11-29-2017, 11:41 PM
(This post was last modified: 11-29-2017, 11:41 PM by Dragonstrike.)
(11-29-2017, 11:32 PM)Lord Windos Wrote: I could also revert the change on Potions being able to heal in 2 HP charges, multiples of 2, or MAX if that is a change you want to see, though keep in mind that Potion Effectiveness still applies.
Current system is fine for now, I think. Though I do find it interesting that Iron nerfed the Hyper Potions while buffing the normal and Super ones. (Potions went from 2 HP to 4, Supers from 4 to 6, but Hypers from 14 to 8)
The 'only healing 3 HP max every round rule, with overflow being healed in later rounds' can definitely stay gone for now, though. But considering the kind of game base pokerole is, I can kinda understand why the writers might have made that ruling...
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Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows
Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows


