Most PvE players know, that as the game progresses, there seems to be an increasing dependance on having a monk (or two) in your party. Starting around Ascension missions, having a monk in your party is almost critical. Yes, the elite players will say that if you are good enough, you don't need a monk to heal you. But let's face it, most groups are not (or will ever be) that skilled to be without a monk.
In terms of supply and demand, monks are always in demand and hardly ever in supply. This is in part due to a chain reaction of elements. 1) People do not want to stare at the party health bars 2) the frequent abuse and shouts of 'res me' and 'heal me' and 3) the general support nature of a monk tends to turn people off from the class. So that leads to an even less supply of monks.
Healing potions, a common element in many fantasy type games, but not present in Guild Wars, as a monk is more than sufficient (as most know) to keep a party alive. If it were not for the high demand and low supply of monks in Guild Wars, I would not even post this.
Players are turned off by the inadequate AI of the henchmen (i.e. lack of henchmen control), so they want a player monk.
If there were potions in this game, to help heal, there would be less dependance on monks.
The goal of integrating potions, is support only. Potions should not have the ability to allow people to solo, or remove the need of a monk. If some severe restrictions were put on the potions, it would (in my opinion) be a viable option.
Restrictions:
Character Level
Area
Party Size
First, the healing ability:
The healing potential of the potions would be dynamic, based on normal max health (i.e. level based health). The healing potions would heal 20% of your normal max health. It would not be an instant heal, but a 4 pip heal. The potion would count as an enchantment (showing up as green arrow on your player health bar), it would not affect enchantment skills the give bonuses for enchantments (i.e. Ether Renewal), but it can be removed by enchantment removals skills. Potions cannot be used on other players.
Character Level
At lower levels, you don't have quite as much health compared to an upper level character. (Level 3 vs. Level 17). So the need of health potions would be less, and the amount of healing the potion would not be as high either.
Restricting the number of potions and the amount the potions can heal, based on level would prevent solo farming and monk independance.
Level 0 - 3
Character may only carry 1 potion
Level 4 - 7
Character may only carry 2 potions
Level 8 - 11
Character may only carry 3 potions
Level 12 - 15
Character may only carry 4 potions
Level 16 - 20
Character may only carry 5 potions
Area
The number of potions a player can carry, would also be restricted by the area you are in, as the beginning areas are much easier to quest through. This is more for post searing.
2 Potions
Ascalon
North Shiverpeak
3 Potions
Kryta
Maguuma Jungle
4 Potions
Crystal Desert
5 Potions
South Shiverpeak
Ring of Fire
Underworld
Party Size
Restricting the number of potions you can carry, would also be restricted by the number of people in your group, which would also prevent a level 20 from potentially soloing with 5 potions. As the party size increases with the difficulty of the area, the number of potions players can carry is also equally mirrored. The effect would be more evident later in the game, so that parties who wish to secure more drops in Underworld for themselves, would also not be able to take as many potions.
1 Player
Character may only carry 1 potions
2 Players
Characters may only carry 2 potions
3-4 Players
Characters may only carry 3 potions
5-6 Players
Characters may only carry 4 potions
7-8 Players
Characters may only carry 5 potions.
The number of potions would be limited by the requirement that isn't fulfilled. So, a level 13 character would still only be able to carry 4 potions, even if he/she is in a 5 potion area and/or in a 7-8 party group.
Acquiring Potions
Potions would be available to buy through the merchant only. Prices would be dependant on your level.
Level 0 - 4: 20 gold per potion
Level 5 - 9: 40 gold per potion
Level 10 - 14: 60 gold per potion
Level 15-20: 80 gold per potion
The potions would also be customized to the character, so that they cannot be resold to other players.
I think that with the enough restrictions, potions would help alleviate monk dependance, but would not have near enough power to make the monk class obsolete.
Thanks for reading
