1. A wide range of healing potions, and they don't only increase the amount of HP they heal up, but increase the regeneration as well. The best potions cost a ton of money relative to the average revenue of the average player of that difficulty and act or whatever, and are enough to support the said character no matter what hits him.
2. Potions cannot be put into inventory at all. This will force Blizzard to balance it so that players with potions only in the belt can survive fine.
3. Don't give rejuvs so often on lower levels considering that they are the same throughout the game and are equally as powerful later. Give them in Hell or something. Or give them really rarely, so that you cherish that rejuv potion for the boss.
4. If charms are present, make a special inventory section just for charms so that you can carry maybe 3 large charms. Again, this will force Blizzard to balance charms. And you have a free inventory.
1. A wide range of healing potions, and they don't only increase the amount of HP they heal up, but increase the regeneration as well. The best potions cost a ton of money relative to the average revenue of the average player of that difficulty and act or whatever, and are enough to support the said character no matter what hits him.
2. Potions cannot be put into inventory at all. This will force Blizzard to balance it so that players with potions only in the belt can survive fine.
3. Don't give rejuvs so often on lower levels considering that they are the same throughout the game and are equally as powerful later. Give them in Hell or something. Or give them really rarely, so that you cherish that rejuv potion for the boss.
4. If charms are present, make a special inventory section just for charms so that you can carry maybe 3 large charms. Again, this will force Blizzard to balance charms. And you have a free inventory.
Kinda what I can think of for now.
All are very good ideas, it's a shame if they keep the same system.. but I'm confident Blizzard will evolve this as they did it with D2.
Oh and I forgot what we already mentioned: vitality increase adds health regeneration. Perhaps you begin to regenerate after, like, 50 vitality or something? Well, that's up to Blizzard.
Charms- The limited inventory is like that for a reason, It isnt possible to balance a huge inventory and charms. Everyone would simply carry every charm they ever found and the strongest players would be the ones who played the most.
Gold- I agree, after act 4-ish money is completely worthless. Especialy worthless in multiplayer. They could of worked on the scale at which gold increased at so it would be somewhat valuable and an actual form of curreny
Potions- The current D2 system is OK. I think in some ways it should be limited and other ways buffed. I dont like how you can consume as many potions as how fast you can click. I do like how the amount healed isnt instant and how it dosent surpass the amount of damage taken. If it did every single player would become invincable, and thats just stupid.
Charms- The limited inventory is like that for a reason, It isnt possible to balance a huge inventory and charms.
If other games do it, Blizzard certainly can. Don't give me that rubbish.
Quote from "AbsoluteRoyal" »
Everyone would simply carry every charm they ever found and the strongest players would be the ones who played the most.
Which is dumb.
Quote from "AbsoluteRoyal" »
Potions- The current D2 system is OK.
It's nowhere near OK... it's bad for a game to have unused, misused, and overused items.
Quote from "AbsoluteRoyal" »
I dont like how you can consume as many potions as how fast you can click.
The implementation of this doesn't really make much of a difference. If you limit the amount of potions that can be taken at a time, then you have to balance that against the mosters again. E.g., you are just going to make the life of the slower player easier.
Quote from "AbsoluteRoyal" »
I do like how the amount healed isnt instant and how it dosent surpass the amount of damage taken. If it did every single player would become invincable, and thats just stupid.
Well, you are wrong there. If potions cost a lot of money, you can't go around buying them every time you TP, so you don't spend them as often. This gives a usage to the money, and lets people play without super gear. In a game like Diablo there is no control over the battle. Therefore, potions must override damage, or else it's not possible to play at all. You just die.
The potion system never really bothered me that much; there wasn't all that much to do about it so I guess I just adapted. Anyway, it can definately be improved upon.
The way Diablo is designed now (after patch 1.10) is mainly in my mind with high-end gear in mind. Hell got significantly harder after 1.09, and while gear and such like runewords were improved, potions were not in any way. This of course has to create some unbalance, though arguably only it late play.
