Consumes rework

Ideas for new content, features, and balance changes.
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Afraido1
Posts: 1

Consumes rework

Post#1 » Tue Sep 01, 2026 10:32 am

Hi! Here is my opinion how to rework consumes to make it better for the economy and both leveling and late game power level.

FLASKS

All flask recipes reworked, now every flask requires 20 dedicated herbs instead of 30, no Mountain Silversage, a Black Lotus and a vial.
  • [NEW] Flask of Relentless Might - Increases attack power by 200 for 2 hours. Made of 20 Gromsblood.
  • Flask of Supreme Power - Increases spell power by 125 for 2 hours. Made of 20 Dreamfoil.
  • Flask of Distilled Wisdom - Increases healing power by 200 for 2 hours. Made of 20 Sungrass.
  • Flask of the Titans - Increases maximum health by 1500 for 2 hours. Made of 20 Mountain Silversage.
  • Flask of Chromatic Resistance - Increases resistances by 60 for 2 hours. Made of 20 Purple Lotus.
  • Flask of Petrification - Made of 20 Stonescale Oil.
ELIXIRS

All schools of magic get both lesser and greater versions of elixirs. Greater versions require lesser ones to create.
  • [NEW] Elixir of Holy Power - Increases Holy Power by 20. Requires level 20. Made of 3 Kingsblood. Recipe is from Scarlet Monastery.
  • [NEW] Elixir of Greater Holy Power - Increases Holy Power by 40. Made of 3 Arthas' Tears and an Elixir of Holy Power. Recipe is from Stratholme.
  • [NEW] Elixir of Shadow Power - Increases Shadow Power by 20. Requires level 20. Made of 3 Grave Moss.
  • Elixir of Greater Shadow Power - Increases Shadow Power by 40. Made of 3 Plaguebloom and an Elixir of Shadow Power.
  • Elixir of Fire Power - Increases Fire Power by 20. Requires level 20.
  • Elixir of Greater Fire Power - Increases Fire Power by 40. Made of 3 Firebloom and an Elixir of Fire Power.
  • Elixir of Frost Power - Increases Frost Power by 20. Requires level 20. Made of 3 Wintersbite. Recipe is from Razorfen Downs.
  • Elixir of Greater Frost Power - Increases Frost Power by 40. Made of 3 Icecap and an Elixir of Frost Power.
  • [NEW] Elixir of Arcane Power - Increases Arcane Power by 20. Requires level 20. Made of 3 Khadgar's Whisker.
  • Elixir of Greater Arcane Power - Increases Arcane Power by 40. Made of 3 Purple Lotus and an Elixir of Arcane Power.
  • [NEW] Elixir of Nature Power - Increases Nature Power by 20. Requires level 20. Made of 3 Liferoot. Recipe is from Crescent Grove.
  • Elixir of Greater Nature Power - Increases Nature Power by 40. Made of 3 Goldthorn/Golden Sansam and an Elixir of Nature Power. Recipe is from CC reputation or a dungeon instead of Solnius.
  • Arcane Elixir and Greater Arcane Elixir - renamed to Elixir of Sorcery/Spellpower and Elixir of Greater Sorcery/Spellpower to aviod confusion with Elixir of (Greater) Arcane Power. Recipes might change.
  • Dreamtonic and Dreamshard Elixir - don't fit in the game. However, I think there should be a 2 or 3% spell crit elixir and a separate 2 or 3% physical crit one.
  • [NEW]Elixir of Undead/Elemental/Dragon/Human/Beast/Giant slaying - increases attack power by 200 and spell power by 125 for 5 minutes.
  • [NEW] Elixir of Greater Fortitude - Increases maximum health by 300. Made of 3 Mountain Silversage and an Elixir of Fortitude.
FOOD BUFFS
  • 20 stats food buffs - available from 3 sepatate sources: killing mobs, fishing, gardening. 20 agility food is available only for half a year which is ridiculous.
  • Food better than 3186 health over 30 seconds (these are only Danonzo foods that are really expensive to make).
  • Craftable water (mana over 30 seconds).
BLASTED LANDS BUFFS
  • Spirit and Stamina buffs - available to stack.
OTHER
  • Oranges and cookies - available from Phase 1, either a base level 60 spell or behind a quest chain.
  • Buff Demonic Rune and Dark Rune to give more mana than tea so it is actually viable to use these.

