With the newly implemented "health orbs" should blizzard make health potions have a cool down?
1.[pro cooldown] potions can grant the user 10k+ health.
The health orbs should help balance out potion using, so rapid fire-potion overdosing- shouldn't be needed.
2[cons] rapid fire potions using has always been in Diablo and personally, when I'm about to die i like to use half of whats on my belt- Plus potion-cool downs are WoWey.
I think bashiok or someone said that there might be some sort of cooldown.
Well I'm not sure if its all the wowey.. any other games have potion cd? I haven't played so much of these new rpg games and don't remember much of how it was in sacred.
If theres gonna be one I'm sure it won't be that long cd. Wow cd is 2 minutes, in 2 minutes you can't do much in wow but in diablo you will run through almost one area So 10 - 20 sec would be quite ok imo. You couldn't chain pot but take a potion, use some escape ability and then you have it ready again when u go and face some difficult monster.
I think whatever they decide it will be ok. They will test this matter properly and see if the cooldowns fit there or not and how long it would be.
D1 wasn't as potion happy as D2, so maybe it will be more along those lines? But yeah I could see a potion cooldown, maybe only like 10-30 seconds so you could still be using them a lot, but not as much as D2.
Idk when your facing a giant boss and you don't have leech and there is a potion cooldown
And you need to spam pots
I refuse to wait for the cooldown lol
i dont care if i'm too low lvl
I wasted all my money on pots so I could rape this high lvl monster
That's my Diablo xD
TQ has potion cooldowns and I think it makes things interesting. You need to run away sometimes and wait for the cooldown to end before you can increase your health. Potion spamming is kinda dumb, personally.
Potions in Diablo 2 are broken. Multiple pots currently don't stack, so spamming them doesn't give a benefit unless you change over to a different level of potion that heals less HP but does it faster.
It seems like each potion size has its own amount to heal, as well as a rate at which it restores that health. I know I've used a regular Health Pot and noticed it was about 2x faster in healing than a Super Health Pot.
Also, the second your HP roofs the Pot effect is cancelled, so if you're taking continual damage there is no 'effect', meaning you have to keep using potions instead of having them do their entire healing period.
Diablo 1 wasnt as potion heavy only because they were all instant like rejuvination potions. The health globes in Diablo 3 react like potions where they build your health slowly so the potions will be like the potions in diablo 1 which means you don't need to spam them in an effort to increase healing rate, one potion will heal you 35 percent instantly. Combined with health globes, a cd is acceptable.
Cooldowns aren't a WoW thing really. I'll try to think of some examples.
Ultima Online - think the cooldown on pots was 5 minutes? Or was it 2. You couldn't chain chug them and you had to unequip your shield so you'd have a free hand to do it.
Dungeon Siege 2, has special attacks with cooldowns. It's a rpg. If you think of the DnD world, Baldur's Gate etc, all spells have cooldowns as you have to rest to be able to use them again. 1 memomrized spell each game 24 hours basically. RTS's like Dungeon Keeper had cooldowns on the big spells. They basically made them so mana intensive that you could only cast it once, then you had to wait to regen.
The idea is to make you think harder about when you use the option. Not sure how that helps having your head ripped off by an assault beast though.
Well maybe I was a little unclear. I meant the kind of cooldowns in all mmorpg games, with 10 seconds+. Besides, if u have alot of fcr there isnt any cooldowns (maybe a 2-3 seconds)
Dont kill me now if im forgetting a skill
I thought FCR didnt effect cooldown length, only that it increased casting graphics. So for like fireball FCR made it spam a lot faster but for a druid skill with like 10 second cooldown it didn't really do much at all. True? Too off-topic?
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1.[pro cooldown] potions can grant the user 10k+ health.
The health orbs should help balance out potion using, so rapid fire-potion overdosing- shouldn't be needed.
2[cons] rapid fire potions using has always been in Diablo and personally, when I'm about to die i like to use half of whats on my belt- Plus potion-cool downs are WoWey.
What are your opinions? Any claims /w proof?
Well I'm not sure if its all the wowey.. any other games have potion cd? I haven't played so much of these new rpg games and don't remember much of how it was in sacred.
If theres gonna be one I'm sure it won't be that long cd. Wow cd is 2 minutes, in 2 minutes you can't do much in wow but in diablo you will run through almost one area So 10 - 20 sec would be quite ok imo. You couldn't chain pot but take a potion, use some escape ability and then you have it ready again when u go and face some difficult monster.
I think whatever they decide it will be ok. They will test this matter properly and see if the cooldowns fit there or not and how long it would be.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
And you need to spam pots
I refuse to wait for the cooldown lol
i dont care if i'm too low lvl
I wasted all my money on pots so I could rape this high lvl monster
That's my Diablo xD
It seems like each potion size has its own amount to heal, as well as a rate at which it restores that health. I know I've used a regular Health Pot and noticed it was about 2x faster in healing than a Super Health Pot.
Also, the second your HP roofs the Pot effect is cancelled, so if you're taking continual damage there is no 'effect', meaning you have to keep using potions instead of having them do their entire healing period.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Ever played the Sorceror? No mana reg=mass spamming mana pots.
Besides it depends on character class whether you pot or not. Caster=a few pots, melee=live in a pot
"Ahh, fresh meat!"
- The Butcher
Ultima Online - think the cooldown on pots was 5 minutes? Or was it 2. You couldn't chain chug them and you had to unequip your shield so you'd have a free hand to do it.
Dungeon Siege 2, has special attacks with cooldowns. It's a rpg. If you think of the DnD world, Baldur's Gate etc, all spells have cooldowns as you have to rest to be able to use them again. 1 memomrized spell each game 24 hours basically. RTS's like Dungeon Keeper had cooldowns on the big spells. They basically made them so mana intensive that you could only cast it once, then you had to wait to regen.
The idea is to make you think harder about when you use the option. Not sure how that helps having your head ripped off by an assault beast though.
I thought FCR didnt effect cooldown length, only that it increased casting graphics. So for like fireball FCR made it spam a lot faster but for a druid skill with like 10 second cooldown it didn't really do much at all. True? Too off-topic?