Potions in my mind aren't realyl supposed to make you invincible as a stack of monsters pund down on you, they're supposed to restore you in between fights or while you run off during a challenging fight. if they healed more, item dependency would lessen, and if would just be harder to die. Whether that is good or bad is a matter of taste I guess.
Giving increased regen... I don't know if it's all suited for Diablo. This is based on the current game balance, true, but i can't see how an increased regen could really help with anything. it would have to be mosntrous, sort of like a permanent life-steal, except you'd never encounter a monster immune to it.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Well, I am only interested in single player. Good gear is nonexistant. Hell is extremely slow and boring...
That was the inadvertent side-effect of increasng the challenge in Hell for established players in 1.10.
I cannot recall how potions worked prior to that patch, I never play in version that old, but I'm guessing the system was largely as it is now, meaning the potion is not a substitute for an in-combat heal, but rather a quick refreshed between clashes. Except for the rejuv potion, but they cannot be naturally bought, and if you want to farm them, then more fun for you i guess.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
That was the inadvertent side-effect of increasng the challenge in Hell for established players in 1.10.
Well, I did not play Diablo until the last patch...
Quote from "PhrozenDragon" »
I cannot recall how potions worked prior to that patch, I never play in version that old, but I'm guessing the system was largely as it is now, meaning the potion is not a substitute for an in-combat heal, but rather a quick refreshed between clashes. Except for the rejuv potion, but they cannot be naturally bought, and if you want to farm them, then more fun for you i guess.
Probably the same, but that's not relevant if difficulty increased without the potions improving.
The game is impossible to play without in-combat heal, seriously? If you don't slowly heal yourself you'll just slowly die lol. That's how HP works, you need to constantly regenerate it with those potions. But, thing is, over the course of the game, the regeneration becomes too slow to be of any use. So you forget about the health potions and start using rejuvs. They are rare, so you start wasting time in act 1. Which is boring. Which kills the game for some people.
In a game with no combat control, accessible potions that let you survive must exist. If it's not potions it should be accessible items. Otherwise you can't play the game. And that's how it always was in Diablo I, you just get stuck.
Well, I did not play Diablo until the last patch...
I was just thinking on whether or not potions impacted the game any differently back then, which they didn't I think.
Quote from "Equinox" »
The game is impossible to play without in-combat heal, seriously? If you don't slowly heal yourself you'll just slowly die lol. That's how HP works, you need to constantly regenerate it with those potions. But, thing is, over the course of the game, the regeneration becomes too slow to be of any use. So you forget about the health potions and start using rejuvs. They are rare, so you start wasting time in act 1. Which is boring. Which kills the game for some people.
In a game with no combat control, accessible potions that let you survive must exist. If it's not potions it should be accessible items. Otherwise you can't play the game. And that's how it always was in Diablo I, you just get stuck.
Well you need to regain your health in all games to some extent. Almost all other games have healing as a means to restore your health, with Diablo being the exception (except for the Prayer Aura the paladin has.)
What differs between the games is how this healing is used. In Diablo, you're likely to intensely fight some monsters, kill them, head to the next group etc. After a while, you find out your health is low, so you drink a potion.
This is most likely working as intended. You're shown that you meet the adequate gear and level requirements of the monsters, so you can move on.
Sometimes you encounter hard creatures, sich as Lightning Enchanted Extra Strong bastards or something close to that. In these situations, you most likely cannot stand still and whack at them, potions cannot heal adequately, so you die.
This is most likely also intentional. health potions are sold because everyone should be able to progress against normal enemies. However if regular potions are not enough, either you must run around a whole lot more to isolate select mosnters, as in the case of certain uniques and minions, or you can use rejuvs. Rejujs were put in game to give you an opportunity to stay in combat longer, but since Diablo shouldn't be played heads on at all times, they were not made available for sale.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
In Diablo, you're likely to intensely fight some monsters, kill them, head to the next group etc. After a while, you find out your health is low, so you drink a potion.
