Consumables!!!!!

neufawkes

New member
1 time use Potions that share a cooldown timer
that amp up hero power for a few seconds or have other effects (such as rooting immunity) would probably add to the depth of pvp engagements. unsure how this would fit with the active items system but I can imagine some awesome high level play that comes from "being prepared for anything"

a Healing potion?
anti-root that only works if used before a movement impeding effect
superior anti-root, which dispels current effects and keeps them off, though the potion only last a shorter period of time

(this idea comes straight from classic wow pvp btw. we use pots for all kinds of things)

again, no idea if you guys are trying to steer clear of the complexity and balancing challenges that come from implementing consumables because your simplistic shop menu adds a breath of fresh air in the genre. throwing the idea out there in case it hasn't been considered
 
Healing rite is already sort of this way for health and the non stop action and rotating I would hate to touch base to recharge my healing rite.
You don't want much burst healing in a game like this because that is hard to plan around if everyone can suddenly pop an instant health pot.

If there was a cheap cc remover everyone would buy it on respawn or every time they went to shop and didn't have it because it provides an advantage in every fight with cc. This would cause the games to get longer because of the increased soul costs. And an expensive one would feel horrible for the game and probably never bought since souls are so valuable, the permanent items are so much better to save for.
 
I don't know if consumables are the right thing for this game.
However, if they were added, I'd like to see a single dedicated consumable slot with no way to get extra slots. You buy 1 consumable when you're at base and that's all you have for the next fight.
 
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