Heal potions should be removed from the game

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Thanos
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Heal potions should be removed from the game

Post by Thanos »

talking about full heal potion. not the cure critical and stuff.

1. It trivalizes clerics. No one needs a cleric.
2. Full heal potions are crazy cheap and too aviable. Every town has a vendor that has them. I have a 100 on me right now and they weigh nothing.
3. Why even bother taking healing skill and use healing kits.
4. I think removing the heal potions will cause people to play smarter and group more. It will also make the game more of a chalange.

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Post by powerferret »

don't remove them from the game, just dont have them available for sale, so that you need to rely on another player to get one, or the random and far between drop.
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Post by Lothy »

yeah, i second that, heal potions should be gone from sale!
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Post by EvilIguana966 »

I was about to be angry and was preparing to dig into my foxhole with flamethrower at the ready... but then I realized you mean full heal pots. Actually this might not be too bad an idea. The only issue I see arising is the availability of clerics (or druids) being relatively low, and many probably not being too keen losing xp to make the pots for players. That and taking away heal pots makes casters even MORE overpowered.

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Post by dond »

actually, taking away the pots just makes a cleric/druid much more valuable. which is a good thing.

healing kits heal quite a bit if you put points into heal.

i don't think they should be done away with, but maybe only have them available for lvl 20+ characters.

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Post by Alexiagold »

FYI I'm agreeing with you about heal potions. But something I noticed, is they tend to heal about the same as cure critical. They don't heal you all the way up. THey heal a fixed amount.

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Post by JesterOI »

Have any of you actually used healing kits?
They are superior to potions except that they weigh something and vary by 19 points on how much health they heal.
Stack 4 heal kits uses into your combat queue and watch how fast you heal, you can use healing kits faster than potions, and healing kits don't provoke an opportunity attack.
Toss on some +skill items for heal skill and bang you are also healing more health than regular healing potions (not full heal ones though obviously).

Try using the healing skill and health kits and you will come to love them more than those lame [censored] potions, not to mention the healing kits cure disease also (but not disease damage).

By level 9 as a cleric you should heal something like: 12 base skill + 9 equipment skill bonus + 4 wisdom mod + 1 (atleast) heal kit bonus + 1d20 skill roll.
That's 27-46 health with one kit.
Use a +12 health kit and you get 38-57 hp healed.
Now take into account you can use ATLEAST (I've never tested it, but know for sure it is atleast 2) 2 health kits in the time it takes to use one potion. Depending on your health kit bonus you can get up to 76-114 health healed during the time it would take to drink one cure serious wound potion, which is what? 4d8 health? Wow, 32 max...
And to top it all off, you DON'T incur attacks of opportunity against your person while using these health kits.

But, I could be wrong, am I?
Last edited by JesterOI on Sat May 01, 2004 7:02 pm, edited 2 times in total.
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Post by JesterOI »

BTW... I agree, stop selling healing potions at vendors. And let clerics create only 1 scroll or potion of heal (and all other heal all damage in one shot type spells (mass heal) ) per cast of spell for trade skill.
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Post by Billiard »

I think pots evoke attacks of opportunity but heal kits do not, which is something else of value. In addition you can heal party members and pets with kits making them valuable in a team sense. I personally have just been using kits but I also have good heal skills.

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Post by Thanos »

kits cause op attacks and so do potions. For some reason it seem potions get used quicker.

The full heal potion is way better than any healing skill. Heal potions heal around 150 hps i think. AT 15th level I have 30 in my heal skill. That means at the max I will be able to heal is 50 hps with a kit. 30 + 1d20

heal potions heal 3x to 5x as much as a level 15 character with max healing skill and weigh 1/5 the wt. What are you going to use?

100 heal potions=10wt

100 kits =50wt

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Post by JesterOI »

JesterOI wrote:more health than regular healing potions (not full heal ones though obviously).
And kits don't cause opp attacks, I just tried it. Had 2 enemies hopping around me, attacking me. I got hit a few times, and used a heal kit. Tried this 3 times and never once saw an opp attack.

Also just tried using potions vs kits to see which if any were used faster and the heal kits when used 2 in a row, the second heal kit was used immediately after the first, and I don't see why it would be any different for more than 2.

Also taking a quick jog from the battle for a sec will let you have a take 20 on your heal roll everytime.
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Post by Sagil »

Considering that heal potions don't heal to full anymore, I'm not sure if having them sold is such a bad thing. Rather, I have the feeling that money is far too easy to come by. Many people already have over a million in gold, and after meeting some friendly high-level who simply handed me 50k, I have more gold available than I can spend. No need to even pick up loot anymore... :?
If money was actually hard to come by, then not everyone could afford to run around with 100 heal potions, and you'd think twice wether you really need them or rather save on some nice gear etc. :D
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Post by powerferret »

I have been using healing kits exclusively since i started and I can say withought a doubt that they do not cause attacks of opportunity. and they usually do heal about a quarter to a third of my health for one kit, and you can use 2 heal kits per round as opposed to 1 potion. and they can also cure poison btw.
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Post by Æ »

When my fighter's level 40 and has about 800 to 1000 HP (depending on gear con bonuses) to stand up front taking all the damage for the casters and archers, alot of damn bloody good a healing kit's going to do me even if i have 43 skill points on it...

That's about all I have to say about that }: )

And I got tired of carrying all that weight around, I need to be able to stock up }: ) I just keep some kits for healing others
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Post by JesterOI »

Æ wrote:When my fighter's level 40 and has about 800 to 1000 HP (depending on gear con bonuses) to stand up front taking all the damage for the casters and archers, alot of damn bloody good a healing kit's going to do me even if i have 43 skill points on it...

That's about all I have to say about that }: )
Heal potions aren't much better, 150 max apparently.
43 base + 15 equip (2 rings and a gaunt) + 3 heal focus + 10 epic focus + 12 kit bonus + 9 with 28 wisdom + 1d20 = 93-112 twice a round = 186-224 a round with no attack of opportunity...

I'll take my chances with the heal kits... Especially since I can heal my buddies with them, and they remove poison and disease also.
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