99% of the time that's untrue. I need to heal myself in each and every battle starting from Act II Normal. I need rejuvs once in a while to keep me alive in tight situations. Further on it just gets ridiculous.
Quote from "PhrozenDragon" »
This is most likely working as intended. You're shown that you meet the adequate gear and level requirements of the monsters, so you can move on.
A game with no battle control should allow the player to be fine under all conditions assuming he killed all beforehand monsters. There should be no repetition of going back. Diablo I was great because there was nowhere to go, you had to be the way you are after killing every monster before you. Going back is repetition, and repetition is evil, especially in a game where you don't control combat.
Quote from "PhrozenDragon" »
Sometimes you encounter hard creatures, sich as Lightning Enchanted Extra Strong bastards or something close to that. In these situations, you most likely cannot stand still and whack at them, potions cannot heal adequately, so you die.
That's the problem. Such monsters should not exist.
Quote from "PhrozenDragon" »
This is most likely also intentional.
It's not intentional. Save and Exit, Load, the monster is gone. In Diablo I, they were intended, because there is nothing you can do about them. Hence, all monsters in Diablo 1 are beatable. This is not true for Diablo II because Blizzard wants you to waste your time going back replaying the same boring areas again collecting potions that should be really sold instead for worthwhile money. The whole idea is fucked up.
Quote from "PhrozenDragon" »
either you must run around a whole lot more to isolate select mosnters
I do that the whole entire game except at some point it just gets useless.
Quote from "PhrozenDragon" »
as in the case of certain uniques and minions, or you can use rejuvs. Rejujs were put in game to give you an opportunity to stay in combat longer, but since Diablo shouldn't be played heads on at all times, they were not made available for sale.
Rejuvs get pointless as well. Suppose your attack is extremely low compared to the monster you are currently hitting, and his attack kills half of you in one hit. You'll run out of rejuvs unable to kill the monster. If you had regeneration potions, or just a high regeneration, you could just spend time killing that monster... instead, it's like this:
hit for a bit, waste all potions, TP, buy potions, come back, repeat.
I don't see how that is intelligent, smart, or intended.
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1. A wide range of healing potions, and they don't only increase the amount of HP they heal up, but increase the regeneration as well. The best potions cost a ton of money relative to the average revenue of the average player of that difficulty and act or whatever, and are enough to support the said character no matter what hits him.
2. Potions cannot be put into inventory at all. This will force Blizzard to balance it so that players with potions only in the belt can survive fine.
3. Don't give rejuvs so often on lower levels considering that they are the same throughout the game and are equally as powerful later. Give them in Hell or something. Or give them really rarely, so that you cherish that rejuv potion for the boss.
4. If charms are present, make a special inventory section just for charms so that you can carry maybe 3 large charms. Again, this will force Blizzard to balance charms. And you have a free inventory.
Kinda what I can think of for now.
All are very good ideas, it's a shame if they keep the same system.. but I'm confident Blizzard will evolve this as they did it with D2.
And yeah, I'm pretty sure Blizz would revamp the inventory and what-not.
They're pretty good with that kinda thing.
Gold- I agree, after act 4-ish money is completely worthless. Especialy worthless in multiplayer. They could of worked on the scale at which gold increased at so it would be somewhat valuable and an actual form of curreny
Potions- The current D2 system is OK. I think in some ways it should be limited and other ways buffed. I dont like how you can consume as many potions as how fast you can click. I do like how the amount healed isnt instant and how it dosent surpass the amount of damage taken. If it did every single player would become invincable, and thats just stupid.
Which is dumb.
It's nowhere near OK... it's bad for a game to have unused, misused, and overused items.
The implementation of this doesn't really make much of a difference. If you limit the amount of potions that can be taken at a time, then you have to balance that against the mosters again. E.g., you are just going to make the life of the slower player easier.
