, or Ragnaros, or obviously Loatheb).

The real question is how to make them less proactive in a sense of "everyone pop one of these every 2 minutes." It would take someone far more creative than I to come up with skillful ways to implement protection pots from a sheer design standpoint.

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Old 04/11/07, 7:31 PM   #13
Thrillho
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Originally Posted by Rylolin View Post
But I just *loved* farming Scarlet Monastery for hours on end... /wrist
I just farmed the Darkshire graveyards. You didn't get it as fast, but you had the option of killing massively underlevelled Alliance characters to cool your rage.

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Old 04/11/07, 7:35 PM   #14
Quigon
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Originally Posted by Thrillho View Post
I just farmed the Darkshire graveyards. You didn't get it as fast, but you had the option of killing massively underlevelled Alliance characters to cool your rage.
We had a hunter like that that used to terrorize alliance in redridge for 5 hours a day. I think his NPH (n00bs per hour) peaked at 120. Yes, 120 NPH. This was back when the game first launched, everyone was level 20, and he was level 60. Good times.

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Old 04/11/07, 7:44 PM   #15
Lord BEEF
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Protection potions need to be changed from a "chug every 2 minutes" type of item to more of a reactive item since reactive potions are fun, stoneshields and protection potions are not.

If they changed them to be "for the next 6 seconds, fire effects now heal you instead of deal damage" it would be a lot more fun. This is of course assuming they don't make a boss that has a timered fire ability that you had to chug one every phase or whatever.

Check out my friend's bitchin' Lord of the Rings Art

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