[[D4]] In DEFENSE of tier based magical progression!

Eh.

I was watching someone play Hades yesterday. They were fighting Hades. It was a 10 minute fight which by all rights the streamer should not have won… they got hit kind of a lot. However, their character had passive health regen enough that as long as they didn’t get hit constantly and/or consecutively, the health regeneration was enough to triumph.

In a game like Diablo, all that would happen with such potions is you’d need enough to have it active all the time. Or enough for every tough fight you come across. In the end, the balance would be based around characters having these effects. Not real interesting.

nonononono, no PoE buff piano gameplay

If there were buffs, they should at least be long-lasting. So it isnt PoE potion spam.
Imo potion buffs could be a decent way to have a crafting system that isn’t about creating new items (which imo it should not be).
I’d be a bit afraid of it becoming mandatory extra grind though, like farming for potions for WoW raids and similar. But since mats could drop from the stuff you are doing anyway (kill stuff), it might not happen here (whereas crafting mats and gold in WoW typcally comes from doing something else than you normally would).

Could craft ‘targetable MF’ potions, potions for increased dmg or defense against specific monster families or types etc. Might last like 30-60 min, and you could only have 1 active at a time.

Sometime when I read these forums, I get a feeling you guys doesnt have anykind of trust in Blizzard. Shouldnt they be one of the top devs, especially in this kind of games.

All they need is to bring good gameplay.

A lot of this is just us flinging ideas back and forth between each other and Blizzard will take what they think is good.

It’s also worth noting even the best devs in the world benefit from feedback from their playerbase. If they’re gonna go the route of being as open to feedback as they have been, might as well make the full use of it.

Bringing good gameplay is fine, but personally I’d want Diablo 4 to be the best game possible.

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Read the updates
Do they believe in themselves anymore?

I actually prefer that they just removed the healing items from the game. I have played a few 2D action games where there is no potion to use. It really made the whole playthrough intense and you actually need to learn the pattern of the boss to win the fight instead of just YOLOing.

Well, Diablo Immortal’s potion has a cooldown and you can only bring 3 max to the battle, and one of the streams that I am following, the streamer was like “OMG OMG…I am going to die. No more potion left to use”.

Well OK, I guess this topic is derailed about 1000 times now so what’s the point in not joining in the discussion :stuck_out_tongue:

I’d guess no CD on potions is fine as long as they’re not instant/reactionary… i.e. buff potions, blessings, def stat increase temporary e.t.c., the instant heal/rejuv MUST have a one, otherwise what’s the point ?, then again we end up in the what should TPs work like, should they be instant, channelable, limited, e.t.c. and all that but again, what’s the point in having instant reactionary stuff that doesn’t have any CD what so ever… :thinking: :stuck_out_tongue:

If I were one of the devs I’d totally put a CD on the “self inject” potion and think of other ways of sustain… Let’s say health globes may not have been the best way but there are plenty… Potion of increase Regen, potion of lifesteal (or mana return), invis, hardened skin, elemental resistance, e.t.c., basically anything that would make sense to use in a certain scenario to survive you long enough to kill a nasty mob that will drop a few potions (amongst other things) on death

I’d also kinda like to take the “Doom Ethernal” path a bit here (mobs having obvious glaring strengths and weaknesses and think of (maybe) ways to glory/exec kills to drop extra stuff like that, but I know that ppl won’t like that in ilke 99% of cases :smiley:

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If you read what I said, the buffs I mentioned would be applied before entering a dungeon, and would have, say, 10 minutes of duration. I also said that potions should be disabled during combat. So it has absolutely nothing to do with PoE flasks.

That’s ideal gameplay to me :^)

They should. But it seems safe to say that they aren’t.

Yeah, that can be a nice feeling.

In general that is what I want to see happening by having much lower healing (from all sources) and dmg taken. The “fear” that comes sneaking in, when your health dips to 30%, and you keep fighting to stay alive and regain some of your health.
Instead of a health bar that instantly goes to 30% when hit, then instantly back to 100%, and so on.
The sense that for the next 10 seconds or whatever, you are fighting an uphill battle, due to ‘mistakes’ you made in the previous 10 seconds.

