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QCF Design Community • View topic - Anti-Corrosion/Anti-Weakening potions?
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Anti-Corrosion/Anti-Weakening potions?

PostPosted: Fri Aug 19, 2011 2:40 pm
by GG Crono
Is there any good reason why we couldn't have those, possibly from a Level 2 witch hut?

Just a thought. Because nobody likes Naga and this would ease the pain a bit. :D

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Fri Aug 19, 2011 5:31 pm
by q 3
More potions would be very nice. I think I'd also prefer it if the anti-poison potion were instead two doses of a poison cure, and the anti-mana burn potion were two doses of mana burn protection. Curing poison once is much more valuable than preventing poison once, since with a cure you can attack a poisonous enemy multiple times (or multiple poisonous enemies) and wait to use the cure until you actually need to regenerate. Conversely, preventing mana burn once is more valuable than curing mana burn once, since the nastiest effect of mana burn is to drain all your MP (which Warlords, Assassins, Paladins, and Sorcerers all especially hate because they prefer to attack first and then cast spells) and a cure does nothing to prevent that.

Maybe also have the option to trade your starting mana potion for a health potion, and vice versa? Or even just extra potions...

Having all of the potions show up in dungeon shops would also be a good idea.

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Fri Aug 19, 2011 6:37 pm
by PeaceChaser
I don't even have to read the post to agree with this. It'd be very nice if there were a couple of mechanics that allowed players to remove layers of corrosion.

ALSO!!! GG's cleansing boon should not be snowballed to be more expensive. It's expensive enough as it is.

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Sat Aug 20, 2011 1:38 am
by Darvin
More effects to reverse corrosion and weakening would be nice. Permanent disabling effects are now significantly more common than in alpha (where it was restricted to a single monster type only found in the Snake Pit and Boss Hive) and so such a preparation would have much greater utility.

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Sat Aug 20, 2011 5:15 am
by 232
I fully support this notion. Especially when you have to cut through tons of plants/naga/other nasties.

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Wed Aug 24, 2011 6:58 pm
by MeVII
Greetings:

Permanent ability negatives are bad enough. Permanent ability negatives received from almost impossible to avoid confrontations is very frustrating.

Ive overlooked ... Do corrosion / weakening at least even get removed on attaining a new level?

MeVII

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Wed Aug 24, 2011 8:30 pm
by PeaceChaser
There's another good point. It'd be nice if corrosion/weakening was reduced on level up. It doesn't have to be completely removed in my opinion, but it would be nice if there was a non-GG way of removing these debuffs.

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Thu Aug 25, 2011 12:04 am
by q 3
Perhaps health potions could remove one layer of corrosion (but probably not weakening)? That would put them more on par with mana potions (which are currently far more useful).

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Thu Aug 25, 2011 3:22 am
by fall_ark

Re: Anti-Corrosion/Anti-Weakening potions?

PostPosted: Thu Aug 25, 2011 11:37 am
by PeaceChaser
Health potions - That actually sounds better than removing weakening/corrosion on levelup. It would separate those debuffs from the original debuffs (poison, burn), but still make them removable at an expense. I would still go with 1 level / potion though. Maybe there could still be a witch brew that removes all corrosion and weakness then?

Also, it'd be nice if -%resist was separated into a debuff also, and removable. This wouldn't be essential or super useful on most dungeons, but on very specific quests (the final monk quest) it could be very useful. Maybe binlor could remove -%resist similar to GG's cleanse.