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Gift of Hedone - The Alchemist & Potions

Helo you wonderful deviants,

So in my experience Potions in games are incredibly useful, for a number of reasons, can save you in a tight spot, turn the tables in a hard battle, make resource gathering easier, the list goes on. But, I also find they can sometimes be "overpowered" to a degree.

So I wanted to get your opinion on making potions, similiar to the party ponding concept, of risk and reward, and a balance between these. In all honesty I dont know what the coding difficulties around are.  Some examples may be:

You take a potion that heals you, but it will effect your speed.
You take a potion that maybe increases exp earnt, but you're going to take more damage.
You take a potion increases your attack, but after a certain time, you become fatigued.

So it adds an additional degree of strategy - what do you think?

Comments

Really appreciate the suggestion! Not sure if I'll do an Apothecary questline, buy love the idea! And food for thought

Jiggly Pixels

I think it’ll be cool if there’s both. Idk if we’ll be making our own potions or if there is an apothecary like character that can make them for us, but having potions that progressively get better throughout the story would be interesting. Based on where you are in the apoth’s quest line depends on how “well” they make potions with or without drawbacks. And same if it was based on one of our stats, depends how well we can keep potency while diluting negative effects. Or if there are low risk potions that are like what we are used to and then high risk potions that are considerably stronger, but have some nasty drawbacks.

Swilks

Thank you Happy!

NSFW Pixels

Thank you David! 🙂

NSFW Pixels

great idea this will make the game more diverse and interesting

Happy Man

Bro is cooking fr with this one

Damian Dz

Thank you so much for taking the time to comment and provide feedback! Really appreciate the suggestions!

Jiggly Pixels

You could also have tiers of potions, where the first 1-2 levels are side effect-less and the later levels do have side effects

David

I think the concept is decent. However, I think it’s a little too much since you already have that system implemented elsewhere. Instead, I think potions should offer meager buffs and healing. That way, the player is incentivized to use them out of combat and thus require them to use other things in combat like skills or abilities that take MP, turns, possible debuffs, etc. The player can always use potions before entering a fight, and if you make the potion cheap and weak, the players shouldn’t be pushed away from using a potion before every encounter.

David

Yeah that's definitely one concern in which I'd have to be careful on how I manage that, appreciate you bringing up the concern though

Jiggly Pixels

I think it would be cool, but I find it interesting that you could potentially cancel a potion out with another potion. Like say a Defense potion would give you a shield buff, but lower your speed. And a speed potion the raises your speed but lower your shield. Idk cool Idea though with the debuffs

Grimm

Thank you so much for the feedback Req, I really appreciate it!! 😁

Jiggly Pixels

By "debuff creep" I mean the idea of "What debuff is a good drawback to said buff?". Im honestly not 100% sure how to explain what I mean lol. I hope you understand at least a little. (TLDR. Love the idea, make sure debuffs dont make the potion useless.)

GalaxyRequiem

I agree with Sithrak. I like the idea, but debuffs should only be applied to higher level/advanced potions. I also think that having a debuff system alongside a buff system might lead to the problem of "debuff creep".

GalaxyRequiem

Thank you Gabe! And glad you enjoyed the Rias!

Jiggly Pixels

Hey Sithrak, I really appreciate the hobest feedback you always give! So thank you! Hopefully come play testing/once in practice we will have a better idea of how things are effected. But thank you as always!

Jiggly Pixels

I think you have a lot of ideas for the game that already make the combat dynamic complicated. Like the bonuses and drawbacks proposed before with the varied team types. Sometimes having something simple and straight forward is nice. A potion heals. Makes sense. Maybe a tier system of potions and more advanced versions have draw backs.

Sithrak

Sounds good to me also loved the Rias post 😁

Gabriel


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