As important as potions are to the Diablo series, they’re significant role often goes unlooked, and they’re potential is, from what I gather, downplayed. The ease of use and greater capacity in Diablo II changed my game of healing from Diablo to the point of careless usage in the early game, and due to they’re incapability in late game, I suffered many deaths. I bring this subject up because it involves all of us, and could effect many issues we speculate and ponder over. Especially with the future of gaming just on this weekend’s horazon (pun), I feel free to bring up a feature dramatic and imbedded in Diablo gameplay, and even lore.
Recalling the original Diablo, the usage of 8 keys degraded my play during battle. This was due to my attention focusing on the screen, not the keys, which would from time to time lead to error. A secondary problem caused by this method was the cramping of an already limited inventory, leaving me to run around with my inventory screen open, to right-click on a pool of red liquid in my backpack. Splitting potions between health and mana along the length of 8 keys proved ineffective, and a better system was developed.
Our more recent adventuring proved a change for potions in a positive light. The belt system allowed fast, numbingly easy health and mana restoration. No longer were our inventories packed, or our fingers tricked. This was a great change for the early acts of the game, however the problem mentioned above was still very apparent to me. The amount of enemies, traps, and problems I found outdid the extent of my healing actions. It was no longer the accessibility that posed the problem, but the strength of what was offered. While downing the strongest of super potions, they’re speed did not match up to damage dealt, and they’re overall output through time was often thrown to waste due to the habitual carefree attitude developed early game of pressing 1-4 quick enough (Although there was no other choice in most heated situations).
Needless to say, this poses a problem for the health of a individual, the micromanagement of a single player party, and a multiplayer crusade. Through all the recent events I’ve seen discussed here, I’m confident a solution could be formed by the population of this board. I’m not done yet though.
I’m not limiting this discussion to red and blue, because as I stated earlier, the potential of potions is downplayed. Rejuvenation potions solved the problem immediately, but were rare and never sold. It was bad strategy to rely on rejuvenation potions unless you had some kind of lifetime guarantee, in which case let me know. Other potions though, I found to be rarely used by the players. I never utilized them, and why should we? They were generally ineffective. The possibilities are there, just as WoW has alchemy, Diablo can make better use of it’s healing methodology.
What if potions are not the answer? What if Diablo 3 is more party-oriented, and since some believe it will be an MMO, that is a possibility. I would not be surprised if that answer laid in the original Diablo. Deckard Cain obviously had the powers of healing and not just through selling potions. Would a class healer be able to keep up with the fast pace of Diablo? A healer class certainly fits into lore, especially regarding the Zakarum.
Well, I generally did not like the whole potion system in Diablo II because I just kept running out of them, for one thing. It was something like: Enter an area, use up all potions in the next 3 minutes, TP in town to buy more. Rejuvs got spent so quickly that I had to go to earlier acts to do some easy killings and collect more rejuvs, transform them, and come back. These transitions are, personally, unnecessary...
Another issue I think is health regeneration, Diablo II doesn't give any boost to regeneration when you raise vitality. So, all you get is more health. Of course it's harder to counter damage when there isn't any original health boost without cool equipment. And, at earlier stages, the potions have less health than your character does. This is another reason why I preferred rejuvs.
I think in DII they expect you to have a ton of vitality and awesome gear and everything. And only rejuv potions. The modification of making normal potions take time to heal you kinda killed your red potions.
I liked the Tawny Owl potion in Witcher. It did not give you extra HP, but increased your regeneration, and lasted much longer. But, then again, Diablo only has 3 types of potions. I think they just wanted to keep it simple. I don't think an extended potion system would harm Diablo, though. And I want scrolls back, they were fun...
I do Hell Cow games to get Full Rejuv Potions. && Stock up on them.
My inventory is always full of charms and Full Rejuv Potions.
The only other things I carry are the two Tomes and some keys followed by my poison charms.
I don't rely on Healing Potions at all unless I'm ill-fated..then I'll fall back to them.
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Watching 240 guys talk trash about cavaliers is like two retards having a slapfight over a sippy cup.
I use red potions in earlier times because I don't feel like looking for rejuvs. I usually have a ton of money anyway. Another issue in Diablo. Worthless money spent on worthless potions.
