D4 - Potion or Flask?

for sorc its pretty easy, she can do magic xD

It’s pretty easy for every class. That’s why we don’t need potions.

It was bad because it led to resource management not being a thing, and you don’t need to be forced back to town with potions to go and check out updated stock.

This on top of the fact that Griswold and Wirt didn’t restock their items all that frequently unless you were burning a bunch of gold buying their current stock.

Going back to the old broken potion system isn’t suddenly going to make buying items from vendors worthwhile in D3 though. That’s another problem not related to potions that the stock they carry is just worthless, and they exist pretty much entirely for flavour.

Though I’d rather the useful stuff from vendors be related to crafting or something rather than equipment. That just leads us back to D1 where the best way to get certain gear is to just keep resetting the vendors.

Making gold more worthwhile, and thus making selling valuable items a thing you want to consider doing, would also help. That’s something that D2 and 3 did bad was have a broken economy when it came to gold. Gold was so worthless in D2 we came up with a different currency to use in trading, and in D3 there’s very little to even spend it on.

Sorry, I don’t understand anything anymore. You want to remove the healing potions by replacing them with potions that, if you have a bad RNG, destroy your character. I’m sensing that hardcore character players are gonna hate this feature.

You justify your idea with the pretext that each classes might have their own healing / regeneration / leech skills. Do you want to limit the build diversity in D4, by forcing everybody to use of healing skill ?
For the time being, only the druid has a single healing skill (Ravenous Bite).

We didn’t see a health globe in the last D4 demo. We can assume that this feature has been removed.

What’s to justify this ???

That you want to remove the healing potions, maybe to make the game harder, I can understand. But removing them to replace them with your idea of russian wheels. Sorry, I’m not convinced. Maybe players like you might find this idea fun, but I doubt most players would appreciate that kind of functionality.

And please, no :confetti_ball: :confetti_ball: :confetti_ball:, it discredits your arguments.

It costs you time though. Kinda similar to trading offense for defense in your build and gear. You can do it, but it might be inefficient.

Anyway, how about this: A potion cooldown that only goes down while you are in combat.

Imo, D3 health orbs was a great game mechanism. The game balance/design in actual D3 has just, like many other mechanisms, turned out in a bad way. But with a slower more tactical combat pace in D4, they could work great as a healing source.

health orbs were an other part of “let the game do it for you and just focus on the fun”, lol
never again

Imo they (could) help make the environment matter more during combat. Run to a health orb to get healing, or avoid touching one because you want to save it for later in the fight. Thus also increasing the value of movement skills in combat.

but it was just stuff, randomly popping up in the fight, autohealing you
shrines can be used tactically

Only autohealing you if you got too close. Doesn’t seem that different from clicking on a potion. Except you have to work a bit more to get the heal from the orbs.
Shrines are kinda different since they dont spawn randomly, so you dont really need to be aware of your surroundings during combat as much. Would also be a bit weird to get to a boss and have 20 shrines all over the place.

If it made a comeback in D4, instead of being something that was always active for all characters, health orb spawning could be only gained from gear or talents/skills, to make it an alternative to life leech, healing skills etc.

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Actually the potion mechanic is limiting it since everybody have it and they can’t replace it with an offensive skill.

If there were multiple different kinds of potions to pick from, that would be possible.

if you remove pots, everyone has to build their character with healing skills/stats -> limited build options

Yes, but why do you want potions instead of skills that are class based and would allow for more build diversity?

Why not have both?
It should not be possible (or at least be quite difficult) to rely only on the healing from potions in end-game. A cooldown takes care of that.
But I think it is fine as part of your healing, alongside gear affixes and skills/talents.

Because there is no need to introduce dumbed down systems in any game.

Why are potions a dumbed down system?

Nice idea

What :face_with_raised_eyebrow: ???

Are you talking about healing potions or utility potions or both?

All RPG and ARPG game use healing potion system. Diablo 1 included. Are All this games dumbed down games ?

I understand your idea has some potential. But justifying it with arguments that don’t hold water is not going to convince anyone.

Because they form a shared class pool and you can’t make this pool infinitely large due to balancing issues, while you can introduce infinite number of skills per class without breaking the class balance. This is just theoretical of course, no one will introduce more than 50 skills per class in D4.

Also, in a game with classes and non-shared skill pools (like PoE passive skill tree) it’s better to preserve the class identity by abandoning potions.

Why couldnt you (theoretically) make that pool infinitely large due to balancing issues?
Every single skill a class have can break the balance. Only way not to is to… balance them. That would not change by adding potions to the mix.

Plenty of things are, luckily, shared between classes; affixes/gear primarily. Hardly a problem to have more of those.
If anything, there is often too much of a focus on class identity. When build identity is, imo, what should matter the most.

And having different potions to choose from would fit perfectly in a build focused game. Some builds might want the best healing potions. Another might go for a buff potion of some kind; resistance, movement speed etc.

You can’t. You have to make each potion effect to adjust with the different class.

Let’s say we have 20 classes with 50 skills each and 50 potions (shared pool). It’s practically impossible to balance such big shared pool among 1k skills, while if there is no shared pool it would be possible to do it.

You can have 10-15 potions and balance these, but more than that would require tremendous effort. And they surely plan to add many new classes each year in D4, which means a constant flow of new skills to balance the shared pool to.

Same thing goes with the items too. The most powerful items would either:

  • Buff particular class skills
    OR
  • Be class restricted

There is no other way to balance the game properly. Of course you can abandon the balancing and do the PoE scenario with everything shared. But I am a fan of balancing since it serves for more build diversity regarding top meta tiers.