injury kit drops
#1
Posté 13 mars 2011 - 01:49
#2
Posté 13 mars 2011 - 03:48
#3
Posté 13 mars 2011 - 04:05
#4
Posté 13 mars 2011 - 04:13
#5
Posté 13 mars 2011 - 04:16
#6
Posté 13 mars 2011 - 05:03
#7
Posté 13 mars 2011 - 05:05
#8
Posté 13 mars 2011 - 05:19
StingingVelvet wrote...
I have like 11 or so, but I bought some early on. I definitely notice they give you one after you use one... kind of defeats the whole purpose of injuries.
I just tested this by using my first stamina potion as I have not been using any thinking there a lack of them dropping and what do you know I find three more straight after. I thinks all potions works the same as someone said below six you get drops. I agree this does defeat the purpose of injury as you can always fix your team.
#9
Posté 13 mars 2011 - 05:21
#10
Posté 13 mars 2011 - 07:01
It seems on hard 6 injury kits 8 health and 6 stamina 6 mana potions. If i drop under i get immediate drop. Question is if there is some abuse prevention mechanism or not (i you keep using will drops stop? i dont use pots often ..)
#11
Posté 13 mars 2011 - 08:24
The goal of the Reactive Drop System is to keep the player stocked up on certain items as he progresses through dungeon content. We certainly hope this affected your gameplay experience in a positive way.
Health Potions, Lyrium Potions, Stamina Potions, and Injury Kits all drop globally with a %-chance based on how many of each, respectively, you currently have (which eventually hits 0.) This %-chance is also modified by the difficulty level, which is why you see Casual or Normal players getting higher amounts of these items than Hard or Nightmare players.
There is no prevention that would halt the system if you use too many potions: due to the larger cooldown on potions this time around, we want to encourage players to use them more.
#12
Posté 13 mars 2011 - 08:31
Joshua Stiksma wrote...
What you are noticing is the Reactive Drop System.
The goal of the Reactive Drop System is to keep the player stocked up on certain items as he progresses through dungeon content. We certainly hope this affected your gameplay experience in a positive way.
Health Potions, Lyrium Potions, Stamina Potions, and Injury Kits all drop globally with a %-chance based on how many of each, respectively, you currently have (which eventually hits 0.) This %-chance is also modified by the difficulty level, which is why you see Casual or Normal players getting higher amounts of these items than Hard or Nightmare players.
There is no prevention that would halt the system if you use too many potions: due to the larger cooldown on potions this time around, we want to encourage players to use them more.
With the nerfbat that healing got, very thankful for that being in place.
#13
Posté 14 mars 2011 - 04:35
Joshua Stiksma wrote...
What you are noticing is the Reactive Drop System.
The goal of the Reactive Drop System is to keep the player stocked up on certain items as he progresses through dungeon content. We certainly hope this affected your gameplay experience in a positive way.
Health Potions, Lyrium Potions, Stamina Potions, and Injury Kits all drop globally with a %-chance based on how many of each, respectively, you currently have (which eventually hits 0.) This %-chance is also modified by the difficulty level, which is why you see Casual or Normal players getting higher amounts of these items than Hard or Nightmare players.
There is no prevention that would halt the system if you use too many potions: due to the larger cooldown on potions this time around, we want to encourage players to use them more.
If every time you use an injury kit you get another one it kind of ruins the point of injuries in the first place, don't you think? Consuming something should mean you actually lose it or else there is no point to the system.
#14
Posté 14 mars 2011 - 04:40
StingingVelvet wrote...
Joshua Stiksma wrote...
What you are noticing is the Reactive Drop System.
The goal of the Reactive Drop System is to keep the player stocked up on certain items as he progresses through dungeon content. We certainly hope this affected your gameplay experience in a positive way.
Health Potions, Lyrium Potions, Stamina Potions, and Injury Kits all drop globally with a %-chance based on how many of each, respectively, you currently have (which eventually hits 0.) This %-chance is also modified by the difficulty level, which is why you see Casual or Normal players getting higher amounts of these items than Hard or Nightmare players.
There is no prevention that would halt the system if you use too many potions: due to the larger cooldown on potions this time around, we want to encourage players to use them more.
If every time you use an injury kit you get another one it kind of ruins the point of injuries in the first place, don't you think? Consuming something should mean you actually lose it or else there is no point to the system.
Yea
I can see this on lower difficulties, but on hard and/or nightmare it should have been disabled.
#15
Posté 14 mars 2011 - 07:14
#16
Posté 14 mars 2011 - 07:17
#17
Posté 14 mars 2011 - 07:39
Modifié par TheJist, 14 mars 2011 - 07:40 .
#18
Posté 14 mars 2011 - 09:02
#19
Posté 15 mars 2011 - 01:37
ishmaeltheforsaken wrote...
I just wish the vendors would restock their inventories. I buy three stamina potions and there aren't any more in Kirkwall anywhere? Really? It's silly.
Why do you need vendors for these when you can make them at a set price at your home.





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