Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Nov 29, 2005, 10:10 PM // 22:10   #1
Desert Nomad
 
Esprit's Avatar
 
Join Date: Jun 2005
Guild: Dvd Forums [DVDF]
Profession: E/
Advertisement

Disable Ads
Default Healing Potions - decreasing monk dependance

I know this topic has been discussed, a lot. But in lieu of the numerous monk threads that periodically surface, I thought I'd dust this topic off.

Most PvE players know, that as the game progresses, there seems to be an increasing dependance on having a monk (or two) in your party. Starting around Ascension missions, having a monk in your party is almost critical. Yes, the elite players will say that if you are good enough, you don't need a monk to heal you. But let's face it, most groups are not (or will ever be) that skilled to be without a monk.

In terms of supply and demand, monks are always in demand and hardly ever in supply. This is in part due to a chain reaction of elements. 1) People do not want to stare at the party health bars 2) the frequent abuse and shouts of 'res me' and 'heal me' and 3) the general support nature of a monk tends to turn people off from the class. So that leads to an even less supply of monks.

Healing potions, a common element in many fantasy type games, but not present in Guild Wars, as a monk is more than sufficient (as most know) to keep a party alive. If it were not for the high demand and low supply of monks in Guild Wars, I would not even post this.

Players are turned off by the inadequate AI of the henchmen (i.e. lack of henchmen control), so they want a player monk.

If there were potions in this game, to help heal, there would be less dependance on monks.

The goal of integrating potions, is support only. Potions should not have the ability to allow people to solo, or remove the need of a monk. If some severe restrictions were put on the potions, it would (in my opinion) be a viable option.

Restrictions:
Character Level
Area
Party Size

First, the healing ability:

The healing potential of the potions would be dynamic, based on normal max health (i.e. level based health). The healing potions would heal 20% of your normal max health. It would not be an instant heal, but a 4 pip heal. The potion would count as an enchantment (showing up as green arrow on your player health bar), it would not affect enchantment skills the give bonuses for enchantments (i.e. Ether Renewal), but it can be removed by enchantment removals skills. Potions cannot be used on other players.

Character Level

At lower levels, you don't have quite as much health compared to an upper level character. (Level 3 vs. Level 17). So the need of health potions would be less, and the amount of healing the potion would not be as high either.

Restricting the number of potions and the amount the potions can heal, based on level would prevent solo farming and monk independance.

Level 0 - 3
Character may only carry 1 potion

Level 4 - 7
Character may only carry 2 potions

Level 8 - 11
Character may only carry 3 potions

Level 12 - 15
Character may only carry 4 potions

Level 16 - 20
Character may only carry 5 potions

Area

The number of potions a player can carry, would also be restricted by the area you are in, as the beginning areas are much easier to quest through. This is more for post searing.

2 Potions
Ascalon
North Shiverpeak

3 Potions
Kryta
Maguuma Jungle

4 Potions
Crystal Desert

5 Potions
South Shiverpeak
Ring of Fire
Underworld

Party Size

Restricting the number of potions you can carry, would also be restricted by the number of people in your group, which would also prevent a level 20 from potentially soloing with 5 potions. As the party size increases with the difficulty of the area, the number of potions players can carry is also equally mirrored. The effect would be more evident later in the game, so that parties who wish to secure more drops in Underworld for themselves, would also not be able to take as many potions.

1 Player
Character may only carry 1 potions

2 Players
Characters may only carry 2 potions

3-4 Players
Characters may only carry 3 potions

5-6 Players
Characters may only carry 4 potions

7-8 Players
Characters may only carry 5 potions.

The number of potions would be limited by the requirement that isn't fulfilled. So, a level 13 character would still only be able to carry 4 potions, even if he/she is in a 5 potion area and/or in a 7-8 party group.

Acquiring Potions

Potions would be available to buy through the merchant only. Prices would be dependant on your level.

Level 0 - 4: 20 gold per potion
Level 5 - 9: 40 gold per potion
Level 10 - 14: 60 gold per potion
Level 15-20: 80 gold per potion

The potions would also be customized to the character, so that they cannot be resold to other players.

I think that with the enough restrictions, potions would help alleviate monk dependance, but would not have near enough power to make the monk class obsolete.

Thanks for reading

Last edited by Esprit; Nov 29, 2005 at 10:13 PM // 22:13..
Esprit is offline   Reply With Quote
Old Nov 29, 2005, 10:15 PM // 22:15   #2
Forge Runner
 
DeanBB's Avatar
 
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
Default

It is a team game and monks are part of the team, just accept it.

Besides, GW is not your typical RPG and there are no items like this in the game already, why introduce them now? It is based on skills so use skills for healing.