Version 1.0
TO BE CONTINUED...

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Ellinna3601
Posts: 31

Re: Consumes rework

Post#2 » Tue Sep 01, 2026 10:56 am

Afraido1 wrote: Tue Sep 01, 2026 10:32 am Hi! Here is my opinion how to rework consumes to make it better for the economy and both leveling and late game power level.

FLASKS

All flask recipes reworked, now every flask requires 20 dedicated herbs instead of 30, no Mountain Silversage, a Black Lotus and a vial.
  • [NEW] Flask of Relentless Might - Increases attack power by 200 for 2 hours. Made of 20 Gromsblood.
  • Flask of Supreme Power - Increases spell power by 125 for 2 hours. Made of 20 Dreamfoil.
  • Flask of Distilled Wisdom - Increases healing power by 200 for 2 hours. Made of 20 Sungrass.
  • Flask of the Titans - Increases maximum health by 1500 for 2 hours. Made of 20 Mountain Silversage.
  • Flask of Chromatic Resistance - Increases resistances by 60 for 2 hours. Made of 20 Purple Lotus.
  • Flask of Petrification - Made of 20 Stonescale Oil.
ELIXIRS

All schools of magic get both lesser and greater versions of elixirs. Greater versions require lesser ones to create.
  • [NEW] Elixir of Holy Power - Increases Holy Power by 20. Requires level 20. Made of 3 Kingsblood. Recipe is from Scarlet Monastery.
  • [NEW] Elixir of Greater Holy Power - Increases Holy Power by 40. Made of 3 Arthas' Tears and an Elixir of Holy Power. Recipe is from Stratholme.
  • [NEW] Elixir of Shadow Power - Increases Shadow Power by 20. Requires level 20. Made of 3 Grave Moss.
  • Elixir of Greater Shadow Power - Increases Shadow Power by 40. Made of 3 Plaguebloom and an Elixir of Shadow Power.
  • Elixir of Fire Power - Increases Fire Power by 20. Requires level 20.
  • Elixir of Greater Fire Power - Increases Fire Power by 40. Made of 3 Firebloom and an Elixir of Fire Power.
  • Elixir of Frost Power - Increases Frost Power by 20. Requires level 20. Made of 3 Wintersbite. Recipe is from Razorfen Downs.
  • Elixir of Greater Frost Power - Increases Frost Power by 40. Made of 3 Icecap and an Elixir of Frost Power.
  • [NEW] Elixir of Arcane Power - Increases Arcane Power by 20. Requires level 20. Made of 3 Khadgar's Whisker.
  • Elixir of Greater Arcane Power - Increases Arcane Power by 40. Made of 3 Purple Lotus and an Elixir of Arcane Power.
  • [NEW] Elixir of Nature Power - Increases Nature Power by 20. Requires level 20. Made of 3 Liferoot. Recipe is from Crescent Grove.
  • Elixir of Greater Nature Power - Increases Nature Power by 40. Made of 3 Goldthorn/Golden Sansam and an Elixir of Nature Power. Recipe is from CC reputation or a dungeon instead of Solnius.
  • Arcane Elixir and Greater Arcane Elixir - renamed to Elixir of Sorcery/Spellpower and Elixir of Greater Sorcery/Spellpower to aviod confusion with Elixir of (Greater) Arcane Power. Recipes might change.
  • Dreamtonic and Dreamshard Elixir - don't fit in the game. However, I think there should be a 2 or 3% spell crit elixir and a separate 2 or 3% physical crit one.
  • [NEW]Elixir of Undead/Elemental/Dragon/Human/Beast/Giant slaying - increases attack power by 200 and spell power by 125 for 5 minutes.
  • [NEW] Elixir of Greater Fortitude - Increases maximum health by 300. Made of 3 Mountain Silversage and an Elixir of Fortitude.
FOOD BUFFS
  • 20 stats food buffs - available from 3 sepatate sources: killing mobs, fishing, gardening. 20 agility food is available only for half a year which is ridiculous.
  • Food better than 3186 health over 30 seconds (these are only Danonzo foods that are really expensive to make).
  • Craftable water (mana over 30 seconds).
BLASTED LANDS BUFFS
  • Spirit and Stamina buffs - available to stack.
OTHER
  • Oranges and cookies - available from Phase 1, either a base level 60 spell or behind a quest chain.
  • Buff Demonic Rune and Dark Rune to give more mana than tea so it is actually viable to use these.