Edit: I lost a duel and dropped 23k and the person picked it up, but all I said was keep it, I can get 50k in like an hour of playing.
I can get it faster in a Cow Game on Normal. lol
All my money in my earlier games came from going into cow games while everyone was busy killing the moo moos off I'd snatch up stuff and sell it.. go back and repeat. Oil Potions and stuff like that you can 5-10,000 for. It's nuts.
I'd like a barter system.
Rollback Post to RevisionRollBack
Watching 240 guys talk trash about cavaliers is like two retards having a slapfight over a sippy cup.
Well, I generally did not like the whole potion system in Diablo II because I just kept running out of them, for one thing. It was something like: Enter an area, use up all potions in the next 3 minutes, TP in town to buy more. Rejuvs got spent so quickly that I had to go to earlier acts to do some easy killings and collect more rejuvs, transform them, and come back. These transitions are, personally, unnecessary...
Another issue I think is health regeneration, Diablo II doesn't give any boost to regeneration when you raise vitality. So, all you get is more health. Of course it's harder to counter damage when there isn't any original health boost without cool equipment. And, at earlier stages, the potions have less health than your character does. This is another reason why I preferred rejuvs.
I think in DII they expect you to have a ton of vitality and awesome gear and everything. And only rejuv potions. The modification of making normal potions take time to heal you kinda killed your red potions.
I liked the Tawny Owl potion in Witcher. It did not give you extra HP, but increased your regeneration, and lasted much longer. But, then again, Diablo only has 3 types of potions. I think they just wanted to keep it simple. I don't think an extended potion system would harm Diablo, though. And I want scrolls back, they were fun...
Health regen would be a great feature, it is fairly common is other games. I honestly think D3 should have more on dungeon crawling, and less TPs, we shouldn't be spending our time in town, talking to... Akara, or whoever sells them in your act.
Either way.. whether I use only rejuvs or not.. I've never had a problem in coming across Healing and Mana Potions on the field.
It's not an issue of finding them, it's the issue of them giving too little health in Normal and stuff.
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I honestly think D3 should have more on dungeon crawling, and less TPs, we shouldn't be spending our time in town, talking to... Akara, or whoever sells them in your act.
Yeah. And something should be done with charms and stuff. Filling up your inventory with them is annoying.
Well if you could put them in the cube and say if you have 3 types of this charm it will make the next size smaller of that charm to reduce the amount of space needed in your inventory to house them.
Like for example:
Grand Charm: 29 poison over 6 seconds + Grand Charm: 29 poison over 6 seconds + Grand Charm: 29 poison over 6 seconds = Large Charm: (insert stats here)
Then:
Large Charm: (insert stats here) + Large Charm: (insert stats here) + Large Charm: (insert stats here) = Small Charm: (insert stats here)
That's I'd like.
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Watching 240 guys talk trash about cavaliers is like two retards having a slapfight over a sippy cup.
As important as potions are to the Diablo series, they’re significant role often goes unlooked, and they’re potential is, from what I gather, downplayed. The ease of use and greater capacity in Diablo II changed my game of healing from Diablo to the point of careless usage in the early game, and due to they’re incapability in late game, I suffered many deaths. I bring this subject up because it involves all of us, and could effect many issues we speculate and ponder over. Especially with the future of gaming just on this weekend’s horazon (pun), I feel free to bring up a feature dramatic and imbedded in Diablo gameplay, and even lore.
Recalling the original Diablo, the usage of 8 keys degraded my play during battle. This was due to my attention focusing on the screen, not the keys, which would from time to time lead to error. A secondary problem caused by this method was the cramping of an already limited inventory, leaving me to run around with my inventory screen open, to right-click on a pool of red liquid in my backpack. Splitting potions between health and mana along the length of 8 keys proved ineffective, and a better system was developed.
