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Re: Potions

Posted: Mon Feb 23, 2009 5:43 pm
by Soul_Reaver
... You always have to complain.

Than how about this:
Magick Stick - Whenever you receive a condition you get one charge. Each charge restores X health and Y mana.

:D

Re: Potions

Posted: Mon Feb 23, 2009 6:03 pm
by Kurogamon
...I like that. Dusk, where are yooooou...

That would be kinda rigged though. Give it a cooldown of 20 secs or so and make the heal pretty low, and maybe also make it every X number of conditions suffered.

Re: Potions

Posted: Mon Feb 23, 2009 6:31 pm
by 2-P
Yeah that's a great idea.
Also you should only be able to hire item carriers while you suffer from a condition, buildings only burn down when a unit with a condition is within X range, asshole cannons (trebs) only target units that sufffer from conditions and heroes only get exp as long as they don't suffer from a condition.

Re: Potions

Posted: Mon Feb 23, 2009 6:45 pm
by Kurogamon
Why the hell not. Add all of those too. It'll make for great fun.

Re: Potions

Posted: Mon Feb 23, 2009 7:20 pm
by TheDeathstalker
2-P wrote:Yeah that's a great idea.
Also you should only be able to hire item carriers while you suffer from a condition, buildings only burn down when a unit with a condition is within X range, asshole cannons (trebs) only target units that sufffer from conditions and heroes only get exp as long as they don't suffer from a condition.
:D It's nice to have someone to remind us every once and a while that the condition system only becomes more meaningless when everything triggers off of it. There's a balance, and I'm with you that that item just doesn't make any sense... A condition catching potion, maybe, but a heal stick based off of the number of conditions you've had? That... doesn't really work.

Re: Potions

Posted: Mon Feb 23, 2009 7:33 pm
by Kurogamon
...Condition catching potion...

Prevents conditions?

Or one last stupid suggestion.

Re: Potions

Posted: Mon Feb 23, 2009 7:49 pm
by SetaSoujirou
Any consumable that prevents conditions upon a whim is silly. Stop trying to suggest a fail replacement for a spot that is NOT needed by an already existing item (OR TWO COUGH WWP COUGH)

Re: Potions

Posted: Mon Feb 23, 2009 7:55 pm
by Kurogamon
Yeah, I agree, screw Purity.

Re: Potions

Posted: Mon Feb 23, 2009 10:08 pm
by TheDeathstalker
Well, yeah, I agree, but I was moreso making a general point, about how a healing item that "charges" based on conditions is kinda odd on a basic logic level... But yeah, WWP needs to be put back in the spotlight, I agree.

Re: Potions

Posted: Mon Feb 23, 2009 10:59 pm
by TheLegendReborn
An item that heals for x + zy where x = an initial amount, z = number of conditions on a hero and y < x by a considerable amount but large enough to make someone want to use it whilst under conditions. Obviously this wouldn't heal any more than 400 at max condition level and nor would it have a cooldown lower than 20 seconds (Probably more even) but it would give a nice patch system.

However this might not work out in the end because it encroaches on Sozen's territory in a sense because his recharge skill is basically this without conditions having any effect on it.

Re: Potions

Posted: Mon Feb 23, 2009 11:29 pm
by Kings_Mercy
Taking potions out would be stupid. If your opponent was smart enough to bring something in case he gets hurt while you were not and had to go back to your fountain that is your problem. as for them not working when under a condition get out of range of anything that might cause you conditions. Stop crying about everything. NO ITEMS NOT TEAMWORK NO SKILLS.

Re: Potions

Posted: Mon Feb 23, 2009 11:29 pm
by TheLegendReborn
Oh ha I thought Dusk was taking potions out, nevermind I retract what I suggested :P

Re: Potions

Posted: Tue Feb 24, 2009 1:25 am
by SetaSoujirou
Potions are just a boring advantage, challenging me and everyone would be cool in my opinion.
It's not that I can't play against it.

Re: Potions

Posted: Tue Feb 24, 2009 1:54 am
by ReDSeX
Soul_Reaver wrote:... You always have to complain.

Than how about this:
Magick Stick - Whenever you receive a condition you get one charge. Each charge restores X health and Y mana.

:D
Sounds a lot like the magic wand from DotA.
Every time you cast a spell you get X amount of health/mana.

Satire?

Re: Potions

Posted: Tue Feb 24, 2009 2:05 am
by TheDeathstalker
SetaSoujirou wrote:Potions are just a boring advantage, challenging me and everyone would be cool in my opinion.
It's not that I can't play against it.
Just a little quick brainstorming, but wouldn't some more technically difficult healing item that perhaps has some constant minor damage effect allow for two paths, one of potions, one of this item? This item, whatever it would be, would inherently be less simple to use, but if done right, could potentially be more useful... I have no idea what it would be though, under what condition (as in the word, not like the condition system) you'd be able to use... although here's a right stupid idea

Healamajig: Bearer takes X pure damage every Y seconds (or something). When activated, bearer takes Z% more damage for the next W seconds, at the end of this time, they are healed Z% more than the total damage they took over the duration (For a net heal of Damage*(1+Z^2)).

It's not right, by a long shot, but maybe have the effect be if your at less than X% health for Y seconds (or in Y seconds from use), you are healed Z%... ... ... gah, I don't know... anybody got a better idea, other than just keeping the system as it is right now?