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A pot cost system that actually makes sense
#13
Morgana Wrote:Without %-based pots, HB would no longer be much of a money-saver...
Yes they would. With a system like this, more HP/MP = able to use higher pots = better healing ratio.

Quote:I'm not convinced this wouldn't make third job (particularly Himes with MG [if you lag]) too expensive for priests, either. We take lots of damage and don't get hardly any mesos in return, just EXP.
I do agree. MG sucks like that.
 Spoiler

eos367 Wrote:Mages have ultimates. Asking them not to use them is like asking a warrior not to attack things. The versions where they're unusable like KMS are just sad because the ultimates are as worthless as infinity.

The fact the game is currently designed so poorly that only mages have an advantage is not the fault of mages. It's a bias Nexon built in by not releasing sufficient areas to cater to the entire population.

These endless threads trying to "fix" mages just need to die.
Quote:Except magicians have no 4th job skills that do damage comparable to any other class over time.
Bolded: Precisely why they do need to be fixed.

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Aaaanyway, not a bad system.
And add a parallel set of HP pots that has a substantially better ratio, but can only heal HP up to a max of 50%. These could be revamped versions of the numerous obsolete World Tour pots. So for example:
Ramen - 1000 hp (to max of 50%) for 700 mesos
Fish Cake - 1600 hp (to max of 50%) for 1100 mesos
Tri-colored Dango - 2400 hp (to max of 50%) for 1600 mesos
and higher and higher up.

Not only are they Zerk-friendly (I only actually realized this while making up numbers), they also provide cheaper potting only to those that can regularly survive hits at sub-50% HP - i.e. warriors.

Perhaps even another set of these that heal both HP and MP in a 1:4 ratio. Mages would be giddy.
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A pot cost system that actually makes sense - by Russt - 2009-02-18, 09:55 PM

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