Our more recent adventuring proved a change for potions in a positive light. The belt system allowed fast, numbingly easy health and mana restoration. No longer were our inventories packed, or our fingers tricked. This was a great change for the early acts of the game, however the problem mentioned above was still very apparent to me. The amount of enemies, traps, and problems I found outdid the extent of my healing actions. It was no longer the accessibility that posed the problem, but the strength of what was offered. While downing the strongest of super potions, they’re speed did not match up to damage dealt, and they’re overall output through time was often thrown to waste due to the habitual carefree attitude developed early game of pressing 1-4 quick enough (Although there was no other choice in most heated situations).
Needless to say, this poses a problem for the health of a individual, the micromanagement of a single player party, and a multiplayer crusade. Through all the recent events I’ve seen discussed here, I’m confident a solution could be formed by the population of this board. I’m not done yet though.
I’m not limiting this discussion to red and blue, because as I stated earlier, the potential of potions is downplayed. Rejuvenation potions solved the problem immediately, but were rare and never sold. It was bad strategy to rely on rejuvenation potions unless you had some kind of lifetime guarantee, in which case let me know. Other potions though, I found to be rarely used by the players. I never utilized them, and why should we? They were generally ineffective. The possibilities are there, just as WoW has alchemy, Diablo can make better use of it’s healing methodology.
What if potions are not the answer? What if Diablo 3 is more party-oriented, and since some believe it will be an MMO, that is a possibility. I would not be surprised if that answer laid in the original Diablo. Deckard Cain obviously had the powers of healing and not just through selling potions. Would a class healer be able to keep up with the fast pace of Diablo? A healer class certainly fits into lore, especially regarding the Zakarum.
Diablo fans, what do you think?
&& Mmm... a Zakarum char?? 0.o
I was a high level and needed to cast something then I am like "Shit" because my mana was so low.
Kinda pointless tho. considering barbs have naturally higher strength.
I mostly just focus on Mana and Stamina for my Necro. That's all he really needs and I can basically wipe out anything. lol
Another issue I think is health regeneration, Diablo II doesn't give any boost to regeneration when you raise vitality. So, all you get is more health. Of course it's harder to counter damage when there isn't any original health boost without cool equipment. And, at earlier stages, the potions have less health than your character does. This is another reason why I preferred rejuvs.
I think in DII they expect you to have a ton of vitality and awesome gear and everything. And only rejuv potions. The modification of making normal potions take time to heal you kinda killed your red potions.
I liked the Tawny Owl potion in Witcher. It did not give you extra HP, but increased your regeneration, and lasted much longer. But, then again, Diablo only has 3 types of potions. I think they just wanted to keep it simple. I don't think an extended potion system would harm Diablo, though. And I want scrolls back, they were fun...
I do Hell Cow games to get Full Rejuv Potions. && Stock up on them.
My inventory is always full of charms and Full Rejuv Potions.
The only other things I carry are the two Tomes and some keys followed by my poison charms.
I don't rely on Healing Potions at all unless I'm ill-fated..then I'll fall back to them.
Of course you could go to town drom some stuff then go back and pick it up but its a pain in the ass.
Edit: I lost a duel and dropped 23k and the person picked it up, but all I said was keep it, I can get 50k in like an hour of playing.
I can get it faster in a Cow Game on Normal. lol
All my money in my earlier games came from going into cow games while everyone was busy killing the moo moos off I'd snatch up stuff and sell it.. go back and repeat. Oil Potions and stuff like that you can 5-10,000 for. It's nuts.
I'd like a barter system.
Well, I go through Reds and Blues like they're candy.
Health regen would be a great feature, it is fairly common is other games. I honestly think D3 should have more on dungeon crawling, and less TPs, we shouldn't be spending our time in town, talking to... Akara, or whoever sells them in your act.
The Flair Jungle and Great Marsh are loaded with the damn things.
After that it may get a little tough, but still have never had a problem..
Of course I don't play with people when I'm online with D2..
People=Greedy and sore players.
I don't like having to deal with that kinda trash.
Like for example:
Grand Charm: 29 poison over 6 seconds + Grand Charm: 29 poison over 6 seconds + Grand Charm: 29 poison over 6 seconds = Large Charm: (insert stats here)
Then:
Large Charm: (insert stats here) + Large Charm: (insert stats here) + Large Charm: (insert stats here) = Small Charm: (insert stats here)
That's I'd like.
My thoughts Exactly.