Well, you are wrong there. If potions cost a lot of money, you can't go around buying them every time you TP, so you don't spend them as often. This gives a usage to the money, and lets people play without super gear. In a game like Diablo there is no control over the battle. Therefore, potions must override damage, or else it's not possible to play at all. You just die.
The way Diablo is designed now (after patch 1.10) is mainly in my mind with high-end gear in mind. Hell got significantly harder after 1.09, and while gear and such like runewords were improved, potions were not in any way. This of course has to create some unbalance, though arguably only it late play.
Potions in my mind aren't realyl supposed to make you invincible as a stack of monsters pund down on you, they're supposed to restore you in between fights or while you run off during a challenging fight. if they healed more, item dependency would lessen, and if would just be harder to die. Whether that is good or bad is a matter of taste I guess.
Giving increased regen... I don't know if it's all suited for Diablo. This is based on the current game balance, true, but i can't see how an increased regen could really help with anything. it would have to be mosntrous, sort of like a permanent life-steal, except you'd never encounter a monster immune to it.
I cannot recall how potions worked prior to that patch, I never play in version that old, but I'm guessing the system was largely as it is now, meaning the potion is not a substitute for an in-combat heal, but rather a quick refreshed between clashes. Except for the rejuv potion, but they cannot be naturally bought, and if you want to farm them, then more fun for you i guess.
Probably the same, but that's not relevant if difficulty increased without the potions improving.
The game is impossible to play without in-combat heal, seriously? If you don't slowly heal yourself you'll just slowly die lol. That's how HP works, you need to constantly regenerate it with those potions. But, thing is, over the course of the game, the regeneration becomes too slow to be of any use. So you forget about the health potions and start using rejuvs. They are rare, so you start wasting time in act 1. Which is boring. Which kills the game for some people.
In a game with no combat control, accessible potions that let you survive must exist. If it's not potions it should be accessible items. Otherwise you can't play the game. And that's how it always was in Diablo I, you just get stuck.
Well you need to regain your health in all games to some extent. Almost all other games have healing as a means to restore your health, with Diablo being the exception (except for the Prayer Aura the paladin has.)
What differs between the games is how this healing is used. In Diablo, you're likely to intensely fight some monsters, kill them, head to the next group etc. After a while, you find out your health is low, so you drink a potion.
This is most likely working as intended. You're shown that you meet the adequate gear and level requirements of the monsters, so you can move on.
Sometimes you encounter hard creatures, sich as Lightning Enchanted Extra Strong bastards or something close to that. In these situations, you most likely cannot stand still and whack at them, potions cannot heal adequately, so you die.
This is most likely also intentional. health potions are sold because everyone should be able to progress against normal enemies. However if regular potions are not enough, either you must run around a whole lot more to isolate select mosnters, as in the case of certain uniques and minions, or you can use rejuvs. Rejujs were put in game to give you an opportunity to stay in combat longer, but since Diablo shouldn't be played heads on at all times, they were not made available for sale.
A game with no battle control should allow the player to be fine under all conditions assuming he killed all beforehand monsters. There should be no repetition of going back. Diablo I was great because there was nowhere to go, you had to be the way you are after killing every monster before you. Going back is repetition, and repetition is evil, especially in a game where you don't control combat.
That's the problem. Such monsters should not exist.
It's not intentional. Save and Exit, Load, the monster is gone. In Diablo I, they were intended, because there is nothing you can do about them. Hence, all monsters in Diablo 1 are beatable. This is not true for Diablo II because Blizzard wants you to waste your time going back replaying the same boring areas again collecting potions that should be really sold instead for worthwhile money. The whole idea is fucked up.
I do that the whole entire game except at some point it just gets useless.
Rejuvs get pointless as well. Suppose your attack is extremely low compared to the monster you are currently hitting, and his attack kills half of you in one hit. You'll run out of rejuvs unable to kill the monster. If you had regeneration potions, or just a high regeneration, you could just spend time killing that monster... instead, it's like this:
hit for a bit, waste all potions, TP, buy potions, come back, repeat.
I don't see how that is intelligent, smart, or intended.