Remove mana potions

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kingvictory2003
Thalore
Posts: 158
Joined: Wed May 19, 2010 4:05 am

Re: Remove mana potions

#16 Post by kingvictory2003 »

I really like DG's idea of a potion of restoration, as in prolonged fights for my melee characters, Stamina gets used up quite quickly without quick a recovery boost.

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Remove mana potions

#17 Post by Mithril »

Gwai wrote:I think I agree that mana potions are too common, because my characters rarely ever have to buy them.* However, I think that making mana potions refresh everything is going to disbalance other characters and make willpower a lot more useless for stamina characters. Even if these new potions are rarer, unless they are super-rare (in which case we are once again discussing removing mana potions)

*shadowblades only
Almost a separate subject but warriors have to think about strength, dexterity, constitution, and likely cunning, before willpower. In addition, if you do spend points on willpower, you only get 2 points of stamina for one point of willpower. The new talents uses a lost of stamina. Often to the point that I do not buy them because of the stamina cost alone. Potions restoring stamina could improve this.

It is possible that restore all potion may make some classes become to powerful. However, as a general points mages becoming relatively less powerful compared to other classes is good for class balance.

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Remove mana potions

#18 Post by Mithril »

Sirrocco wrote:
I also rather like the idea of combining poison and disease resistance potions, and note that it would mean that undead starting characters and non-undead starting characters alike could be given potions that would be useful to them.

Just as an idea to throw out there - perhaps we could have potions of clarity. It would cure blindness and confusion, prevent blindness, confusion, and perhaps daze for a few turns, and also restore some mana on the side. Higher-level versions might function as full-on potions of free action along with everything else, have better durations, and restore more mana. That way, it's not that this strange, disliked, niche power type has potion sellers in every shop lining up to help out, it's that mana-wielders have found a way to get additional benefit out of potions that people are already using for other purposes.
A common, easily available cure all potion may make many resistance rather useless. Whatever you problem, blindness, confusion, daze, poison, or disease, just drink your cure it all potion. Especially if it proves prevention. No need to bother with resistances.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Remove mana potions

#19 Post by Zonk »

Mithril wrote: A common, easily available cure all potion may make many resistance rather useless. Whatever you problem, blindness, confusion, daze, poison, or disease, just drink your cure it all potion. Especially if it proves prevention. No need to bother with resistances.
Despite being the one that suggested combining cure poison and disease, I sorta agree here.
A cure all would be overdoing it - UNLESS it was quite rare/expensive - not something you'd actually buy unless you had LOTS of excess gold somehow.

Even then, I'm not sure how I feel about it both curing and preventing.

However, I wouldn't oppose combining SOME other potions together if it makes sense, or potions that deal with preventing rather than curing(say a potion of mental resistance that gives save/resistance bonuses against some stuff but doesn't heal it if you're already affected).
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Dervis
Wyrmic
Posts: 263
Joined: Thu Oct 14, 2010 9:58 am

Re: Remove mana potions

#20 Post by Dervis »

I know this might be a bit extremist... buy I've always felt that mana and stamina are resources that behave so similarly, that I actually think the game would improve by just merging the two and have the mages cast from their stamina pool.
The possibilities of cross-talents and the increased complexity of the hybrid classes would make them that much more interesting as I see it.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Remove mana potions

#21 Post by Sirrocco »

Actually, on third thought, I could see the value of a (somewhat rarer) generalized refresh potion - but note that different pools should be refreshed at different rates, with the potion being of major benefit for some, and minor benefit for others. For example, a potion could have a significant effect on stamina, a moderate effect on mana, or a small (but still noticeable) effect on equilibrium.

I agree that there shouldn't be a unified "fix everything" potion available in large numbers, but I think merging cure poison and cure disease should be fine, and having potions that cured two or three things (possibly with some HP or refresh attached, possibly with some short-duration resistance increase) should be fine. There's still a reason to pack resistances, as running on potions would still cost you time (though it might be worth putting some limits on the effects of the slotted belt, if that makes quaffing too fast)

Also, would hybrid classes then be able to quaff one potion for all of their resource pools? That sort of feels a bit excessive.

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