IMHO.
DeanBB is offline   Reply With Quote
Old Nov 29, 2005, 10:19 PM // 22:19   #3
Underworld Spelunker
 
Join Date: Feb 2005
Default

GET DUNGEON SEIGE 2 AND PLAY WITH YOUR MEGA POTIONS ALREADY
Loviatar is offline   Reply With Quote
Old Nov 29, 2005, 10:23 PM // 22:23   #4
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

there is a thing call taking Monk as your 2ndary...

But as an idea for gold sink, not a bad one...
actionjack is offline   Reply With Quote
Old Nov 29, 2005, 10:27 PM // 22:27   #5
Grotto Attendant
 
Mordakai's Avatar
 
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
Default

Well, I'm not against potions in theory.

Hey, actionjack, maybe your Alchemist could get in on the action: We'd finally have a "crafter" in GW, and it would still be a "team" game!

But if the idea of Profs crafting endless piles of potions is un-appealing, we could always make the potions temporary....
Mordakai is offline   Reply With Quote
Old Nov 29, 2005, 10:48 PM // 22:48   #6
Retired
 
Join Date: Apr 2005
Default

/not signed

Until players start using the self-healing capabilities that the game developers have already implemented, I don't really see a need to add anything on that front.
Dralspire is offline   Reply With Quote
Old Nov 29, 2005, 11:12 PM // 23:12   #7
Krytan Explorer
 
benmanhaha's Avatar
 
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
Default

Yea jack, this kinda fits in with the alchemist, but i dont really think that potions would fit in with the game well. I like how you had restrictions, but i just dont think it would really lower the need for monks. Because...Monks like potions too.

benmanhaha is offline   Reply With Quote
Old Nov 29, 2005, 11:28 PM // 23:28   #8
Furnace Stoker
 
MSecorsky's Avatar
 
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
Default

Due to your focus being on drinking the potion, you AL is reduced to zero, you cannot defend, shields are ineffective, all enchantments maintained are lost and you are unable to attack while the potion is healing you.

MSecorsky is offline   Reply With Quote
Old Nov 29, 2005, 11:34 PM // 23:34   #9
Banned
 
darkdragon99's Avatar
 
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
Default

i like the idea i'm so sick of being bitched out cause i'm a smite monk if the devs didn't want you to smite they wouldn't have put it in the game
darkdragon99 is offline   Reply With Quote
Old Nov 29, 2005, 11:39 PM // 23:39   #10
Wilds Pathfinder
 
Lampshade's Avatar
 
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
Default

Yes, ActionJacks alcemist would be perfect for this.

Make heal/prot/regen/armor buff potions.
Lampshade is offline   Reply With Quote
Old Nov 29, 2005, 11:47 PM // 23:47   #11
Banned
 
fiery's Avatar
 
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
Default

bring on the potions.. heck y not health and mana and rejuivi potions..feels like D2 doesnt it?
fiery is offline   Reply With Quote
Old Nov 30, 2005, 12:07 AM // 00:07   #12
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

Some people just like to potion Spam (thus become a basis of an Alchemist build).

reminded me of this....

Last edited by actionjack; Nov 30, 2005 at 02:42 AM // 02:42..
actionjack is offline   Reply With Quote
Old Nov 30, 2005, 12:17 AM // 00:17   #13
Lion's Arch Merchant
 
kawaii_bat's Avatar
 
Join Date: Sep 2005
Location: Canada, Gatineau
Guild: None
Profession: Mo/R
Default

Most of you seem to think this is actually a petition or a bam on monk thread. Like he said this is just to dust off and return to the real subject.

Peopel *are* addicted to monks.

Even taking a monk secondary does not help since people will prefer leaving that to another player while they deal damage.

*So to return to the topic.*

Healing potions should be restricted yes, but not inthe number of poions you can carry but rather their continuous effect.

If you drink one potion then the next one should work less well. A healing potion should ease the monk off of you for a few seconds. If he's the only monk in the group he might be having trouble healing and a potion would help immensely just once in a battle!

Because potions would have a set amount of hp and this healing would decrease everytime you used it. It would still be valid for a long time to spellcasters who usually have the most trouble(and are the first to die) because of massive health lost.

I second this.

Last edited by kawaii_bat; Nov 30, 2005 at 12:20 AM // 00:20..
kawaii_bat is offline   Reply With Quote
Old Nov 30, 2005, 12:22 AM // 00:22   #14
Krytan Explorer
 
benmanhaha's Avatar
 
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
Default

Quote:
Originally Posted by kawaii_bat
Most of you seem to think this is actually a petition or a bam on monk thread. Like he said this is just to dust off and return to the real subject.

Peopel *are* addicted to monks.

Even taking a monk secondary does not help since people will prefer leaving that to another player while they deal damage.

