Continue flask effects at full life/mana

It'd be nice to have the extra move speed, armor, evasion, etc from flask mods persist for the full flask duration instead of being cut short by life/mana becoming full.
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Extra mods on health/mana flasks are just that: extra. Flasks are meant to provide their base service, and anything extra on them is just a bonus. They're not meant to be used for secondary mods alone.

The new utility flasks give these kinds of bonuses on their own timers.
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First in the credits!
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WhiteBoy88 wrote:
Extra mods on health/mana flasks are just that: extra. Flasks are meant to provide their base service, and anything extra on them is just a bonus. They're not meant to be used for secondary mods alone.

The new utility flasks give these kinds of bonuses on their own timers.


Doesn't mean the flask effect should stop at full. Why not keep the regen rate for the full duration in case the character takes dmg or uses mana after being full?
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RabidRabbit wrote:
Doesn't mean the flask effect should stop at full. Why not keep the regen rate for the full duration in case the character takes dmg or uses mana after being full?
Flasks stop what they're doing as soon as they max out your health/mana. This is to prevent pre-buffing heals/mana, and to encourage more strategic use of flasks to maximize their potential. The other effects shouldn't be looked at as anything more than secondary bonuses.

Really, the reason they don't continue applying effects is to prevent them from being abused. You could get imbalanced boosts from them if you could just pop flasks whenever you want, such as pre-buffing armor/evasion/resistancess before charging into a boss, or gaining run speed whenever you want.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Feb 9, 2012, 7:36:55 PM
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RabidRabbit wrote:
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WhiteBoy88 wrote:
Extra mods on health/mana flasks are just that: extra. Flasks are meant to provide their base service, and anything extra on them is just a bonus. They're not meant to be used for secondary mods alone.

The new utility flasks give these kinds of bonuses on their own timers.


Doesn't mean the flask effect should stop at full. Why not keep the regen rate for the full duration in case the character takes dmg or uses mana after being full?


Cause it would be quite easy to abuse and create overpowered characters.
People still asking for more power, even if they already have had more than needed after all these changes done till today, just unbelievable..
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Feb 9, 2012, 8:05:03 PM
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RabidRabbit wrote:
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WhiteBoy88 wrote:
Extra mods on health/mana flasks are just that: extra. Flasks are meant to provide their base service, and anything extra on them is just a bonus. They're not meant to be used for secondary mods alone.

The new utility flasks give these kinds of bonuses on their own timers.


Doesn't mean the flask effect should stop at full. Why not keep the regen rate for the full duration in case the character takes dmg or uses mana after being full?
Probably because the current system provides an extra incentive to increase your max mana. I don't think it makes much of a difference at the moment though.
Last edited by Strill#1101 on Feb 9, 2012, 8:20:50 PM
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RabidRabbit wrote:
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WhiteBoy88 wrote:
Extra mods on health/mana flasks are just that: extra. Flasks are meant to provide their base service, and anything extra on them is just a bonus. They're not meant to be used for secondary mods alone.

The new utility flasks give these kinds of bonuses on their own timers.


Doesn't mean the flask effect should stop at full. Why not keep the regen rate for the full duration in case the character takes dmg or uses mana after being full?
Because that makes the best thing to do to start a flask while on full life/mana just as you start a fight so you start healing all the damage/mana you take/spend as soon as you take/spend it. It removes the skill of working out when best to use flasks, means they're much more powerful and we have to scale them down to compensate, and is unintuitive in the behaviour it encourages (makes it better to use flasks before you get hurt rather than after).
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Mark_GGG wrote:
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RabidRabbit wrote:
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WhiteBoy88 wrote:
Extra mods on health/mana flasks are just that: extra. Flasks are meant to provide their base service, and anything extra on them is just a bonus. They're not meant to be used for secondary mods alone.

The new utility flasks give these kinds of bonuses on their own timers.


Doesn't mean the flask effect should stop at full. Why not keep the regen rate for the full duration in case the character takes dmg or uses mana after being full?
Because that makes the best thing to do to start a flask while on full life/mana just as you start a fight so you start healing all the damage/mana you take/spend as soon as you take/spend it. It removes the skill of working out when best to use flasks, means they're much more powerful and we have to scale them down to compensate, and is unintuitive in the behaviour it encourages (makes it better to use flasks before you get hurt rather than after).
The skill of working out when best to use flasks? For me at least, the best time to use a mana flask is immediately after I cast my first spell. Once I get down to no mana I use an instant-recovery flask and continue.

I mean, I can recall it took a bit of getting used to realizing that it's much better to use flasks right away than after the fact, but once I got into the habit, I stopped having any mana problems at all.
Last edited by Strill#1101 on Feb 9, 2012, 8:57:47 PM

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