Life and mana flask effects should not be removed at full life/mana.

A better solution would be giving all those special effects their own timers. This way you can get bleeding immunity from HP flasks instead of it cancelling instantly, which doesn't happen with utility flasks.
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dudiobugtron wrote:

If you were going for maximum recovery, I think A sapping Eternal Flask recovers around 1000 life per second. (Only the strongest life recovery effect from flasks will take effect.) Currently, you can use this whenever you get hurt. Under my suggestion, you could have it active in preparation of being hurt. That's a lot of recovery, I agree. Like you, though, I can't see that there would be such a huge difference between the two situations. And in both situations you would certainly not be unkillable.



My Typical RF build pulls (Depending on where i am at in progression of the build and which variant im running) around 600-800 Regen per Second passively, The last RF build i run was Essence Drain+RF which on packs was pushing my regen up to 1.5-2K+ (3-3.5K+ on Fracture maps last league) Regen per second with contagion Spreads, Then if i take flask nodes i can still get damn near all that when i pop a ruby with RF up, So then you in turn give me a flask that adds an additional 1K+ Regen per second.. What the hell is gonna be able to kill me at that point? Oh and since im taking flask nodes make that regen from the life flask more like 1.2-1.4K regen.

The build was already ridiculously tanky.. Giveing me another 1-1.5K+ Regen on top of all that to keep up with a ruby beyond full life my life will basically never move. The only possible way for me to die is to be one shot which most all one shots in this game if you have played enough and know what they are can be avoided. Not to mention most all my RF builds run IR+Grace and stack the shit out of armour anyway and stack well over 6K+ life on the low end. Your suggestion would make it where with 3 flasks i can push out well over 3-3.5K Regen per second in the thick of packs and have 100% Fire res so i get aLL that regen even with RF up. Dont get me wrong if they did this it would be funny as hell and i would use it.. Im just saying it would be stupid amounts of broken going by what i can already do with regen builds.

Ive run ALOT of RF builds because it is one of my favorite builds and thats why i know how much this would break things because of the way i make RF builds already and what i can do with Regen.. Then you consider you take RF out of the equation.. Hell at that point you would so much regen a T12 Collossal Skelle with CB wont even make you Degen because you have so much regen going on between passives and your Flask suggestion. Theres ALOT of shit that would become a complete joke if this was done is all im saying.

And we are not even bringing Pathfinder as well as all the REALLY fucking crazy Flask nodes all over the Ranger part of the tree that can buff the shit out of life flasks to the point you only need one life flask because it covers EVERYTHING. At that point i would just make a Life based COC Pathfinder that would basically only die to a one shot which with Pathfinder and Rumis i can cap block as well as push all my other defenses through the roof so even one shots wont be an issue. Thats why i say you CAN very much make an unkillable build. You can damn near make an unkillable build RIGHT NOW without your suggestion.
There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear.
Last edited by Demonoz#1375 on Apr 9, 2016, 5:26:29 AM
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dudiobugtron wrote:
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Demonoz wrote:
Besides if you know how to roll your life/mana flasks correctly they already have any utility you could ever need. Im not seeing where making life/mana flasks last their duration beyond max life would do anything but break flasks more so than they are already in alot of builds. Hell you dont even have to take pathfinder either.. you can use just the tree and make life flasks so crazy strong that one life flask covers ALL your needs and if you were to run more than one you can out sustain just about anything. Thats why im saying what your asking will do nothing but break the game. Theres a reason these flasks end once you have full life.

If you were going for maximum recovery, I think A sapping Eternal Flask recovers around 1000 life per second. (Only the strongest life recovery effect from flasks will take effect.) Currently, you can use this whenever you get hurt. Under my suggestion, you could have it active in preparation of being hurt. That's a lot of recovery, I agree. Like you, though, I can't see that there would be such a huge difference between the two situations. And in both situations you would certainly not be unkillable.

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Ashen_Shugar_IV wrote:
full-duration hp/mana flasks would devalue utility flasks by allowing long(er) durations of powerful suffixes whilst also granting regeneration.

Yes, they would devalue utility flask for that exact reason. That is a big part of the point of my suggestion - increase the value of life and mana flasks so they are competitive with other flasks.

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My two strongest characters wear only a single hp flask and it's the same for both:

It is very useful.

That is a legacy surgeon's flask. Of course it is very useful, and of course you only need one. I don't think that is really relevant to balance discussion.


