It is different potion mate. It depends what the potion is actually. You get it from random alchemy mixture. Sometimes could be poison,most times it is useless,look at it as tea.
Well, the stuff that bandits have seems to be totally useless.
given how easy, cheap and lucrative it is to brew real potions, it's not worth bothering with the unknowns. some bandit leaders have decent gear, though, but I assume you're only talking about the questionable potions.
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Really considering stopping my game here--right after Runt--and playing through again from beginning, or at least from the post prologue beginning, without grabbing the ancient treasure caches or doing much stealing. I feel like I minimized my exposure to the best part of KCD's progression, where you're halfway competent stat-wise but still have mediocre gear, by following the damned preorder treasure maps near Neuhof and Uzhitz as soon as I went to both places, instantly making myself rich and getting the best breastplate in the game AFAIK + lots of other high level gear far too early in the story. Took away too much challenge and also removed much of the joy in finding new armor.
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I have some ideas for balancing the economy. I know repairs were supposed to make high-end armor maintenance prohibitively expensive at lower levels, but it's too easy to raise your repair skill at the grindstone, making repairs trivial so long as you keep some repair kits on your horse. also, once you have top notch gear, it's not too hard to support yourself by killing and looting bandit camps. So I would recommend some kind of upkeep mechanic. if you want to go around dressed as a man-at-arms with an expensive horse and expensive weapons, you should need to hire on a household--a page, a groom, etc... They should be expensive; without them your horse stats decline, your armor suffers penalties, and your reputation drops. This would create more incentive to make money at higher power levels. Even stupid bethesda style money sinks like a house/estate. perhaps the opportunity to invest in business ventures/existing merchants for various insignificant bonuses.
The other thing: not only should master strikes be gated--you should get no training until level 10 in a weapon skill or just lvl 10 overall--but you should also have to pay Bernard a small fortune to learn them. helps avoid breaking the economy.
Some basic fiddling with prices could help a lot, too: top tier armor should be way more expensive, like 2-4 times as pricey depending on how good it is. Also, maybe all non one-size-fits-all armor should have a 20% defensive malus and some _% speed malus until it's fitted by an armorer, also for lots of $$$. This stuff shouldn't be too hard for Warhorse to add or someone else to mod.
I'm sure there are tons of other potential money sinks. Maybe cosmetic stuff? I wouldn't mind paying up for horse armor with in-game currency.
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Much harder idea but could be really cool: paid companion/hireling to watch your back or just provide non-irritating color commentary. I know they'd have to fuck with the AI big-time, although the fairly small scale encounters tend to play ok--merchants vs bandits for example. They'd also have to do some real rebalancing to make enemy attacks from outside your field of view much more damaging to give you an incentive to use the hireling; probably introduce more enemies, too. Maybe too ambitious since the whole system seems designed for dueling and I have no idea how hard it would be to implement more Alexander Dumas style combat with a little teamwork. Still, I think it's a nice dream.
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I really, really, really want STR/AGL to be nerfed in terms of weapon damage--enemies in full harness should not be one-shottable or two-shottable unless you get a super lucky thrust through the eye-slit. Headcracker needs to be nerfed, too; much lower chance of knockout, maybe 5-10% chance of knocking them over.
Anyone specialize in agility based swords? Are combos any easier to execute with them?
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