I agree. But disabling potions as a whole is not the answer. Instead, if anything, only red potions and food should be disabled. Timing heal potions is a crucial aspect to entertaining play..you can't chug them super fast and if you use them unwisely the delay can kill. Heal potions also provide a way to avoid dieing to sync dumps.Jaster wrote:Comparing CTF here to the CTF i played while on Defiance ...
Similar map set up, potions were not allowed if i remember correctly, but in order to win a ctf, you had to have teamwork. A portion of the team would have to defend, and a portion of the team would have to flag run. Wall of stone worked in this allowing teams to block off doorways for a few seconds to kill people. Teamwork is key.
Right now a CTF winning team can have 1 person that flag runs and pots his way to and from an enemy flag grabbing it a few seconds after their own flag is snagged. Flag gets reset because it was a few seconds before he grabbed it, cap, rinse, repeat. No teamwork involved - 1 man show.
Cure potions are necessary. Otherwise, as with certain other modes, anyone without magery is effectively barred from competing. Not to mention I can't see how anyone can argue that having cure potions is bad.
Strength and Agility potions...again...they are nice to have for those who come prepared and remember to use them. They aren't required, of course.
I do agree that the unlimited red potion usage kinda sucks. When someone goes for my flag I tend to block the door with other orcs but this is fairly useless since they get by. The question is, do you ban food/red potions out right (which would make for a macer hay day) or do simply slow down how often they can be used?
I do believe wall spells, teleport, and hide should all be allowed in CTF.