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So, hello, my name is shaneski. Back on old massive, I was one of the 35 or so people who had 1k alchemy. Alchemy was available for everyone to grind for around 2 years. Yet only 35 people had alchemy 1k. Whats so precious about 1000 alchemy? resist potions. Out of around 2 years, probably more, only 35 players reached 1k alchemy. Its a tough grind.
but, lets not get into that right away. there's another potion that should also be enabled. Healthboost. This is going to sound biased as a pvper, but alchemy is apart of factions and apart of a plugin that effects factions, so I am going to be posting this little suggestion in the factions category.
WHY HEALTHBOOST POTIONS SHOULD BE RE-ENABLED IN ALCHEMY-
1: Variety. I think the biggest benefit to re-enabling healthboost potions brings variety. I don't know how many of you are familiar with Call of Duty's Zombie game-mode, where they had perk systems. One perk was "Juggernaut" which gave players essentially more health to survive longer. Kinda a healthboost-like perk. On every zombie map made, Juggernaut was essential. there could be 8 other perks, all unique and cool, but Juggernaut was a MUST HAVE. Lets bring this comparison to Massivecraft. Most people who pvp, usually use some form of healthboost trait. whether its the 50 2 heart trait, or the 100 4 heart trait. PVP is in a state where there is very high damage, and I can assure you, if you watch most fights, you will not be seeing many players without the healthboost trait in some form. It's essentially a essential trait, just like juggernaut was an essential perk. back to Call of Duty! What they decided to do in the newest COD zombies was give everyone access to that health boost, and removed juggernaut all together. this brought more variety with perks. Instead of everyone grabbing juggernaut, juggernaut no longer existed so other perks that would never get to see the light of day, finally started to get used. AND BACK TO MASSIVE. If you give players access to creating healthboost pots, at the designated level, you'd get that variety. You'd see traits people never used before, being used, because they have an extra 50-100 points to use
. Traits like fallimmune, slowimmune, certain strikes and revenges would finally get to see the light of day because healthboost potions were brought back.
2: They aren't overpowered. Permanent healthboost gives you permanent healthboost. It will cost points to use that. Using a healthboost pot, only gives you healthboost for around 3 minutes. that is not overpowered. compared to a permanent healthboost, a healthboost with a timer should not be seen as overpowered. Healthboost 2 potions, only last 40 seconds if I recall. Also a timer. Also a choice. this brings us back to Variety and Choice. It can be the players choice to be risky with a healthboost potion, and they get some extra traits, but once they are out of healthboost, they're out until they can repot. A timed Healthboost is not overpowered, healthboost in general is not overpowered. I personally see no reason to have a timed version of it disabled.
3: Incentive to grind alchemy! lets be honest, most people have no incentive to grind alchemy in its current state because there's no reason to. I don't see many people wanting to grind alchemy so they can make jumpboost or waterbreathing potions when there's already traits for those, or other debuffs because there's traits for those. Why are those potions not disabled? theres nausea strike, and revenge, and nausea potions exist too. Choice. what if players don't want to use nausea strike? or revenge? they want the potion. Incentive to grind alchemy. It's the same way with healthboost, if you enable healthboost potions, alchemy grinding is already a hard task, people would finally have an incentive to reach 350 Alchemy to make healthboost.
**** Most people didn't even bother to use healthboost potions back when traits were around on old massive 1.0, most people still used the trait OVER the potion. Healthboost didn't see a major popularity burst until ALL traits were turned off and it once again became a requirement to use healthboost, so everyone started to grind alchemy. This, in my opinion, is my biggest point. When BOTH traits and alchemy were available, 8/10 players still picked the trait over the potion. Healthboost POTIONS didn't become big until NO TRAITS. ****
WHY RESISTANCE SHOULD BE ENABLED AGAIN.
1: 1000 alchemy is really, really, really, hard to grind. it can be done, but it is a very hard grind. I was on an alchemy grind for weeks, maybe a month or two, before i reached 1k alchemy back on old massive. the reward of alchemy 1k is worth it. Its like removing the 750 reward for taming, whats the point now? there's no point in grinding to 1k alchemy unless you wanna flex on people for mctop. 1k alchemy should have its reward back.
2: 45 seconds of resistance, or 11 seconds of resistance 2, isn't overpowered. resistance doesn't make or break a fight. It really doesn't. the better player will still win usually. I used resistance a lot and still lost a lot of 1v1s, why? because people are better than me. But it was a nice way to TRY and even the fight, but like i said, the better player will win. BUT, it is nice to have to give you some defense and damage reduction. Again, for 2 years of availability, and only 30 players getting 1k alchemy, a REWARD of 45 seconds of res isn't overpowered.
3: Incentive to grind. I have seen multiple people grind alchemy, and I will pm them literally asking why are they grinding alchemy? "for the potions" then i tell them "healthboost and resistance pots are disabled" and i have multiple people then say, "what the ****?" and then those people stopped grinding alchemy after i told them. They are grinding for that REWARD, BENEFIT. No point in grinding to 1k or even 350, if the potions they want are disabled.
4: Market people that actually take the time to grind it out, which again, personal experience, takes a heck lotta time, will be able to sell this potions to people who don't want to make the grind, and can make a hefty profit. Always nice to boost the economy, right?
So that's it. There's probably more reasons for enabling, but I don't see why a 45 second res pot and a 3 minute healthboost pot are disabled right now. Convince me otherwise.
but, lets not get into that right away. there's another potion that should also be enabled. Healthboost. This is going to sound biased as a pvper, but alchemy is apart of factions and apart of a plugin that effects factions, so I am going to be posting this little suggestion in the factions category.
WHY HEALTHBOOST POTIONS SHOULD BE RE-ENABLED IN ALCHEMY-
1: Variety. I think the biggest benefit to re-enabling healthboost potions brings variety. I don't know how many of you are familiar with Call of Duty's Zombie game-mode, where they had perk systems. One perk was "Juggernaut" which gave players essentially more health to survive longer. Kinda a healthboost-like perk. On every zombie map made, Juggernaut was essential. there could be 8 other perks, all unique and cool, but Juggernaut was a MUST HAVE. Lets bring this comparison to Massivecraft. Most people who pvp, usually use some form of healthboost trait. whether its the 50 2 heart trait, or the 100 4 heart trait. PVP is in a state where there is very high damage, and I can assure you, if you watch most fights, you will not be seeing many players without the healthboost trait in some form. It's essentially a essential trait, just like juggernaut was an essential perk. back to Call of Duty! What they decided to do in the newest COD zombies was give everyone access to that health boost, and removed juggernaut all together. this brought more variety with perks. Instead of everyone grabbing juggernaut, juggernaut no longer existed so other perks that would never get to see the light of day, finally started to get used. AND BACK TO MASSIVE. If you give players access to creating healthboost pots, at the designated level, you'd get that variety. You'd see traits people never used before, being used, because they have an extra 50-100 points to use
2: They aren't overpowered. Permanent healthboost gives you permanent healthboost. It will cost points to use that. Using a healthboost pot, only gives you healthboost for around 3 minutes. that is not overpowered. compared to a permanent healthboost, a healthboost with a timer should not be seen as overpowered. Healthboost 2 potions, only last 40 seconds if I recall. Also a timer. Also a choice. this brings us back to Variety and Choice. It can be the players choice to be risky with a healthboost potion, and they get some extra traits, but once they are out of healthboost, they're out until they can repot. A timed Healthboost is not overpowered, healthboost in general is not overpowered. I personally see no reason to have a timed version of it disabled.
3: Incentive to grind alchemy! lets be honest, most people have no incentive to grind alchemy in its current state because there's no reason to. I don't see many people wanting to grind alchemy so they can make jumpboost or waterbreathing potions when there's already traits for those, or other debuffs because there's traits for those. Why are those potions not disabled? theres nausea strike, and revenge, and nausea potions exist too. Choice. what if players don't want to use nausea strike? or revenge? they want the potion. Incentive to grind alchemy. It's the same way with healthboost, if you enable healthboost potions, alchemy grinding is already a hard task, people would finally have an incentive to reach 350 Alchemy to make healthboost.
**** Most people didn't even bother to use healthboost potions back when traits were around on old massive 1.0, most people still used the trait OVER the potion. Healthboost didn't see a major popularity burst until ALL traits were turned off and it once again became a requirement to use healthboost, so everyone started to grind alchemy. This, in my opinion, is my biggest point. When BOTH traits and alchemy were available, 8/10 players still picked the trait over the potion. Healthboost POTIONS didn't become big until NO TRAITS. ****
WHY RESISTANCE SHOULD BE ENABLED AGAIN.
1: 1000 alchemy is really, really, really, hard to grind. it can be done, but it is a very hard grind. I was on an alchemy grind for weeks, maybe a month or two, before i reached 1k alchemy back on old massive. the reward of alchemy 1k is worth it. Its like removing the 750 reward for taming, whats the point now? there's no point in grinding to 1k alchemy unless you wanna flex on people for mctop. 1k alchemy should have its reward back.
2: 45 seconds of resistance, or 11 seconds of resistance 2, isn't overpowered. resistance doesn't make or break a fight. It really doesn't. the better player will still win usually. I used resistance a lot and still lost a lot of 1v1s, why? because people are better than me. But it was a nice way to TRY and even the fight, but like i said, the better player will win. BUT, it is nice to have to give you some defense and damage reduction. Again, for 2 years of availability, and only 30 players getting 1k alchemy, a REWARD of 45 seconds of res isn't overpowered.
3: Incentive to grind. I have seen multiple people grind alchemy, and I will pm them literally asking why are they grinding alchemy? "for the potions" then i tell them "healthboost and resistance pots are disabled" and i have multiple people then say, "what the ****?" and then those people stopped grinding alchemy after i told them. They are grinding for that REWARD, BENEFIT. No point in grinding to 1k or even 350, if the potions they want are disabled.
4: Market people that actually take the time to grind it out, which again, personal experience, takes a heck lotta time, will be able to sell this potions to people who don't want to make the grind, and can make a hefty profit. Always nice to boost the economy, right?
So that's it. There's probably more reasons for enabling, but I don't see why a 45 second res pot and a 3 minute healthboost pot are disabled right now. Convince me otherwise.
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