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  • #31
    No Throwing??

    Turns out its not really the range.. Its the fact that we as shaman's don't have a throw skill.. I asked a warrior to try it and he said he could without a problem.. Yet if someone without a throw skill tries it we get you are too close or too far from target.. Should everyone be able to use these or are they just for tanks and such??

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    • #32
      Originally posted by Maddoc-the-Wayfarer


      Flame Bolt did have it's trivial reduced, it was just a little too easy.

      -- Maddoc

      Very sad that I put this off until the new UI. But thanks a lot for the quick confirmation.

      Good to see a dev who likes keeping folks informed. :-)

      And now, no more hijacks from the non-shaman. Cross my heart.

      -Lilosh
      Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
      President and Founder of the Loudmouthed Sarcastic Halflings Society
      Also, Smalltim

      So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

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      • #33
        Originally posted by Maddoc-the-Wayfarer
        I'm going to take a look at the prices on these things too - Someone mentioned they were 11p to make, which wasn't the intent.

        They're supposed to be closer to 1-5p (depending on the tier), so that they're actually cost-effective to use as well.

        -- Maddoc
        While this is truely a wonderful new item type you have designed, if these are really supposed to cost 1-5p, and people are actually supposed to be able to purchase them from their local shaman, then it is recommended that they become stackable like Quintessence of Knowledge or other craftable items. This is because the oportunity cost of selling a 5p potion for even 25p or 50p is to high when you consider the markup and profit margins on other potions. The selling of even one 10-dose gate potion could easily compete with the profits of selling 80 of these new potions which would take up every vendor slot compared to the one slot needed for the gate potion. The ability to stack these in lots of 20 would facilitate the needs of the marketplace so that the product would become desireable not only to the client but to the manufacturer as well.

        There are also added benifits to the end user, should these be made stackable, that would promote the use of this new and inventive type of item. End users would be able to place stacks of them in the ranged slot allowing for increased space management and weight reduction due to the effects of weight based on stacking. Additionally a stack in the ranged slot would allow the person using the potions to execute subsequent tosses without the combersome task of manipulating inventory screens while in the midst of combat. I'm sure that you can agree it would be distracting and dangerous to run from a mob while attempting to execute an item transfer from inventory. This hazard alone is compelling enough to many people who currently disregard the creation of these unique items that they would otherwise be using them.

        While I am certain that my views on making all potions into single dose stackable items would be frowned upon by some people. In the case of these new potions; however, which you have put so much effort into developing, I can't forsee an plausable arguement against the change that is not easily countered.

        Do consider changing them.
        Thanks.


        Alecto

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        • #34
          These potions dont work at all.
          Tried both stunning concoction 3 and ensnaring concoction 3 on a low hp running Drakkel dire wolf with my 45 ranger ( shamans dont have throw) and none stopped him from running nor reduced it's run speed.
          You actually get an emote when potion lands tho but it doesnt seem to do any effect.
          With half of our GoD AAs bugged like Call of the Ancient not regenerating endurance and improved spirits call pets with 250hps and now these useless potions i really start to regret purchasing GoD for my shaman.
          Hope those stuffs get fixed fast.

          Arkh
          65 Prophet of Torv
          Blood and Guts

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          • #35
            Skill ups!

            Yahoo! I LOVE the new UI! And the snare potions... who cares if they don't work or if they are bugged? I just skilled up from 162 to 180 (current level cap) for UNDER 800 PLAT!!!!

            Thank you for the new UI to help reduce wrist strain. It was so much easier to just buy the components, not have to worry about which container they were in and click the combine button.

            I had been dreading what to do for skill ups and this was a GREAT solution. The blow-up rate was a bit high, but then, I was trying to make something 60 points above my skill when I started so I can't complain. Well, I could complain, but it wouldn't do any good and would only give the flea orchestra a chance to practice.

            I don't know if there are similar plans for the other tradeskills about the costs for skill ups at the higher skill levels, but I love the one done for alchemy. This makes me a lot more willing to brew up the other more expensive potions since I made it to my level cap.

            Thanks again guys!
            Warmest Regards,

            Sanu Spiritwalker
            Shaman of the Tribunal
            Tunare Server

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            • #36
              Woo- throwable snare potions...

              /em feels the devs lowering mages pittance throwing skill down to 5 now...

              <sigh>

              M
              Marthisdil - Arch Convoker
              Keepers of the Faith - Prexus

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              • #37
                If they can't make throwable procing items stackable. How about when you combine 5 or 10 of these in a bear bag it creates a item with 5-10 charges of Summon Ensnareing Potion 1/2/3? You would have to keep summoning them but at least you don't have to take up half your inventory just for a few dozen snares.

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                • #38
                  I actually do believe shamans have a throw skill, but it is capped at 1. Its the same with our bash skill. I was able to throw the hammers that we got from Bracer of Hammefall to aggro mobs. Also, the unfinished Tribunal Initiate quest gave as its first (and only) item a necklace that summoned throwing hammers.

