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Thread: Potions (specifically energy)

  1. #51
    Act 5 Project member
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    May 2009
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    34

    Re: Potions (specifically energy)

    Are you certain the game will not accept additional parameters for the class? Or will this have to be tested to see if it breaks?

  2. #52
    Delayomancer Munderbunny's Avatar
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    May 2008
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    Re: Potions (specifically energy)

    I posted something in the private forums about this that I'll crosspost now.

  3. #53

    Re: Potions (specifically energy)

    I don't know if this is possible or not but here's the idea I had.

    Put energy and health potions on the same timer. If you use energy potions you can't use health potions and the other way. I guess that would probably not not much of an effect on casters and pure melee's but would probably kill hybrids though

    If it were possible making energy potions function the same way as health potions (a set amount returned + a period of increased regen) would be the best solution I think. Combine that with a longer cooldown and we'd be good to go!

  4. #54

    Re: Potions (specifically energy)

    What about losing the potions but increasing the players natural energy regen (double would work), and adding an energy shrine at set locations that refills energy to max (ie Olympus climb or Conduit chamber) This would allow for a potion like affect during a really hard fight while limiting the use to one. Alternatively activating a rebirth fountain could refill energy and health to max. I would also increase the regen from intelligence to balance out.

  5. #55

    Re: Potions (specifically energy)

    Interesting read so far. Might I make a suggestion ?

    Instead of tweaking how MP pots work, how about just giving every mobs a random % chance to proc:

    1. a status that prevents MP pots from being used for a second or two.
    and/or
    2. a status that reduces MP pots healing by 25~75% for a second or two.

    Essentially, what this does is this, Players can still MP pot as much as they want, but they must be mentally prepared that a mob might plant either one or even both status at any time while engaging them.

    This does not apply to HP pots, which are used to run away from death. But just prevent players from just mindless sticking to one spot without considering the possible consequence that either one of the statuses might proc, disrupting their usual combo routine.
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  6. #56

    Re: Potions (specifically energy)

    increase base energy regen to 2.0 a sec,
    have pots add 2-10seconds of sleep,
    halve or lower the energy cost of the spells meant to be spammed (terion, flame surge, ice shards)
    Increase the energy cost of the long cooldown spells especially buffs,
    DRAMATICALY increase all reserve energy costs especially at the higher skill levels
    increase the amount of energy, % energy, and % energy regen that item affixes give (but not the base % energy regen from caster armour)

  7. #57
    Administrator yerkyerk's Avatar
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    Re: Potions (specifically energy)

    1. a status that prevents MP pots from being used for a second or two.
    and/or
    2. a status that reduces MP pots healing by 25~75% for a second or two.
    Seems like a bad idea. Unless you want to cause complete frustration...

    @malroth, I think we're not going to go with sleep.
    Though, I agree with the part that buffs and aura's should cost more energy over time and at higher levels, energy reserved should be heavily increased too

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