Hi D4 team
looking forward to play the game.
In D3 the potion system is boring, and in D2 it is spamable. Can this take a step up and get more interesting. Saw that you would like more depth to the game and improve crafting, can this be applied to potions.
Make good health potions rare and something people would like to gather/craft or buy in order to prepare for harder fights. Just to give a little edge in a fight, but you would still want to conserve your health potions because they are hard to get or expensive.
They could be obtained by hard Quest, special farming places, crafting and so on.
Just a thought.
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I think bringing back a D2 like potion system that restores health over time would be good, however to address potion spamming, introduce a gradually fading “potion fatigue” that reduces the effectiveness of a potion if one is used immediately after or during the restoration of last potion(s) used.
Bring back the belt slots!
Crafting potions is an interesting idea. Basic potions of course would still be available from vendors.
5 Likes
I like the general concept of a flask system (like what PoE has). However potion spamming is still a major issue in that system and thus recharging flask should be much, much slower and never free by simply teleporting to town for example. There should always be a cost.
Crafted potions aren’t actually a bad idea. Combining basic potions with some crafting material dropped by slain enemies to create higher quality potions for example. The more powerful potion, the rarer material it needs.
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Potionn CDs are fine in D3 because they were complimented by health globes. Potion spam the worst. Flasks aren’t much better. DI has the best system IMO. 3 potion CD. You get three charges each one with a CD.
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Cooldowns make no sense
Just limit the player by the amount of potions they can carry (belt)
And how they can refill them (not simply by hitting enemies)
Cooldowns are okay. I’m thinking of two three different approaches for it;
- Classic cooldown of D3. Bottomless health potions with different effects were to be enchanted. Twist is, resource potions along with enchant modifiers have to be crafted.
- Load up approach of D2. Potions are per use and only can be placed on your belt/quick use slots but never on your inventory to stack them up. Repeated potion uses have diminishing returns on overall healing received.
- Active refill gauge. Once used, potion empties out and require player to colllect health globes, kill the regenerating enemies or inflict bleeding on enemies. You can’t run away from a fight at all.
I’m fine with either. Heck, I’m fine with all of them on different classes. I just don’t wanna see resource generator-spender loop repeated all over again for all classes, nor witness cheesing the content by an inventory full of greater heal potions or rejuvenations spammed.
Either of D2 or D3 potion system are fine for me, I just feel like they have their own shortcomings.
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Yes, all potions/healing systems have flaws.
I’d prefer D3 one-potion-cooldown. Simple, elegant, easy to use, doesn’t requite piano micromanagement. Though I’d remove health globes completely, this (along with hit numbers popping up) turns the game into an arcade.
Health globes are the only reason the one potion on a long CD worked. DI has a better system 3 potions on CD. Or 1 potion with 3 charges on CDs. Anything but spam or what looks like buying potions with a CD currently in D4.
This will only benefit botters, not players. Just imagine if a normal player vs a botter in the PVP zone where the botter has bot enough to have a lot of super potions in his inventory.
This reminds me of the old day of Ragnarok Online where the White Potion is the highest tier of potion and it was extremely expensive. And guess what? During the PvP or Guild War, the one who has the most White Potions won. Non-botter players won’t stand a chance to fight against them as they don’t have enough fortune to amass the white potions as those botters did. And yes, there is no cooldown in spamming potions in that game either.
Just keep potion as potions. It recovers a certain % of health and that’s it. No need for legendary, higher tiers or anything like that.
3 charges on a CD seems fine to me. 1 potion on a CD seems fine too.
As long as there is a cooldown of decent lenght. 20-30 sec default imo, with the option to reduce it through item affixes.
I’d also like to see health globes back. Not as a default thing for everyone, but rather something you can spec into, through skill upgrades, passives and gear affixes. Similar to speccing toward life steal, life regen, healing skills and such.