The game should try to create moments of danger. “One shot” gameplay might certainly kill you, but it never feels dangerous, because it is so binary; either you are at full health or you are dead, and you cant do much to affect it.

It’s a Lord Victor thread. It’s more stunning if the discussion DOESN’T end up talking about cooldowns… though at least he didn’t one-off the mention of cooldowns and sharper axes in the OP this time.

Maybe whetstones could have a cooldown, so you can’t sharpen your axe too often!

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i think you dont have to go as far as disabling them
but everyone here is complaining about the idea to make them take time to drink and take effect and enemies could interrupt you
its basically the same result

In all honesty it’s a miracle this thread is even still talking about Diablo 4 and not something completely unrelated about Pathfinder Kingmaker or Dark Souls.

Strongly agree.

Name one.

Actually, Dark Souls potion system is great. Wanna heal? You need to find an opening to heal and the capacity of your eastus flask is very limited with a good lore reason. This obviously can’t work in a diablo game but is great non the less.

Diablo 1 originally was planned to be a turn based game. I wonder in this very early builds, if drinking a potion was a “free action”(ie - not requiring anything) or if took an “action” and the player had to sacrifice an spell cast or attack.

I honestly don’t know any turn based game where you can drink potion with no cost, but with real time games… Is silly how you can drink 666 potions, in Skyrim, Dragon’s Dogma, Diablo 1/2, Path of Exile(…) in ZERO seconds. Diablo also has a adaptation to tabletop and I believe that potions require an “action” there(not sure)

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For games like Dark Souls and Monster Hunter, having a potion drinking animation and needing to find an opening works well for them. If Diablo were a turn based game, and needing to drink a potion takes a single turn, that would work as well imo; however Diablo is neither of those games.

Thankfully it’s mostly gameplay mechanic that’s not meant to replicate reality as if that were the case, it’d be just as silly to be able to still fight even when you’re getting attacked, or being able to fight without ever resting.

That said, I still suggest this for potions if their healing ever became over time again like in Diablo 2:

If potions were no longer cooldown based and healed over time instead of instantly; then the above suggestions would work out well in preventing potion spam without any redundant mechanics.

The main issue as far as I’m concerned is the fact that you can carry around that many potions at once. If Diablo 4 limited you to 10 potions in a dungeon with no restock then drinking 10 potions at once wouldn’t be an issue since you’d then be out of potions for the rest of the dungeon.

Alternatively just do what Baldur’s Gate does and limit you to only 1 potion per 6 seconds(or however many seconds you want).

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That’s just what I mean
Stop telling people when to click buttons
Give them a belt with 8 potions slots and send them in the boss room
Give them a resource ball and let them use it on the skills they want
It’s all so simple xD

Terraria is my favorite example. While you can drink a pot in the middle of a bossfight to save your life, you get potion sickness for a minute and can’t drink again. As a result, bossfights are actually challenging and require you to prepare your arena and your character properly and, more obviously, have nimble fingers and avoid the attacks.

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I was thinking that you would name a game who din’t had cooldowns on potions, added and it improved the game.

What this long cooldown does is just force you to play cautious until the cooldown is over and trivializes the damage taken.

Is an action. You can’t drink a potion and attack in the same “round”. Nor take two actions in one round. Other TB D&D adaptations like Temple of elemental evil, is actually worse, since you are subjected to attacks of opportunity if you had the “genial” idea of drinking a potion while surrounded by enemies at CQB…

Potions which heals a lot and also heals instantly trivializes the damage taken, and reduce the value of other sources of healing, like spells for eg.

Imagine if charged items required no “casting time” in Diablo 2. They would be suddenly the most effective way to deal damage and trivialize the dealing damage aspect of the game. Same with potions. And BTW, I an in favor of magical items with charges and maybe scrolls coming back to D4 too.

Is silly when :

  • USing a magical item to heal = X “freames” to heal
  • Using a scroll to heal = X “freames” to heal
  • Casting a spell known by the player to heal = X “freames” to heal
  • (…)
  • Using a potion = 0 “freames” to heal.

Potions should be subjected to the same rules of all other stuff which can heal.