Version 1.0
TO BE CONTINUED...
I wholeheartedly agree with these suggestions, especially the addition of a melee DPS flask and toning down the caster flask. Not sure about the reduction of herbs though considering how many more herbs there are compared to Vanilla world with all the new custom zones and black lotus from high tier herbs.

Turbocharged
Posts: 1

Re: Consumes rework

Post#3 » Tue Sep 01, 2026 11:33 am

I love this idea and would like to see this happen too! More consumes are always cool in my opinion! I loved the idea of the new flask for the poor physical damage dealers! The spell power flask nerf/toning down is honestly needed in my opinion! I do however think that black lotus should remain as a material cost for flasks however! Flasks are the strongest/biggest consumeable and should require the best herb still in my opinion! Hope these consume ideas get looked at seriously though!

Maxim
Posts: 1

Re: Consumes rework

Post#4 » Tue Sep 01, 2026 1:01 pm

Like the idea of melee dps flask, think we still need black lotus to craft flasks tho.

Eskay
Posts: 21

Re: Consumes rework

Post#5 » Tue Sep 01, 2026 1:39 pm

Most melee dps are already balanced around not having a melee flask, I think it might be a bit dangerous to give melee dps one, as a Feral my dps meter would LOVE a dps flask, but the balance might be a bit of a problem. Personally I like that being melee offers me the choice of whether or not to even run a flask, having it be optional means you have the choice of playing a class/spec that is cheaper.

Also I personally choose to use Titans during raid, it provides a really nice layer of survivability.

I do like the other changes though, but these would have to come with some serious buffs to bosses, which might become a problem for casual guilds, who already struggle in the upgraded raids. I am not a casual player myself, but they have to be considered. Now the changes to flasks themselves overall I quite like. Makes more herbs worth something.

One change I want, is for all food to provide a longer buff and for the food buff to activate immediately, some food buffs already do this.

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Berdal
Posts: 281

Re: Consumes rework

Post#6 » Tue Sep 01, 2026 2:20 pm

Eskay wrote: Tue Sep 01, 2026 1:39 pm Most melee dps are already balanced around not having a melee flask, I think it might be a bit dangerous to give melee dps one, as a Feral my dps meter would LOVE a dps flask, but the balance might be a bit of a problem. Personally I like that being melee offers me the choice of whether or not to even run a flask, having it be optional means you have the choice of playing a class/spec that is cheaper.

Also I personally choose to use Titans during raid, it provides a really nice layer of survivability.

I do like the other changes though, but these would have to come with some serious buffs to bosses, which might become a problem for casual guilds, who already struggle in the upgraded raids. I am not a casual player myself, but they have to be considered. Now the changes to flasks themselves overall I quite like. Makes more herbs worth something.

One change I want, is for all food to provide a longer buff and for the food buff to activate immediately, some food buffs already do this.
The suggestion is an expansion of the world, not a balance one. You're probably right, but that's not an argument against adding this.

So yeah, this potential addition would be best to be accompanied by some tweaking to balance.

Kairion
Posts: 22

Re: Consumes rework

Post#7 » Tue Sep 01, 2026 4:56 pm

The desire to want equal consumables for all different effects is noble but pave the road to hell with good intentions.

Firstly, classes right now for better and for worse are somewhat "balanced" around their performance fully consumed in a raid environment. That means all classes whose performance would get increased by the additional buffs suggested (mainly the melee flask) will go even higher. Requiring a rebalance.

The elixirs of flavored racism (bonus damage against one type of enemies) are especially problematic. Right now, noone has effects to boost their performance. In the future everyone has. This just means we give the entire raid sizeable power boost against bosses that are not tuned for it and make already perfectly manageable content less challenging.

If we balance the content for their introduction we only increase the already long (and in some case literally buffcapping) consumable lists that will be asked from raiders.

