Same here.
Not that I would at all be against potions that heals over time instead. And do not heal a lot.
Also not against potions where you cant use skills for X time after drinking.
I am only against the “you need to stand still while a drinking animation happens”.
The potion could prevent skills from being used for a second. I don’t think it should, but it would seem okay. As long as your character can still move.
Heck, for all the mana lovers out there, what if, instead of preventing skills to be used while drinking a potion, the resource cost of using skills was increased by 100% for 3 seconds after drinking. Due to the added “complexity” or your character to perform an attack while drinking. Or whatever.
(to make it work with generators and CDs with low mana cost, it could also be "add +100 mana cost to all skills for 3 seconds after drinking a potion). Note; something like this should definitely not replace a cooldown or limited potions per dungeon. Just be something on top of that.
No, it really doesn’t. At all. Especially because the potions heal a few hearts of HP, not the full health bar. It’s just an emergency measure for when you’re in the brink of death, and not an active part of your combat strategy. Plus, the combat in that game is so intense and fast paced that if you try to play too cautious you’re just gonna die. Even more, most bosses have adds or some other detachable part of their body that drop hearts when you kill them, so staying in combat is the most “cautious” thing you can do.
Basically, most fights you can pretty much assume you only will get to use the potions once, maybe twice.
No, I’m saying that if the games that have potion CDs didn’t have them, they would be very inferior games. Actually that’s my view on CDs in general.
In theory that’s how it’s supposed to work but I just checked to confirm, and at least in the Enhanced Edition this isn’t how it actually works.
The first potion you drink is instantly drank and can be done even if another action was already taken(even without things like haste). You can drink a potion immediately after making an attack, and you’ll still attack 6 seconds later. However if you attempt to drink 2 potions in rapid succession then you’ll have to wait.
The time system in Baldur’s Gate is really wonky and doesn’t actually apply the tabletop rules perfectly.
Well it’s not like Diablo has an abundance of healing spells, and if potions were a limited resource it wouldn’t render things like life steal obsolete because that is always available.
Plus sure maybe you can trivialize some damage early in the dungeon but now you’re out of potions because you spammed them.
Putting a limit on potions makes the problem of spamming them a self correcting issue, since it give a consequence to doing that.
If they were subjected to the same rule the animation would be a complete non-factor because you’d be able to get it down to only a couple of frames via haste effects.
Witch as I’ve already said, make the gameplay more like a boring repetitive QTE…
IMO you should be able to move while drinking, but not attack or cast spells.
You are assuming taking out CDs and not putting anything in the place.
If for eg, Dark Souls had insta teleport to belly potions but with cooldowns, the PvP would die insantly. Why? People would just use it and then run and start to dodge until the CD is over. All tense bossfights, where you and the boss is in a near dead state and “OMG, should I use this opening to heal or try to end this boss?” will gonna vanish and people would just let the controller in the ground while the CD is running if there are no nearby enemies.
Many bullet storm games has you dying with a single hit and are very fast paced.
This is why their adaptation to RtWP, isn’t necessarily the best.
whats the problem with standing still
you guys really need to chill for a second, literally xD
however, even in monster hunter you are by now even able to run (slowly) while drinking, to still avoid attacks
it changed the gameplay a lot
its more important to me that it just takes time and you are not able to drink and attack at the same time xD
Dark Souls is a 3d game where you basically have a much closer control of your character, ragdoll physics, etc. The gameplay of it has absolutely nothing to do with the 2D arcade gameplay that is the core of Diablo. They work fundamentally different.
While the example I made is of a sidescrolling platforming type of game, it’s actually closer to D2 for being a 2D game with similar pacing in the battles.
Completely different genre and idea. I don’t know what you’re trying to achieve by bringing THAT up.
Diablo 2 is an ARCADE game.
The point of ARCADE games is to be fun and addicting, not immersive and realistic.
It worked well for what it was. They already weren’t planning on introducing all the mechanics of 2e regardless of turn based vs real time anyway.
Baldur’s Gate is actually 2e on easy mode.
In either case it was just an alterative. Simply limiting how many potions the player can carry would solve virtually all the problem here. Beyond that you can still keep them a heal over time like they were in Diablo 2.
Or maybe have different types of options, and the ones that heal instantly don’t heal for as much.
It’s mostly a case of it not really bringing all that much to the Diablo formula. It doesn’t stop things like potion spam, and all it really does is just slow down the combat in a series that was always about faster action oriented combat.
Having the player make more tactical decisions is fine if it doesn’t interfere with the pacing of combat but like I said before, Diablo 4 isn’t going to be real time fantasy XCOM. It’s not a tactical RPG. It doesn’t need to be a tactical RPG, nor should it try to be one(which given the suggestions he makes, that is exactly what I think the OP wants it to be).
Diablo 4 should strive to be a Diablo game first and foremost. Preferably one more like Diablo 2 than 3, but a Diablo game all the same.
well, since the combat should be slower paced anyway, it could help in that regard^^
also it definitely does prevent potion spam because you cant spam something that literally makes you die when you do it without thinking about it
It should be “slower paced” in the sense of stepping down from Diablo 3 to Diablo 2. It doesn’t need to be slower than that.
Also unless you’re planning on making the drinking time take quite a while it’ll still be spammable. I can spam the healing consumable in most soulslike games despite them having animations to them. I just run out of them pretty easily.
and if you do make the animation that long then again, it’s just hurting the combat.
Which is where I’m at with the drinking animation in a Diablo game. Either it feels pointless, or it feels like it hurts the combat.
That’s why I strongly believe that, while devs need to take in as much feedback as possible, they have to primarily make a game that feels good for them to play. That was the mentality of OG Blizzard that we all admire and miss, the “we make games that we like to play”, and one that seems to be sorely missing from the modern AAA industry. The game needs to have a strong identity, know what it wants to do and do it well.
There will never be a consensus on what is good or not because those matters are very much subjective.
Although there are things that the majority of the fanbase seems to have accepted as being good game design for the series (intense action power-fantasy combat, strong focus on loot and itemization, as well as all the matters about setting and tone of the game), which are always worth pointing out.
And, getting hit in monster hunter can not only interrupt you drinking a item, but also interrupt your attacks, your ability to move and what not. So unless Diablo 4 does the same (which involves it to become a different game than what it’s currently planned), adding a potion drinking animation would add to nothing to the gameplay imo.
Not really, the only thing that would change would be your approach towards healing. Your potions would still be considered for emergency use, the only difference is that it wouldn’t be instant. Instead of healing instantly, you’d retreat and then heal; that wouldn’t change healing potions as an emergency heal, unless you have better healing alternatives available and don’t need to rely on potions unless as a last resort. Even in Monster Hunter, if I’m dying, my first course of action would be to heal if I’m able to, or if I’m not able to, change the situation so that I am able to or risk getting cart.
But it wouldn’t be a last resort, unless again there are other heals more readily available for players to rely on. Most of Monster Hunters healing items wouldn’t even be considered as a last resort, since you’re able to have a plentiful amount of them and in some cases restock.
If you want potions to be used as a last resort, then you either need to have a hard cooldown on them (Like Diablo 3) that’s not affected by cdr, and have other sources of healing available (health globes, life regen, life on hit, allies heals, etc), or have players only able to carry a few of them at time (as already mentioned by a few others here); this actually makes potions as a last resort, because it forces you to use it sparingly.
If you want to refer to a potion that was mostly an emergency, that was more of Diablo 2 rejuvenation potions than anything as they healed instantly and had no cooldown.