- In addition to the normal temporary effect, drinking a potion confers a permanent 5% boost to the related stat for the remainder of the map. The passive boost does not stack with the temporary effect and caps at 10-30% depending on difficulty.
In quickplay I see many players who A) fully ignore potions, or B) grab them but never use them.
Part of the problem is there’s no obvious source of information that educates players on what exactly they do. For example, googling “vermintide 2 potions” reveals that the armor-piercing effect isn’t mentioned in any wiki despite it being the strength pot’s most important function. If players don’t know what potions do, and aren’t inclined to experiment, then chances are they’ll simply get in the habit of ignoring them.
To be clear, there should be an in-game resource (Lohner’s Compendium or something similar) that explains every game mechanic, but that’s not what this post is about.
There’s also an issue of players either feeling like they need to save potions for an emergency and then forgetting they have them or feeling too overwhelmed during the emergency to use them.
Why I think this would be a good change…
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It would make potions an appealing longterm commodity rather than a brief burst which may or may not end up being useful.
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Building passive buffs gives players mini-quests with concrete rewards to pursue during each map. Players being rewarded for smart play feels good.
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It might make players more comfortable to try something other than Switft Slaying for their melee trait.
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It would make the 2.0 changes to Ranger Vet talents (and the Ranger Vet class itself) more palatable insofar as most players currently find random potion drops to be basically worthless compared to grenades.
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It would make the Home Brewer trait (25% chance to not consume potion on use) more appealing.
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It would encourage a bit more planning and participation on the part of players who want to build their team in a specific way during the map.
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It would help solo players survive a bit easier when their bots decide to do something suicidally stupid.
Ways in which this suggestion could be tweaked or balanced…
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no cap on lower difficulties, which might make lower difficulty a bit more fun and crazy
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2-minute debuff after drinking a potion that prevents gaining a new passive
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dying eliminates the passive
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limiting passives to one stat or limit is based on difficulty, i.e. Recruit = 3 stats, Vet = 2 stats, Champ or above = 1 stat, etc
New game mechanics that could alter the effect…
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a trait that gives the passive with every member of the party, but only gives 2% (would arguably be incompatible with aforementioned passive limit unless shared passives could ignore caps)
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a trait that raises the passive cap by 15% but disables the temporary effect (poor value on lower difficulties, but possible high value for dps players on highest difficulties, also very risk vs reward if potions don’t spawn)
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a trait that increases single buff to 10% but renders potions unusable for remainder of map (appealing for grim carriers)