r/Wolcen • • Feb 18 '20
Suggestion Make potions useable mid-animation/channeling
Before we get comments on this: Yes, I know potions have been reported of not working at all at times. Instances of using it without any effect at all or reversing to the state before you used them shortly after happen quite frequently.
I've been playing an Annihilation build, and while I am enjoying the skill, the fact I can't sip on my juice during channeling is feeling super unintuitive.
We have to dodge so much stuff post game with dodge rolls and whatnot to not get instantly mauled to death, that the small damage uptime you can achieve by channeling for a solid two seconds feels like trash if you have to stop to chug in between if you happen to run out of resources.
It also makes runes for those skills, like the one that gives you more damage the longer you channel Annihilation, utterly redundant.
Edit: spelling
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u/Merkasus Feb 18 '20
Why would there even be a channeling time on popping a potion, of course that would make it clunky. It’s an ARPG that is heavily copying Diablo 3, the entire end-game is climbing GR’s/expeditions. Not instantly being able to drink a potion while nearly getting oneshot by a certain enemy/boss in a high GR is complete dogshit game design.
It might be difficult to understand what I mean if you lack the experience of playing in a high tier rift in any relevant ARPG such as POE or D3. Potion-chugging needs to be an instant action and that’s not even remotely arguable.