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It stops bc its purpose is to fill missing life and mana. If there's nothing missing there's nothing to do.
The pathfinder has a node that allows life flask to keep filling even if maximum life is full.
Well it's purpose could be regenerate X amount of life in Y amout of time as stated in the game and not "fill missing life and mane" which is not stated at all in the game.
In fact the text is then wrong and unintuitive in a way that any bonus in the game doesn't work like that, a bonus in dodge won't remove after 1 dodge unless it's stated, it's unintuitive too because real life medication doesn't stop affecting you after heal. The goal of the potion could be to regenerate your life on a period of time.
The real question is which impact does in have on the game, so as you said, they choose to implement it as feature for pathfinder, is it really interresting ? I talk about it in the first message and i personnaly don't think so
Its always been this way...straight from the wiki.
"Life Flasks are an item class and a subtype of flasks which recovers life over time. The flask ends its effect if maximum Life is reached. They also queue up if multiple flasks are active."
at least this way they have to build for that and lose some other functionality / buff / stat
Yes it may need balancing. The truth is i think it can be overcome when balancing this.
My real point is the impact on the gameplay, I found it negative because you can be punished for not taking enough damage, i don't like mecanics that punish player for positive things
For example, in PoE1 the Slayer ascendancy has a node that says life leech doesn't stop at full life, otherwise known as overleech. Now, this doesn't mean you gain that overleech as extra health, it just means that if you were to get hit after hitting full life, you would still heal as you were still leeching. Vaal Pact renders that point moot since all leech is instant with that.
Those were the days...RIP POE1 archmage
I can be punish for having life on hit on my low atatck speed build, reaching maximum life when hitting ennemies, then it cancel my potion and i lose life again. As i said, i found punishing the player for positive effet (aka life on hit resulting in less life regenerated with my potion) is bad.
low life glass canon build or mid level build could then regenerate their life like crazy with potion if potion don't cancel at full life i agree. But you just need little balancing to deal with that, like "potion stop their effect if they continue to regen 10% of your max life when your full life" meaning you have a time to take damage again proportionaly to your max life
Simply add this effect as affix, or make potion instant which don't force to preshot potion because of 4 second effect