Let me be clear. It never was about PvP. PvP is a rather rare occurrence and there would be little reasons for us to act against heal potions just for those occasional circumstances.
While the staff's reasons for this change are not related to PVP, the discussion is being brought up by players all the same though, with the intent of airing their concerns about them perhaps hoping the potions would be changed because of those concerns. I believe this is the source of the assumptions.
It's a combination of several other factors, including but not limited to, the fact we often witnessed overreliance on heal potions over healers within a party, the ease with which the components are gathered by some, the fact that those hoarding those potions do not even require them to do well anyway, etc. The figures do not lie. Heal potions are disruptive on many levels. We did not need to add PvP to the list.
The issue (at least in my experience) isn't that people are wanting to use potions over healers, but rather a shortage of healers. More often than not, I spend 2 to 3 hours waiting for a healer to log on before going to a dungeon. Some of us just bite the bullet and use potions cause we don't have a healer around that day or have a cleric/druid who used all their spell slots on buffs. Higher level tanks are going to favor them over Cure Critical potions cause we need less of them. One heal potion heals about the same as three Cure Criticals, maybe even FOUR Cure Criticals if the rolls are poor. On a server that's as resources heavy as POTM, every square of inventory space is important, every pound carried is important. So a stack of Heal potions over two or three stacks of Cure Criticals is the better option for the playing field we find ourselves in. If I have to heal 300 points of damage, am I going to chug fifteen Cure Criticals, or three Heal potions?
It's not like relying on healing potions in general is an attractive option, but when waiting around for five hours for a friendly healer to log on is a common issue, we just make do with what we have. Trust me, if I could have a healer follow me everywhere, I'd never use a potion again. Why waste the resources? Why invest 10,000 worth of healing potions to get 5,000 (if lucky) in loot from a dungeon?
Now, we do not seek to have heal potions harder to make per say, but we wish to make them rarer. We'd also wish to have them more evenly distributed among players. It's the mid level players way more than the high levels ones that requires them.
Wholeheartedly think this is a good idea. Problem is though, the mist weed is a component that is easier gotten by higher level characters due to how dangerous the mists can be. Hell, I've seen fully warded level 20 mages get stomped by greater mist horrors when things go south. Nightwalkers are a terrifying thing to run across if not prepared. And those illithid hunting parties? I've seen them drop 150 points of unresistable damage on me in one round. And then there's ooze city [PTSD intensifies], the single most terrifying and dangerous location on the server. Last time I went in there I got slapped for 110 damage. On a non-critical hit. 110. No, not 10 and 11 closely together. 110.
So with that said, distribution of these items is going to rely still on higher level characters selling them off to low and middle level characters as long as mist weed is a component. Now a way to get around this is to maybe take the other healing herbs (woundwart, viccar's caps, fey leaves, vistan's tears) and have maybe four of each making one heal potion? Could also have mist weed grow OUTSIDE of the mists near mist banks, that would help distribute the potions to low and mid level parties as they don't have to then gather a group and trek though the mists.
Another option could be to change the recipe to being THREE Mildew, THREE Gold Aster and THREE Crawling Ivy, that takes it to 9 herbs, one more than needed. It makes the potions more accessible to low and mid groups, makes the herbs more contested (so harder to acquire) and removes the most common of the components (mist weed, which grows all year round and you can easily farm up a hundred mist weed in a day). You can then take this one step further and make Aster only grow in spring and ivy only grow in summer and fall.