                  One of the shamans on the Crucible said that to use the potions they had to have an empty ammo slot and then equip the potion in the range slot. I haven't experimented with it myself.

                  It would be very helpful for shamans, as well as other casting classes that might want to use these potions, to be allowed to train their throwing skill up to some low cap, say 100, so that the potions could be used. Rogues wouldn't really need the potions I wouldn't think because they have a snare poison don't they?

                  May I reiterate that in order to really make these potions viable to all classes, that somehow they be coded to be stackable in the manner which other thrown items are.

                  Oh, and Maddoc, I wanted to just tell you how pleased I am to have a developer visiting this alchemy forum and posting. Your input is hugely appreciated.

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                  • #39
                    Bolos

                    I thought these potions were for the new bolos: you need the new clay to make the ceramic weight which apparently holds the potion in the bolo which a tailor makes for a throwing class to throw...

                    ... who lives in the house that Jack built.
                    Distracted Druid Storm Warden of JinXed on Vazaelle

                    (see that Moderator tag - well that is for the Vazaelle marketplace, my posts and opinions should not be considered as anything but my own and not reflect poorly on the folks doing all the hard stuff here. )

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                    • #40
                      In regards to thrown items with effects not stacking, don't the axes thrown by berserkers have effects and also stack? They summon these axes using disciplines they learn from tomes.

                      Can the same coding used for these axes be applied to thrown potions?

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                      • #41
                        Wow...I'm at 160 alchemy and I absolutely cringe at the thought of how much plat I have dumped into the skill. So to get 180 from 25 for under 5k is a steal. I am happy they finally did something about the cost of the skill ups.
                        Happy Potion Making shamans =)

                        Audralia 75 Shaman


                        ~ Legends Of Wrath ~
                        ~Message Boards~
                        ~~ ~ ~ ~

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                        • #42
                          Yes..A shaman can throw...load the potion into ur range slot and click on the actions hotkeys and you will see a 'range attack' there and you will throw it if you press that key. But of course, if your a great shaman you have some really nice item in that slot. Also when I shaman throws these potions, their range is almost at melee agro. Point here is I think these potions aren't ment for us shamans, but made for those wonderful zerkers to throw. I wish they stacked, but I did make a few of them and gave them to my new zerker and they worked great. Whem my shaman threw them, the snare and the stun didnt work, but when my zerker threw them, they did work /shrug!

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                          • #43
                            Originally posted by Cleat
                            Point here is I think these potions aren't ment for us shamans, but made for those wonderful zerkers to throw.
                            Well, berserkers already have axes that they acquire in tomes that snare and have similar effects. I really don't think that the developers intended them to replicate effects that berserkers already have.

                            Note that Maddoc posted this above: "1. These are meant for everyone, not just the soloing shaman . Rogues, Berserkers, and other classes able to throw well will likely want these." (italics added for emphasis) To me this means that they are intended for all classes, including shamans. They were meant to be a nice, marketable item that has a useful effect for casters and melees alike.

                            Perhaps the problem is that the potions were coded to work like berserker axes, but the coding for berserker throwing is different from that for other classes due to the central role that axe throwing plays in defining their abilities. If this is so, the solution might have something to do with recoding the throwing algorithms of all classes to be consistent with that of berserkers

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                            • #44
                              Hi all, this is my first post but I've been lurking for a bit .

                              I'm excited about these new potions and pleased with how they're coming along. Frankly, I was kind of unimpressed with GoD until I heard shamans could now make grenades! It's what sold me on buying the expansion .

                              Anyway, I had an idea to put on the table and wanted to hear your opinions on it.

                              Many posters have already mentioned that they would like to see the potions stack. It's my opinion, and I get the impression that the devs agree with me here, that stacking would make them a bit overpowering, and I think it takes away from the intention of these potions. My suggestion to solve the unwanted "side effects" of unstackable thrown potions is to have a range slot item designed specifically for thrown potions; sort of a grenade launcher. A basic launcher could be made by tailoring, say a five or ten slot container that launches the potions when you hit the range hotkey. Nicer launchers with stats could be made by more advanced tailors or through a combination of tailoring and alchemy. Super duper launchers could be dropped by raid-level mobs. The super duper ones could have a throwing skill mod and excellent stats.

                              I'd really like to know what y'all think of this . This would help solve the problem of not having sufficient room for potions and take away some of the tedium of having to reload your range slot every time you would like to use a potion.

                              Oh, and of course I don't think it should be called a launcher . That was just the first name I thought of.

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                              • #45
                                Tinkers make a catapult, yes?

                                My idea, to expand on the aboive 'launcher': combine catapult + 5 snare potions in a bearskin bag (or toolbox) to great a 5-charge expendable snare item (range/ammo slot - must equip to use)

                                This will enhance the market for the snare potions, and create a market for the catapults - since the catapults will poof after the last charge is used, it’s yet another consumable.

                                Just a thought, anyways.
                                Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
                                Silky Moderator Lady
                                Beneath the silk, lies a will of steel.

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