Sun Pots - Add a Cooldown

Ali3n

Golden Oldie
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Apr 27, 2004
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Been discussing through the evening with multiple people with regards to adding a cooldown to the use of sun pots.

We think this would add more elements to gameplay, increase the difficulty of bosses and make PvP more interesting.

Thinking maybe 3sec for smaller, 5sec for medium, 6sec for Ginsengs. Thoughts?


Edit: To clarify, this isn't a QQ post because I got 'rekt' in PvP by someone. This is coming from someone who's immensely enjoying the server and wants to achieve balance to ensure it lasts a long time.
 
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SmavidDavid

Playing Legend of Mir 5
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Jun 13, 2006
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Worthing is depressing.
Here we go, people complaining they lost a PK due to a sunpot, now want a nerf *sigh*

I cant see issue with it? If a player has a stack of HP/MP and say some RT's, they can a maximum have 45 Sun pots, unless Tao then 43/44, which realistically wont ever happen unless its for a pre-planned war (Sabuk) or even a Big endgame boss.

You also got to factor in servers a week old, in 1-2months time sunpots won't be healing 50% of your health in 1 pot, they'll be doing 10-20%, you will also be whacking other people for bigger damage, making sunpots go a lot quicker and fights will progress.
 

Ardbeg

Legend
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Aug 8, 2004
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No I don't agree on cooldown for such pots, their whole raison d'etre is instant refill.
Restrictions such as no stacking and no bundles are good enough.
 

Ali3n

Golden Oldie
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Apr 27, 2004
705
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Here we go, people complaining they lost a PK due to a sunpot, now want a nerf *sigh*

Haven't lost PK due to a sun pot. We actually won, but the Sun Pot is ruining PvP

I cant see issue with it? If a player has a stack of HP/MP and say some RT's, they can a maximum have 45 Sun pots, unless Tao then 43/44, which realistically wont ever happen unless its for a pre-planned war (Sabuk) or even a Big endgame boss.

Are you not playing the server? This is happening. "Some" RT's is closer to 500, as well as pretty much unlimited HP/MP. Sun Pots are a problem.

You also got to factor in servers a week old, in 1-2months time sunpots won't be healing 50% of your health in 1 pot, they'll be doing 10-20%, you will also be whacking other people for bigger damage, making sunpots go a lot quicker and fights will progress.

As above, are you not playing? They're not healing 50% of your health already.

This is just feedback prompting discussion for the people playing who are engaging in PK currently.

5v1 on a Sin, watching the sin completely out pot some of the top geared players on the server for over 15mins isn't balanced.
 

Razarus

Sour Sally
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Dec 6, 2013
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It gets more problematic late game, where "squishy" classes can tank long enough to deal their huge dps.
It becomes the battle of sunpot/ginseng - quick fingers/auto sunpot script.
 

Ali3n

Golden Oldie
Golden Oldie
Apr 27, 2004
705
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Leicestershire
It gets more problematic late game, where "squishy" classes can tank long enough to deal their huge dps.
It becomes the battle of sunpot/ginseng - quick fingers/auto sunpot script.

Exactly this. "Squishy" classes aren't squishy due to sun pot spam.
 

SmavidDavid

Playing Legend of Mir 5
Legendary
Jun 13, 2006
4,215
635
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Worthing is depressing.
Haven't lost PK due to a sun pot. We actually won, but the Sun Pot is ruining PvP
Are you not playing the server? This is happening. "Some" RT's is closer to 500, as well as pretty much unlimited HP/MP. Sun Pots are a problem.

Sorry Mr I spent 50k on RT's, regardless of maxed HP/MP/RT's everybody is able to have a full bag of sunnies which is rarely the case.

As above, are you not playing? They're not healing 50% of your health already.

Sorry, as im an uber noob they do, but if they are not doing 50%, using 2-3 a time, must make them deplete quicker.

However, let me go get @Koriban and his white coat to get some accurate percentages if you like.

5v1 on a Sin, watching the sin completely out pot some of the top geared players on the server for over 15mins isn't balanced.