Life Flasks are competitive with other flasks. I prefer Catalysed Eternal Flask myself.

With your suggestion, some flasks will be hilariously overpowered. Like Zerphi's Last Breath.
For Righteous Fire:
1% extra max res = 0.9% life regen (self-inflicted damage = 90%, minus the resisted damage)
That makes 0.9x4=3.6% life regen from Divination Distillate (in addition to the meager life regen from the flask itself). Let's say, for argument's sake, that you bring that up to 5% through your passive nodes.
That would make you 500 HP per sec per 10K life. I don't think that's as big an issue as you are trying to make it look like. The biggest issue there could be would be a weird Zealot's Oath build getting an extra 1K ES per second regen.

And no, we aren't bringing Pathfinder in the mix, as it is very suboptimal for Righteous Fire builds, AND it wouldn't even get you 1% max res, i.e. not even 0.9% life regen.
entire system works with the assumption that life/mana flask has to have life/mana to replenish to work

changing that just for the sake of making Div Distilate stronger (INCREDIBLY stronger at that) is breaking something that is working well
My current character leeches 2.5k life per second with Endless Hunger so it stays up even on full life and it's so insane, with your proposition it would get pushed to nearly 4k life per second (when you factor in flask regen passives) regenerated which would really be absurd no?

Only life flask I am running on him is:


And it's enough for t12/t13 maps, only there for huge spike damage and bleed removal which don't happen often considering my defenses.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Apr 9, 2016, 6:09:42 AM
If Divination Distillate is the only issue, by any means, please do nerf it again in order to make the change. It's only a single item. Actually, let's make that three, in order to include the unique mana potions. That's not enough to warrant not changing the system.

The real questions are :
+ Are normale life/mana/hybrid potions too powerful if the attached effects don't stop on full life/mana?
+ Is the change worth the time it will require to be coded?
I never roll bleeding on life flasks.
Alt Art items as League MTX - When?
Last edited by G0rr#5651 on Apr 9, 2016, 12:57:08 PM
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Demonoz wrote:
My Typical RF build pulls (Depending on where i am at in progression of the build and which variant im running) around 600-800 Regen per Second passively, The last RF build i run was Essence Drain+RF which on packs was pushing my regen up to 1.5-2K+ (3-3.5K+ on Fracture maps last league) Regen per second with contagion Spreads, Then if i take flask nodes i can still get damn near all that when i pop a ruby with RF up, So then you in turn give me a flask that adds an additional 1K+ Regen per second.. What the hell is gonna be able to kill me at that point? Oh and since im taking flask nodes make that regen from the life flask more like 1.2-1.4K regen.

The build was already ridiculously tanky.. Giveing me another 1-1.5K+ Regen on top of all that to keep up with a ruby beyond full life my life will basically never move. The only possible way for me to die is to be one shot which most all one shots in this game if you have played enough and know what they are can be avoided.

Just out of interest, what kills you now? If you're not getting one-shot, then don't your Life flasks make you unkillable at the moment anyway? Just pop them when you get hurt, right? Or am I missing something here?

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Demonoz wrote:
Your suggestion would make it where with 3 flasks i can push out well over 3-3.5K Regen per second in the thick of packs and have 100% Fire res so i get aLL that regen even with RF up.

100% fire res? You're really stuck on Divination Distillate, aren't you? It's a pity you've never heard about using Soultaker or mind over matter (or any other mana removal options) to keep your Divination Distillate running for the full duration. I can only imagine how much more invincible you would be with this extra knowledge.

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G0rr wrote:
I never roll bleeding on life flasks.

I like bleeding on life flasks because there's the first flask you use when you notice your health going down. Bleeding isn't always that easy to notice in the thick of combat, but health going down is always easy to spot.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
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dudiobugtron wrote:
Just out of interest, what kills you now? If you're not getting one-shot, then don't your Life flasks make you unkillable at the moment anyway? Just pop them when you get hurt, right? Or am I missing something here?


On my own Righteous Fire build, I have a Forbidden Taste flask in addition to the other stuff.
If I have the time to (correctly) react and hit a flask, then I cannot be killed.
This makes one-shots and obscenely high dps (there are some of both in the game) the only ways to kill me.

What worries me most isn't the Divination Distillate (if I need it for defense, then it's very likely going to be working for as long as I need it to), but rather the Eyes of the Greatwolf talisman, with some of its possible implicits (100% lightning/cold to fire).

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