I’m going to by cynical for a bit, but in Gems of War, things like this always have a cost. Obviously they want to incentive buying these tiers, which is great… unless they go about incentivizing purchases in a certain way.
The enchant potion is the very first two potions, which is nice. This may entice me to spend 30 gems on events I might not have even participated in otherwise. This helps certain restriction sets that haven’t quite gotten what they need with generation needs but can still chain spells a bit to not feel as miserable to play. Hopefully, this won’t prevent them from also getting filled out with the generators and heavy hitters they need overall.
Explode potion is where I start to get a bad feeling. I probably won’t buy it this event, but I have a bad feeling about it. My prevailing theory is that it will simply add one explode to each of your team members at the start of the battle. This is an important distinction from “4 gems exploded” in that each explode rounds mana and you get zero mana for each individually resolved explode that only hit one of a given color. Without a storm active, this could very well hand you a worse board… but I guess at least you have enchant as sort of a counterbalance. But keep in mind initial boards have a lower skull distribution that the amount that skyfalls, intentionally, which of course can make things even worse from you if you aren’t using a storm and don’t have starting barriers or entangle (say, faction team runs). Also, exploding gems at the start of battle (like Omen traits) is at least one source of errant extra turns that has not been fixed as of 4.3 - but at least so far in this version, I’ve only seen it in my favor. On the other side, I’m pretty sure this will allow me to zip through early rounds of an event while using a storm setup and I’m going to get the weapon anyway, so this will probably land in my favor for now.
Regen and armor will be of little use unless they coincide with a break point to save you from an otherwise lethal hit. They aren’t likely to change how anything is played. Regen is a filler potion for sure, and since this is the level you get the weapon at in most event shops, it doesn’t matter. Armor does at least something to counterbalance an increased incidence in early skulls caused by things exploding - if you want to spend to get it. If we see more empowered skull converters in raid and invasion (or, ugh, delve rooms), we know why.
Bless is only significant in certain situations, notably things like Spirit Fox room at levels where it won’t one-shot you or where you can get a barrier on its intended target otherwise. If they start piling on empowered status effect and mana drain rooms in delves or annoying troops in Raid/Invasion, we’ll know why.
Starting barrier will also helps in certain events and removes a lot of the pain during the setup phase of certain events (hi Spirit Fox room again), but I’m not going out of my way to purchase this high on any given event and it the intent behind this in particularly irks me a bit. I know there is some counterplay here, but the prevailing counterplay shouldn’t be “buy a potion lol”. If we see more rooms or raid troops with empowered one-shots, we know why.
In before the request comes that potions be toggleable. I might be making it myself…