nervous wrote:Rhinzual30 wrote:Yes, the prices being what they are means that the game's economy could very well go sideways rather quickly if adjustments aren't made, and as the poster above you noted, there's a lot of dedicated raiding guilds on this server. They need the consumables to remain competitive when advancing. I kind of doubt members of GRIZZLY appreciate the scarcity of the herbs/ores needed for consumables to make dungeons/raids go by a little more smoothly. The potions, flasks, elixers, even the jumper cables have their place in a raid.
With the amount of time in between content releases, consumables aren't going to be really "necessary" outside of the first clear on the day of release. Doesn't count for tanks, obviously, but they're easy enough to take care of.
I'm leveling up a protection warrior (when I'm not losing hours of my life to Bloodborne and Civilization V Complete that is) who took alchemy/herbalism purely so I could have consumables during dungeon/instance runs. I like to keep myself stocked with a few stacks of potions due to the occasional wipe (sometimes the mage fails to sheep an enemy or over-nukes while I'm establishing aggro or the hunter pulls when the priest is still practically OOM) and to keep them refreshed when there's only a few minutes left on them.
Should I join a guild as him, I'll just make sure to provide my own consumables and not rely on the auction house or other alchemists.
Still, the herb spawn rate being what it is could at least use a tweak to take the population into consideration. I'm just of the mindset that as a tank, the consumables help me perform my job a little better and in vanilla, that's always a good thing.