Flasks! Ideas & improvements
Dear GGG - and fellow exiles,
Recently Ive been thinking about flasks. Here are my thoughts: 1. The buffs from flasks should last the full duration and not be canceled when your health/ mana fills up, additionaly you should be able to drink from a flask even when at full life/mana. The reason for this proposed change is obvious, sometimes we want the benefit of the buff rather than the need for health/mana. This change would also make long duration flasks an interesting option - eg use a long duration mana flask to get curse imunity for 10+ seconds. 2. The addition of Long duration flasks for life as well as mana. Offering Life Regen at a reduced rate but over a long time at small chage cost. 3. recipies for the following flask effects - bleed removal, curse removal, runspeed, freeze removal, Burn removal, Shock Removal. 4. Flask charges to be gaind based on damage dealt - not kills scored. The reason for this is to stop/reduce the need for people to portal out of boss fights. If you want us players to use flasks rather than rely on leech/regen mechanics then this needs to happen. 5. A new support gem. Flask charge on hit - gain flask charge(s) when skill hits. 6. A few more flask effect and duration nodes on the passive tree reachable by all classes. Эта тема была автоматически архивирована. Ответы невозможны.
|
![]() |
Hi
I was already under the impression you could use the flask effect without need to be healing on health flasks and mana, least the warding suffix does because each time I have been cursed I quaff my warding flask without any injury besides the curse and its removed. Also that GGG implemented recent flask changes that allow the effect to last the entire time. I always like more recipes. Support gem idea sounds cool but it would probably be a %chance to gain flask charge on hit, have you tried perpetual prefix though? I have had flasks that last for 10-14 secs, that should be more then long enough. Damage dealt instead of kills for flask recharge... that would be a interesting mod for flasks to roll or a new unique item flask, kaoms flask, also perhaps a minor keystone even... Skilldrasil has plenty of flask nodes now. Part of the strategy of POE is to roll good flasks sooner then later, it'll save your characters life someday:P cheers Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever... -I thought what I'd do was,I'd Pretend I was one of those deaf mutes- Nullus Anxietas:) |
![]() |
Just because it changes something does not mean it is an improvement.
No to 1, 4 and 5. Rest is debatable. |
![]() |
Thanks both for your input.
As far as I understand from my testing the other day some flask effects can be triggered, curse removal etc - but the immunity buff stops as soon as your health/mana is full. Infact reading the descriptions of the effect on the flasks its debateable whether this is a bug? It says it provides immunity for X seconds but the reality is not the case. For this reason ive generaly tended to have immunity stuff rolled on quicksilvers, amethysts etc. What got me thinking about all this was having to portal out to refil flasks when doing act 4 merc, bosses were just so tough and took so long and many of them dont have mooks for you to slaughter to get your charges back. Im darn sure thats not 'intended' gameplay style, especialy when you consider the limits on maps. Perpetual flasks wouldn't have helped in this circumstance, there were 0 flask charges being gained, Outside of these specific encounters I had no problems with flask charges but thanks for the suggestion. oh - and I like your suggestion of the 'charges gained on damage' being a mod/unique/passive tree thing. Its better than my blanket suggestion because then non leech/regen based chars will be investing in that instead of leech/regen. |
![]() |
" What are you talking? Read the descriptions again!!! http://pathofexile.gamepedia.com/Flask#Suffix " During Flask Effect... the flask effect ends when full mana / life is reached. Everything is fine. " So the ones that like to be tanky are less tanky because they don't do enough damage to generate enough charges? Making the pure damage dealers tankier than the actual tanks. Good idea. Not. |
![]() |