Sounds like all the gear and no idea, if you take 15 mins to kill 1 player, I don't think you can pin that all on sunpots doll.

Also going by your suggested times, if he used a (M) pot at every available option he would have lasted just under 4 minutes, so god knows what he was doing for the other 11 with you guys (completely irrelevant figure, as due to lack of spam he could of died quicker).
 

Ali3n

Golden Oldie
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Apr 27, 2004
705
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Leicestershire
Edit; Don't want to start arguments / flame wars. Just discussion regarding this topic. Want to see this server last.

Having a CD on them prevents squishy classes becoming too tanky, promotes group play and prolongs overall gameplay imo.
 
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Merc_Draven

LOMCN Veteran
Veteran
Sep 19, 2013
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Reckon keep it the way it is, just don't let them be stackable or stackable to 6 etc...
It's annoying cause The timer does counter the newb scripters... tbh I'm for both, either way is fine
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
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No I have been seeing that SunPotions are too strong for PvE and PvP

My suggested changes to sun potions:

Usages: No change
Stackable: from 1 -> 5000 (Like normal pots)
Drop Rate: Similar to Old Ginseng.
 

WargodSius

Dedicated Member
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Aug 5, 2013
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No I have been seeing that SunPotions are too strong for PvE and PvP

My suggested changes to sun potions:

Usages: No change
Stackable: from 1 -> 5000 (Like normal pots)
Drop Rate: Similar to Old Ginseng.
So effectively just make them very rare? Meh, I can see that being... interesting. Not sure I'd like it, but I really would have to see it in effect.

As long as they are common enough to help out in a crutch, but rare enough that it makes you actively think ...is it worth this pvp battle costing me my pots then it will be cool. But that's a pretty damn fine line to find.

I like the stacking though.
 

<SOSO>

LOMCN Veteran
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Jun 8, 2012
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Or just remove them completly for a week or so , see how it goes..
 

Razarus

Sour Sally
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Dec 6, 2013
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No I have been seeing that SunPotions are too strong for PvE and PvP

My suggested changes to sun potions:

Usages: No change
Stackable: from 1 -> 5000 (Like normal pots)
Drop Rate: Similar to Old Ginseng.

I'm not sure this will end well.
I can see the intention but from past experiences where certain players are able to monopolize available items through command, gold, bots, real cash services and other methods you will end up having 2-3 players who are completely untouchable in pvp due to a seemingly endless supply of sun pots while the average player who managed to gather 6 and feels like a king gets squashed by a squishy class who is tanking his entire group.

My suggestion would be to limit each bag to 6 instant refill potions, be that small, medium, large ginseng or whatever else is in these files.
sounds like harder coding but would lead to more sensible pvp and strategy.


Could implement it via removing instant pots completely and implementing a "bottomless pot" that sits in everyones bag/new slot and put an npc in safezone that provides you with 6 "charges" for the bottomless pot pot every time you click him, capacity of 6.
so you can never have more than 6 but recall groups could return to recharge adding further advantage to recall groups.
 
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Ali3n

Golden Oldie
Golden Oldie
Apr 27, 2004
705
5
155
Leicestershire
I'm not sure this will end well.
I can see the intention but from past experiences where certain players are able to monopolize available items through command, gold, bots, real cash services and other methods you will end up having 2-3 players who are completely untouchable in pvp due to a seemingly endless supply of sun pots while the average player who managed to gather 6 and feels like a king gets squashed by a squishy class who is tanking his entire group.

My suggestion would be to limit each bag to 6 instant refill potions, be that small, medium, large ginseng or whatever else is in these files.
sounds like harder coding but would lead to more sensible pvp and strategy.


Could implement it via removing instant pots completely and implementing a "bottomless pot" that sits in everyones bag/new slot and put an npc in safezone that provides you with 6 "charges" for the bottomless pot pot every time you click him, capacity of 6.
so you can never have more than 6 but recall groups could return to recharge adding further advantage to recall groups.

Love that idea actually, its really good.