Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't think it's a good idea to price these potions 8 gold & subsequently balance them off this metric. I think a full stack of potions should cost 12 gold & streamline their balance from there.
.
The Potion of Fire Resistance is one such egregious example. Assuming it costs 8 gold (just like all the other potions of this mod), this & Ablative Powders are pretty much equal in power level, which the player must choose between stress relief or increased duration.
.
To help differentiate itself from Stimulants, I think it should stack up to 1 (subsequently making it cost 12 gold) & let it provide 4 str tokens.
.
I think Potion of Night Vision could cost 6 gold instead (assuming it costs 8 gold).
.
Potion of Regeneration heals a meager 10 HP over 5 turns - fewer than even Healing Salve. I believe PoR should provide 5 regen over 3 turns.
.
Besides its interactions with Nightsworn's Repartee, Potion of Invisibility is inferior to Shimmering Powders. To help differentiate itself with such, I believe it should stack up to 1 (subsequently making it cost 12 gold), & let it provide 5 stealth tokens.
.
Splash Potion of Poison deals far too much DMG. Many skills follow a general rule of quality > quantity & AoE > single-target. Ichor Bomb deals a mere 15 blight. Either make Splash Potion of Posion deal 2 blight (3 turns) or revamp it as an AoE combat item. Same goes for Splash Potion of Decay.
.
Splash Potion of Weakness is good.
.
Splash Potion of Slowness either needs to have its duration or -SPD tuned down. Other than that, pretty good.
.
Unless a hidden value, maybe have Splash Potion of Harming deal native CR too.
.
The biggest conundrum is Potion of Healing. Maybe it should continue costing 8 gold. Maybe it should instead temporarily increase max HP similar to Holy Hymnal.
Thanks for this incredibly well-thought-out feedback!
When I made this mod, I didn't think too much about how much it should cost - to be honest, I didn't even look at the other combat item prices.
The general rule behind the potions is that their effects last longer than the usual 3 turns.
For example, looking at Potion of Invisibility - I couldn't justify giving it 3 stealth tokens, because Shimmering Powders would've been simply inferior.
I knew this had to be looked at - your suggestion seems to be a great way of going about this!
About Splash Potion of Poison/Decay: I agree that it it needs to be changed. Especially bosses get melted way too much by this item.
I'll change it to less damage per turn with the possibility to spread to neighbours - working similar like "Fester" from Flagellant.
I'll integrate this into the next update - thanks again for these suggestions!