With how detect pot works to help "counterplay"(I refer to this kind of thing as antiplay) the stealthy playstyle, I think it would be fair to offer this same measure of counterplay to other playstyles via new potion effects. For example, to counter the bruiser playstyle which builds super high damage but then has insane healing, we need a potion that reduces healing taken by 80% for all enemies within 20 meters. For the evasive movespeed playstyle we need a potion that reduces movespeed by 40% to all enemies within 20 meters and prevents snare removal of any kind. For ballgroups a potion that causes all enemies within 40 meters to take 1k oblivion damage every second, multiplied by the amount of allies they have within 20 meters of them.
Edited by JerBearESO on August 8, 2023 8:38PM
These effects are all comparable with how they effect their target playstyles to how the detect pot effects it's target playstyle. So, do we need these effects? Or, quite possibly, do we need to nerf the heeeck out of detect pot and solve the overperforming nature of stealth via some other mechanic, such as ramping cloak cost?
P.S. I am not actually asking for these potion effects, they are meant to highlight the overpowered nature of detect pot by comparison.