Once the Melee flask is introduced, the high performing melees such as Feral and Warrior will have to get balanced down, since they are already at the top of the powerscale without one, or the meta will gradually drift back to stacking those high performer classes.

Having no relevant flask also means you aren't expected to bring one.

Eskay
Posts: 21

Re: Consumes rework

Post#8 » Wed Sep 02, 2026 5:59 am

Berdal wrote: Tue Sep 01, 2026 2:20 pm
Eskay wrote: Tue Sep 01, 2026 1:39 pm Most melee dps are already balanced around not having a melee flask, I think it might be a bit dangerous to give melee dps one, as a Feral my dps meter would LOVE a dps flask, but the balance might be a bit of a problem. Personally I like that being melee offers me the choice of whether or not to even run a flask, having it be optional means you have the choice of playing a class/spec that is cheaper.

Also I personally choose to use Titans during raid, it provides a really nice layer of survivability.

I do like the other changes though, but these would have to come with some serious buffs to bosses, which might become a problem for casual guilds, who already struggle in the upgraded raids. I am not a casual player myself, but they have to be considered. Now the changes to flasks themselves overall I quite like. Makes more herbs worth something.

One change I want, is for all food to provide a longer buff and for the food buff to activate immediately, some food buffs already do this.
The suggestion is an expansion of the world, not a balance one. You're probably right, but that's not an argument against adding this.

So yeah, this potential addition would be best to be accompanied by some tweaking to balance.
I see where you are coming from, but it is also just nice to have the option of playing a class that doesn't need to use a flask, since they can be quite expensive. It offers the option of playing a class which has less maintenance. I am not just thinking about balance of pure numbers, but also player time and the scale of casual to hardcore.

And again I am not exactly biased here since I have mained tank with mandatory titans and warlock with a mandatory supreme power flask, and even now as feral druid on octo I still use titans, since the extra HP is a great safety net.

User avatar
Berdal
Posts: 281

Re: Consumes rework

Post#9 » Wed Sep 02, 2026 9:16 am

Eskay wrote: Wed Sep 02, 2026 5:59 am I see where you are coming from, but it is also just nice to have the option of playing a class that doesn't need to use a flask, since they can be quite expensive. It offers the option of playing a class which has less maintenance. I am not just thinking about balance of pure numbers, but also player time and the scale of casual to hardcore.

And again I am not exactly biased here since I have mained tank with mandatory titans and warlock with a mandatory supreme power flask, and even now as feral druid on octo I still use titans, since the extra HP is a great safety net.
That's true. I agree and prefer the same. And you still can. Doesn't mean it can't be added.

Eskay
Posts: 21

Re: Consumes rework

Post#10 » Wed Sep 02, 2026 10:59 am

Berdal wrote: Wed Sep 02, 2026 9:16 am
Eskay wrote: Wed Sep 02, 2026 5:59 am I see where you are coming from, but it is also just nice to have the option of playing a class that doesn't need to use a flask, since they can be quite expensive. It offers the option of playing a class which has less maintenance. I am not just thinking about balance of pure numbers, but also player time and the scale of casual to hardcore.

And again I am not exactly biased here since I have mained tank with mandatory titans and warlock with a mandatory supreme power flask, and even now as feral druid on octo I still use titans, since the extra HP is a great safety net.
That's true. I agree and prefer the same. And you still can. Doesn't mean it can't be added.
Oh absolutely, I just don't think it is worth the massive overhaul we would need to make on melee dps as a whole. I can guarantee cat and warr would become turbo busted from it. I would personally like a melee flask, because I would have a fun time on the dps meter, but I would fear an over nerf coming along with it. And it would mean melees feel weaker as a whole. Or bosses would need a buff, but that would again be problematic for the more casual raiders.

As much as I love doing big dam, I don't actually think it is a good idea, as a whole I wish flasks were more interesting that just HP, SP and AP. Genuinely think it would be more interesting if flasks gave secondary stats instead. So crit, haste, and maybe a flask that gives some form of mitigation other than raw HP. But that would also be a balance nightmare.

We should probably also consider flask cost increasing from adding new flasks, since lotus will now be in much higher demand, so it would need to be made more common to keep the prices stable.

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