*So to return to the topic.*

Healing potions should be restricted yes, but not inthe number of poions you can carry but rather their continuous effect.

If you drink one potion then the next one should work less well. A healing potion should ease the monk off of you for a few seconds. If he's the only monk in the group he might be having trouble healing and a potion would help immensely just once in a battle!

Because potions would have a set amount of hp and this healing would decrease everytime you used it. It would still be valid for a long time to spellcasters who usually have the most trouble(and are the first to die) because of massive health lost.

I second this.
Well, im convinced, i changed my statement to...
Monks Love Potions!!!
benmanhaha is offline   Reply With Quote
Old Nov 30, 2005, 12:30 AM // 00:30   #15
Elite Guru
 
Weezer_Blue's Avatar
 
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
Default

Yes. Decreasing monk dependance.


And increasing grind dependance.



Bad Idea. Terrible.
__________________
Weezer_Blue is offline   Reply With Quote
Old Nov 30, 2005, 12:37 AM // 00:37   #16
Krytan Explorer
 
chippxero's Avatar
 
Join Date: May 2005
Location: norfolk
Guild: Super Anti Rabbit Squad [SARS]
Profession: Mo/Me
Default

Every class has some sort of self heal, takes up one slot and normally pretty good in an emergency, players need to make sure they have one with them even if they do have a monk with them just incase the monk dies or runs out of energy due to a prolonged fight.
chippxero is offline   Reply With Quote
Old Nov 30, 2005, 01:56 AM // 01:56   #17
Krytan Explorer
 
Join Date: Jun 2005
Guild: The Wandering Gits
Default

I think the beef I have about potions are that they aren't very "realistic."

Allow me to explain.

Joe Warrior is in the fight for his life against 3 Stone Summit Carvers. He flails at them while swinging his shield around, trying to avoid thier blows.

Suddenly, Joe realizes "Aww crap - I only have 50 HP left. I better chug a potion."

Dropping his axe for a moment, he unzips his belt pouch, fumbles around to find the correct potion, then uncaps it and downs it.

"Ahhh" says Joe, as ne bends down to pick up his axe and resume the fight "That was refreshing!"


Ok - so a potion would work great to recover after a fight, or sometime when you aren't in that much danger. But if you tried to drink one during a fight, how much would that open you to attack? What chance would you have f being distracted and drinking the wrong one? What chance of having the potion knocked out of your hand?
Damon Windwalker is offline   Reply With Quote
Old Nov 30, 2005, 02:04 AM // 02:04   #18
Krytan Explorer
 
QuixotesGhost's Avatar
 
Join Date: Jun 2005
Default

We already have healing potions.

Troll Unguent.

un·guent
n.
A salve for soothing or healing; an ointment
QuixotesGhost is offline   Reply With Quote
Old Nov 30, 2005, 02:09 PM // 14:09   #19
Desert Nomad
 
Esprit's Avatar
 
Join Date: Jun 2005
Guild: Dvd Forums [DVDF]
Profession: E/
Default

I am really just looking for a viable solution to decreasing monk dependance somehow. I'd rather not be sitting in Thunderhead keep for a half hour hoping a monk joins my party, even with clever advertising. Henchmen aren't going to cut it in this mission, with people manning catapults, and others moving hither and to places. Alesia would just be running in circles.

Troll Unguent is pretty class specific.

Potions would be very handy for health degens, if you are suffering from Poison or Phantasm, or whatever health degen, and potion could be your saving grace, especially if your monk fails to notice you are about to die.
Esprit is offline   Reply With Quote
Old Nov 30, 2005, 02:14 PM // 14:14   #20
Krytan Explorer
 
Align's Avatar
 
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
Default

Monk dependance is only there because people are too lazy to bring a selfheal/decent damage reducing means.
I hate the idea of ITEMS that make a difference in the middle of battle.
Align is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
WTB NRG+5 15^50 monk wand, healing staff, healing+1/20% osirisx Buy 3 Dec 10, 2005 07:29 PM // 19:29
WTB: Gold MAX Monk One Handed Weapon (req healing/divine) OR Gold Healing Ankh Renegade Elementalist Buy 0 Aug 15, 2005 05:07 AM // 05:07
Healing monk / Protection monk / = BULLSHIT! Ollj Gladiator's Arena 35 Aug 08, 2005 02:32 PM // 14:32
Drop rates decreasing? Kuku Monk The Riverside Inn 5 Jun 13, 2005 03:01 PM // 15:01
Monk/Mesmer Healing + Energy Management = Massive Healing Strag The Campfire 1 May 27, 2005 06:44 PM // 18:44


All times are GMT. The time now is 12:14 AM // 00:14.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("