Which one do you think is better?
Which one do you think is better?
>5 turns cooldown
>regenerate health for 5 turns
why not just make it regenerate health permanently
I've always liked heath potions/spells over regeneration I guess I'd rather just get everything back at once.
because then you have to lose a turn to use it
Depends on the kinda game.
Since it says turns but I don't know if it's turn based like FF or KOTOR I can't decide unless it's also a game where I can pick the build of a character rather then just play what the game gives me.
Just assume it's an average rpg
If you can't clear within 5 turns, you had shit rolls and should quit.
Maybe it's a long-ass bossfight
Regeneration if the enemies don't do more damage then the regen heals.
Otherwise the regular health pot and I'll pop it when I'm low.
Regen, if you frequently need burst healing you are probably bad
Healing items are for casuls, man up faggots.
Regen at start of game, pots for mid/late.
Pots:
>grind money to fill pot inventory
>insta-heal 1250hp as needed
Regen:
>pop regen on 1st or 2nd turn depending on if you need a damage opener or not
>pop it again every 5 turns if the battle even takes that long
>no need to pop on trash except after several fights
I assume stacks mean the maximum number of health pots that can be used in a turn is 10.
Verdict: Pots win
if you have to spend a turn using a consumable, the jug is 1000000000000 times better
How is it better if the boss is doing more than 50 damage to you every turn which is almost certainly going to be the case? You lose the same number of turns for 150% more total healing.
You can focus on fighting instead of using up turns to heal.
Oh so when you finally do need to heal you're going to go with the one that uses up a turn and trickles 500hp over 5 more turns instead of the one that uses one turn and gives you what you need up to 1250hp on that same turn?
You dumb user.
The superior choice is to use both.
I'd prefer the jug since it'd be superior in grinding situations or longer fights with tankier builds. Pots are for squishy zoomer builds
the jug because it's infinite, if it's a consumable item I would never touch it because I might need it later
It depends on if the items take a turn to use, or if they can be used and followed up with an actual command.
If they take a turn:
Jug is WAY better than Pot since you can get a total of 250 heal for 1 turn used, it's just more risky since you can't heal repeatedly.
If they don't take a turn:
Jug is still better, but slightly less.
user, you may be retarded. You can carry up to ten at once. You don't magically get nine extra actions per turn.
>if it's a consumable item I would never touch it because I might need it later
I basically never used any consumables throughout my entire childhood because of this mindset.
>Bug fables / Papermario
The jug
To heal just equal to the jug over five turns, you have to spend at least four of those turns drinking, and then you'll be all out of healing after having only attacked 2-3 times. Unless the damage is insanely spiky, where you take nothing for extended periods of time and then HAVE to instantly heal to full or you're dead, the jug is better 100% of the time. It also facilitates efficient grinding, which will further reduce the healing you need.
potion seller
i bet you're one of those autists who get mad at healing in dark soul "duels" lmfao
What now?
What does the jar of need do?
it helps you win the game
It allows you (the player) to take your dominant hand, place it on your deck of 40 to 60 cards, and draw a card. You (the player) then repeat this process an additional time, totaling two cards drawn from your deck of 40 to 60 cards. You may not draw less than two cards in this fashion, nor are you allowed to draw more than two cards. two is the number of cards you will draw. you may draw these cards without discarding, banishing, or otherwise using other cards as cost to draw two cards, other than the "Jar of Need" you just played. You may play any number of "Jar of need" during your turn, but only during your turn, unless you activate a card that lets you activate spells during your opponent's turn, in which case you can activate any number of "Jar of Need" during your opponent's turn provided they meet the activation conditions of the card you played that let you play "jar of need" during your opponent's turn.
i am going into battle and i need your strongest potions
>his fights last more than 1 turn
do more damage you faggot