:/ This change is going to be interesting. I still think they should keep utility potions and damage potions seperate.
Hardly affects raids or even better for some raid encounters that go over 10 mins. Also once you outgear a raid encounter, potions are not needed. Mythic Plus takes the biggest hit with this change and most likely is aimed at Mythic Plus to begin with. You can never outgear Mythic Plus and higher you go, more power you need. I don't do PvP so I have no comment on that.Lets face it, you don't have average players doing below 20s now or below 15s at the start of patch chain chug pots. The lame excuse of "it's too costly" applies to ONLY those pushing very high keys and as we know, those players can and do many things to achieve their goals. It's interesting to see why Blizz would make these changes now after all these years if it wasn't for Mythic Plus.
I really don't like it as a dk tank, i use lightfoots a lot since i lack any of the strong mobility that other tanks have with leaps/intercept/divine steed/and ofc monk chi torpedo, a better system would be to put damage and utility on a separate cd and have each utility pot on its own cooldown rather then separate but only one usable combat, but you can use one utility and one dps ie, sometimes in fights in raids i'll use a lightfoot rather then a unbridled fury to get to well get to something faster, and it wouldn't make it feel like a choice between doing more damage vs using something that get somewhere now, and for encounters, a 6 minute encounter would prefer a pot at start and a pot at 5 minutes for parsing, while the optimal time to burn the boss may be at the 3 minute mark so your raid lead wants them used there. so i think a charged system with a 1 minute icd would work out better for the raid enviorment, while dungeons can stay how they are now or a charge system for them, and dungeons could use a charge system like cbt res's, where you start with one charge, and accumulate more to a cap. (maybe a charge every 2-3 minutes)
Instead of reducing the number of potions needed, because they are expensive, id rather see them be more available, via something like the herb garden in wod.
This will entirely change how progression raids and M+ is done. I wouldn't necessarily call it "taking out skill" as it's just a matter of drinking a potion a second or two later than someone else. At the beginning of the fights everyone is bursting down the boss and pots helped with the damage boost, now you're pretty effectively saving these for burn phase and dps check phases only,which may or may not line up with your CDs. Because of this the opening damage will entirely be dependent on player skill and gear. 5 minutes seems a bit harsh, I was expecting maybe 3 minutes or something.This will also make encounter designers change how fights starts since there isn't such a significant boost in damage right off.Edit: this will also take a huge hit on the potions market. Only using one per fight instead of 2 per fight per player will significantly affect the AH, so fellow Alchemists beware.
Let's be fair here, alchemists are by far the most profitable profession, if this reduces that and makes them fall more into line with enchanting as an example thats good. For a long time now you would have to be a complete zugzug to not have alchemy (and herbalism) on at least one character.
There are many good reasons why this is happening though I would like to see utility potions incur a lesser cooldown, such as lightfoot causing maybe 2 minutes instead of 5 minute cooldown, someone delaying their main damage post by 2minutes in order to save the raid would be a good use of it, plus 5 minute feels too long for some utility potions that dont provide huge advantages
One of the most stupid change ever promoting lazy players who can't afford potions. It could be reasonable with 2 min. (like classic) CD or max. 3 min. but 5 min it's a robbery. All arguments about 'making potions great again' are just funny and have 0 sense.
Considering they are target capping most melee specs and now drastically affecting DPS potions, I'd expect some appropriate balancing being done on the Mythic Plus front to offset these two pretty large losses in throughput. We'll have to wait and see how this will play out, I suppose.I don't do +26's or anything crazy, but I often go through a pretty reasonable number of pre-pots per key I do.
If you're talking profitable, then reduce the combat potions effectivesness, don't increase the cooldown. People will not use it on CD if it's not that effective while they have to pay for it.It's not fun being an alchemist while also being restrained of using potions to fight. I was kinda expecting Blizz gonna seperate CD for combat, utility, and healing potion. So in a fight we can use one of each. Fck prepot, if they don't like this cheese they should just make combat potion buffs to disappear as soon as you enter combat, so nobody can use it prior to combat. Imagine being an alchemist with all those recipes in hand, and you had to choose to deal 2% extra damage doing combat pot or use that Lightfoot Potion to dodge mechanic. We should be able to do both.
Booooooooooo!
I'm more concerned about what this change will do to the market. There are several factors.Currently, WoW's raw material market is overrun by multiboxxers, who are essentially superhumans. If one multiboxxer can farm at 8 times the rate I can, that makes my work pretty insignificant. The price of potions has really tanked over time, while the amount of mats to make items has gone up. Especially in Legion, I noticed that it seemed to take far too many mats to make items through professions. Especially present in BFA, we now have disgustingly long rep grinds to do on multiple characters (assuming we want more than two professions maxed) to even make our professions remotely efficient.I know the multiboxxers won't be leaving in Shadowlands - After all, paying for a ton of accounts benefits Blizzard. Why would they want less subs? So, assuming the market is full of excess mats in Shadowlands, will potions still take a lot of mats to create? Will we end up with a situation where potion prices drop further because people don't need as many of them? Or maybe the market will balance out if the potions seem less profitable to make? I'm not sure what to expect yet.
The double-potting / pre-potting BS was always incredibly annoying. It was never mandatory in the guilds I've been, but sometimes it was encouraged. I'm glad it's going away, which seems to be the most important part of this rework. Thank you Blizzard for this change. It's music to my ear to hear the whining of the vocal minority on how this is some kind of drastic profound change that will heavily affect the whole game. It will not. It just means you don't have to spend 500g per boss pull just to get 100 dps more and obssess over pull timers.
I want to know if this will effect my Nitro Boosts, because if so I will be pissed, 5 minute cooldown instead of 2 is a huge nerf.
Engineering stuff in BFA was all 10 min cds besides older content things. It shouldn't but we can expect to see professions change more as beta is about to hit. From the looks of things it remains untouched, I still wish our inventions would scale up such as the poison plague grenade from bfa as an option to chuck down in fights. But it is whatever, i'm just happy to have things to use.
I love this change. Pre potting is a terrible mechanic and I'm glad it's gone
just remove it. remove everything, maybe remove some talents too ... say 5 and we got a boring stupid Moba.let me guess. the players who thinks this is good are also the same who want DPS Addons removed.