November 23, 2024, 05:19:40 PM

Author Topic: Introduction to Potions!!!  (Read 19288 times)

farkas1

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Introduction to Potions!!!
« on: August 08, 2018, 01:57:49 PM »
Potions Introduction

New equipment being released in academy Druid!!!  Now these offer a lot to arena for little cost.  All costing 1 SBP from the Nature school they could be and should be considered in a variety of books in and outside of the nature school. Especially if you are running a battle forge which allows you to put them on your mage for a free action. 

Lets take a closer look at them. 

Cleansing Potion, 1 mana. 

Has 3 charge tokens and allows this ability:  you may once per round remove one.  If you do remove a poison condition from a friendly creature in this zone by paying its removal cost.  Cleansing Potion cannot be replaced.
If there are no more charge tokens on Cleansing Potion, destroy it.

Things to highlight.  Once potions are on you, your mage may activate the potion when you have priority as a free action.   That is awesome so for three rounds you have an option of getting rid of condition without using an action saving you much needed time.
 Secondly you can remove it from yourself or a friendly creature in your zone.  You can you use this defensively or offensively just know your mage has to be in the same zone to trigger it to help out your other creatures.  You can keep those weaks and rots off keeping your guys alive longer and hitting just as hard to deal out more damage.
Rots and Weaks are the conditions that would appear most.  Each having a removal cost of 2.  Again high value for cost. Taints are 3 and Cripples are 4. 

Corrosive Concoction, 4 mana

Has 3 charge tokens and allows this ability:  you may once per round remove one when you damage an enemy with a non-spell attack.  If you do place a corrode condition on that creature.   Corrosive Concoction cannot be replaced.  If there are no more charge tokens on Corrosive Concoction, destroy it.

Things to highlight.  4 mana for 3 corrodes!  Great cost again comparing it to acidball or rust.  Basically allowing you to get out 1 more corrode for free. 
Secondly, combo this with ranged weapons you could do direct damage to zombies, or prepping your target to take down even easier.  Joktari or any mage who wants to use ranged weapons will want to have this in your book. 

Rage Tonic, 2 mana

Has 3 charge tokens and allows this ability:  you may once per round remove one.  If you do target a friendly living creature in your zone.  It gains +1 Melee until end of the round.  Rage Tonic cannot be replaced. If there are no more charge tokens on Rage Tonic, destroy it.

Things to highlight, Again I stress free actions.  Especially combo it off a battleforge. 
Your mage wants to kill a threat or you want to send out another friendly creature to do your deed.  As long as the friendly creature starts in your mage zone you can send it out to kill things.  Lesser teleport, cast cheetah speed and hit things two zones away.  As a free action you can position things and use it at the right moment.  As a Bloodwave warlord combo this up with strategist helm and commands and get more dice out for free actions!  Maybe allowing your goblins to kill something and become that vet you always knew they would become!

Conclusion:

Potions are great ways of bumping up options of dealing out damage and or removing them pesky poison conditions.  I believe they work great for solo or buddy mages who run the battleforge.  Also support wise for your troops if running smaller less efficient threats, they will be a nice addition.  Nature mages should have them handy at all times but I could see them widely used in out of school more aggressive books as well.  They offer alot of options and could allow players to swing the game.  lastly they do not take up an equipment slot.  Now you cannot replace with the same named potion but a player could have one of each to start to combo them fairly effectively.  +1melee and +1 corrode sounds fun!
« Last Edit: August 08, 2018, 05:57:22 PM by farkas1 »
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keejchen

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Re: Introduction to Potions!!!
« Reply #1 on: August 08, 2018, 08:23:33 PM »
Definitely a cool addition to the game.

Do we know yet whether they have any special rules? We can of course only carry 1 of each type of potion, but I don't see a special potion slot on the cards, so can we have an unlimited amount of potions on any one mage? (That's only 3 right now, but more might come along later.)
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Kelanen

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Re: Introduction to Potions!!!
« Reply #2 on: August 09, 2018, 04:44:57 AM »
We can of course only carry 1 of each type of potion, but I don't see a special potion slot on the cards, so can we have an unlimited amount of potions on any one mage? (That's only 3 right now, but more might come along later.)

That is correct.

farkas1

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Re: Introduction to Potions!!!
« Reply #3 on: August 09, 2018, 09:27:24 AM »
No rules as of right now about potions.  There was a lot of discussion on this topic in play test forums.  Nothing came up from designers.  If more potions are released in the future I assume it is likely going to have a potion description in the errata rules. 
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jacksmack

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Re: Introduction to Potions!!!
« Reply #4 on: August 09, 2018, 04:28:06 PM »
Potions seems like a great addition to the solo mages in particular.


Enti

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Re: Introduction to Potions!!!
« Reply #5 on: August 09, 2018, 09:35:34 PM »
Haha, I wanted to write the same.
I think it's a good addition because solo mages are getting stronger and they nearly died out with the last expansions, since it is nearly always better to have at least 1-2 creatures with you.
Maybe those potions bring back the pure-solo mages. I doubt it, but it's a step in that direction. Double battleforge incoming.

steack

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Re: Introduction to Potions!!!
« Reply #6 on: August 10, 2018, 02:34:27 AM »
you cas attached only one same spell on an object .

