Amplicorum & TDM potions should have never seen the light of day

People already complain enough about having to push the Blood of Dreeg and Word of Renewal buttons every 60/120 seconds, so why did the devs think that the concept of “have a 10% total damage multiplier for free” on your potions was going to lead to anything other than everybody choosing to have the damage multiplier potion, ignore every other potion modifier in the game, and then complain that they have to push the “get damage for free” button every 30 seconds?

Why have a potion modifier system at all when you then make one option that 99% of the players agree makes everything else obsolete?

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I am the 1% :slight_smile:

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I don´t like how even other potions make you push buttons more. Both potions and Berserker mastery are very piano heavy unfortunately.

And if you want optimized builds it is unavoidable. It is the biggest thing I don´t like about FoA.

I actually don´t use TDM potions. I don´t find it worthy considering the penalities.

I do not like potion buffs having 100% uptime. Stronger the buff, longer the cooldown imo. Feels silly. There’s no thought of when to use it, just press button :woman_shrugging:

The whole “Potions give buffs” thing should have already been well known by now in how it simply creates annoying busy-work to keep playing the piano to maintain them.

What with Path of Exile having this feature for so long. I know I’ve spent many hours mashing my 5 flasks constantly to maintain the buff uptimes…

It’s not just the damage potions either, several of the potion effects are buffs you want to maintain 100% uptime of. The damage potions just are icing on the cake of “These are objectively the best thing to use” due to damage being king.

Potions should be potions. Used at specific times for short duration effects. Not additional buff skills to maintain uptime of.

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What about those of us who don’t even use the potion modifiers? :thinking:

Most of the time I just straight forget they exist until I stumble upon the cauldron again and then I remember I have to spend the time to farm them!

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Yes and the modifiers should support this. Any ideas at what should the modifiers look like to suport it? I like the few second buffs. Like CC res for 4 seconds. Or the healing and energy customization to both potions.

Potions should be redone and nerfed significantly.

I use mostly the one that gives you damage reduction for 4 s. OP as fuck with the current values if you know when to use it.

It should be small things like iron bits for 300 s. That should be fine and no piano.

If you don’t need to use blood of dreeg every 60 seconds to heal yourself, then the difficulty you are playing at is too low, or alternatively if you like the easy difficulty you are at, then you don’t need the skill and can spend the points elsewhere.

if you just put it on your health potion, it will work automatically when you are in trouble, otherwise you are in an easy section and it doesn’t matter that you don’t use it. The only people who need to care are those who are speedrunning.

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You can look at some of the mastery skills that proc when at certain health % for some ideas.

Stuff like how Blast Shield/Resiliance gives +max Res (These skills give global, but you could make potion modifiers more specific so you pick the one(s) you need the most)

Resilience has the Healing Effects boost which could be interesting as a way to buff non-potion healing.

Health regeneration (Either flat or %) could be a thing too.

Nullification effects to. Both things like removing your debuffs as well as removing nearby enemy auras (As separate modifiers)

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If everyone is taking Amplicorum and getting away with it, the Damage Taken debuff can be boosted.

Sanginis already imposes a tremendous health drain penalty that, if boosted with potion modifier potency, becomes all but unsustainable even with decent lifesteal.

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Yes, things like this would be appropriate.

Because without them it will be barrier pot, or whatever the next best thing is.