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

Editing the OP as what @Tarille posted was better than any words I could think of:

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.

IMO, TDM potions combine the worst aspects of “why do I have to keep pressing BoD every X seconds (which has been a consistent complaint in the forums)” with “people feel like they have to choose TDM the same way that they feel like they have to choose rings with RR in them (which has also been a consistent complaint).”

If the devs feel like players need more damage, buff the skills that need more damage. But the very existence of these TDM potions are going to warp discussions about Crucible / SR / Superboss clear as the #1 best way to mitigate dangerous enemy attacks is to kill them before they ever activate those attacks.

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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:

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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.

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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.

I don’t think you should make sweeping statements like that. Do you mean the pro endgame pilot community? Not everything revolves around that minority you know.

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Are these hidden or shown on the UI in game (I don’t have them in game yet)? They don’t show up in Grim Tools so I’d assumed, possibly like a lot of other people, that there were no drawbacks to the TDM modifiers.

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They are shown in game in plain view.

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Fair, I’ll withhold judgement until I’ve got actually got them then. By the sounds of it the crippling health drain is enough to balance out the Sanginis modifier.

I am currently running 30khp Dawnbreaker Warder, Amplicorum + Revurrum and its not free dps. Even on Warder affects survivability, and I probably won’t use that combo on a less tanky char.

The balance is good imo.

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@Ceno considering that you’re making a balance change mod that removes RR rings because how overcentralizing they can get, you can see the parallels with potion modifiers.

When given an option to have a blanket damage buff, players will build around that and deal with the consequences later (or complain on the forums about how squishy their builds are while conveniently leaving out that they’re spamming this potion).

Defensive layers are build-specific and can be more easily tuned to provide more parity. Having a blanket damage buff that’s even more effective than RR is going to lead to a swath of complaints that could have been easily avoided if people remember this principle:

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.

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This should have been in game a long time ago… I want to use different rings than RR ones but you just can´t.

2 Likes

Sanginis already comes with a fair price. Unless you have high regen, it drains hp pretty fast which means you can never take a break.
Amplicorum, I wanted to say, feel a bit better. And you mostly wpn’t notice it’s downside until you get one-tapped.

All in all, it seems like an old story is repeating itself. Mid/struggling builds will use those to bring damage to plausible values, and already strong builds will just steamroll eveything (or almost) with them.