Well if i want respect this rules , i can only take one potion of each .

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jacksmack

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Re: Introduction to Potions!!!
« Reply #7 on: August 10, 2018, 03:18:42 AM »
you cas attached only one same spell on an object .

Well if i want respect this rules , i can only take one potion of each .

Yep... but it’s still 3 potions.

Kelanen

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Re: Introduction to Potions!!!
« Reply #8 on: August 10, 2018, 04:32:28 AM »
No rules as of right now about potions.  There was a lot of discussion on this topic in play test forums.  Nothing came up from designers.  If more potions are released in the future I assume it is likely going to have a potion description in the errata rules.

I'm unconvinced. We had more potions simultaneously in test with no problems.
« Last Edit: August 12, 2018, 04:27:41 PM by Kelanen »

zot

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Re: Introduction to Potions!!!
« Reply #9 on: August 10, 2018, 12:09:58 PM »
i thought it was one potion period, not several at the same time. you can have one potion equipped at any one time. perhaps that got changed too.

DaveW

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Re: Introduction to Potions!!!
« Reply #10 on: August 10, 2018, 04:28:59 PM »
i thought it was one potion period, not several at the same time. you can have one potion equipped at any one time. perhaps that got changed too.

If that is the case, then it would be almost a problem of sorts if you had equipped one type of potion but wanted another... they say that they can't be replaced, so you are "stuck" with one until it is all used up... or am I reading that wrong?

I guess you could dissolve your potion to cast the other potion that you want to use... but that seems... odd.
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farkas1

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Re: Introduction to Potions!!!
« Reply #11 on: August 11, 2018, 08:26:17 AM »
Hey Dave.   The wording is a little strange and without a potion description in the manual about having one or more slots to potions basically means you can have unlimited as of right now.    So you are stuck with that exact named potion of that until it expires from final dissipate.  You can then replace with the same named potion once the first one is destroyed.  From my understanding this was meant so you could not continually have the same potion getting replinished and having unlimited dissipates.  Especially since there is no potion slot that is what makes since in the rulings.   

I don’t see this as a problem in current format and like others mention I think it offers more strategies for solo builds and making them more viable again is exciting.

Some things were either overlooked or just skipped attention from designers in these expansions. IMO swarms have been one of those concepts. 
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DaveW

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Re: Introduction to Potions!!!
« Reply #12 on: August 11, 2018, 09:23:25 PM »
Nice seeing you again.

On thinking about this again, I wonder about all of these being Nature school based. Corrosive action seems to be Water, Healing action seems to be Light....

If the issue is that the Academy Druid is supposed to have access to all of these, I'd suggest that he be trained in (whatever he is normally... Nature, at least, presumably) PLUS all potions.

Just thinking.

(I volunteered to help playtest and filled in the paperwork, but no one ever got back with me.)
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zzzPAXzzz

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Re: Introduction to Potions!!!
« Reply #13 on: August 12, 2018, 03:12:42 AM »
Nice seeing you again.

On thinking about this again, I wonder about all of these being Nature school based. Corrosive action seems to be Water, Healing action seems to be Light....

If the issue is that the Academy Druid is supposed to have access to all of these, I'd suggest that he be trained in (whatever he is normally... Nature, at least, presumably) PLUS all potions.

Just thinking.

(I volunteered to help playtest and filled in the paperwork, but no one ever got back with me.)

Totally agree !!! Why should all potions go to the nature school??? Maybe making them novice would help.
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zot

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Re: Introduction to Potions!!!
« Reply #14 on: August 12, 2018, 09:04:45 AM »
Hey Dave.   The wording is a little strange and without a potion description in the manual about having one or more slots to potions basically means you can have unlimited as of right now.    So you are stuck with that exact named potion of that until it expires from final dissipate.  You can then replace with the same named potion once the first one is destroyed.  From my understanding this was meant so you could not continually have the same potion getting replinished and having unlimited dissipates.  Especially since there is no potion slot that is what makes since in the rulings.   

I don’t see this as a problem in current format and like others mention I think it offers more strategies for solo builds and making them more viable again is exciting.

Some things were either overlooked or just skipped attention from designers in these expansions. IMO swarms have been one of those concepts.

   Things were not skipped, but they definitely got changed. I suspect that potions were dumped into the final print late in the process, and did not get put into the rules as a result. They should not have been all nature certainly. And absolutely should not be novice. Everyone wants everything to be cheap. Which means everyone can do everything. That goes against the point of the game completely. There should be differences between schools and mages. Potions had a lot of flux to them during development. The idea was to try to add something cool and new, but yet still prevent abuse, and they still ended up being too strong imo.

   Also, I have not read all the threads related to the latest releases, but for anyone who purchased the druid set, did your markers only include fire/ki tokens? This seems like a major printing mistake. Where monk cardboard made it into the druid set. There is very little reason why there is such chaos to these sets as they were very well along late last year, then got jacked up afterwards.

   Chaos by masses is no way to produce quality. This set shows the results of chaos.
« Last Edit: August 13, 2018, 10:05:39 PM by zot »