Sometimes an Idea comes to me and I just can't stop typing... I hope you enjoy this idea I had for Bottomless Potions. Feel free to comment and post your own ideas. Perhaps Blizzard will read this and give us the power creep we need to feed our D3 addiction.
=D13=
Blizzard! Steal This Idea! -- Bottomless Potions
In games such as Diablo III the game is constantly being updated to include upward shifts in power for the characters so that each season allows players to attain previously unreachable goals. This is important in keeping players engaged and in providing the players with new rewards for that engagement. So with that in mind I present to you the following proposal for the advancement of potions in in Diablo III.
"Does Your Majesty know what would serve his armies better than mere healing? Healing combined with more healing!" -Royal Apothecary Jentulf, advising His Majesty in council.
Inventory: Equipped legendary potions take up a space in your inventory. My first proposal would be to remove the need to keep them in your character inventory. Once equipped they would exist in the interface bar and could be swapped from that location with other potions.
Legendary: Here is a summary of the existing Legendary Potions that are available in Diablo III. These potions have a 30 second cooldown, a required level of 61, they are account bound, and they are unique equipped.
Teleport to another location based on missing health. Results may vary.
(30 yards at 50%)
"It heals you, it helps you resist damage, and it cures warts!" -Royal Apothecary Jentulf, presenting his newest creation to the king.
Ancient:These potions are legendary and should also have a chance of dropping as ancient items. Here is a list of how I would change the potions as ancients. They would also count an an ancient item for LoN set.
Instantly restores 80% Life
Bottomless Potion of Kulle-Aid
Burst through Waller walls for 8 seconds.
Bottomless Potion of Mutilation
Increases Life per Kill by 80000–100000 for 8 seconds.
Bottomless Potion of Regeneration
Restores extra 150000–200000 Life over 8 seconds.
Bottomless Potion of Rejuvenation
Restores 20-30% of your primary resource when used below 50% Life.
Bottomless Potion of the Diamond
Increases Resist All by 100–200 for 8 seconds.
Bottomless Potion of the Leech
Increases Life per Hit by 30000–40000 for 8 seconds.
Bottomless Potion of the Tower
Increases Armor by 20% for 8 seconds.
Bottomless Potion of Amplification
Increases healing from all sources by 40–50% for 8 seconds.
Bottomless Potion of Fear
Fears enemies within 18 yards for 6–8 seconds.
Bottomless Potion of Chaos
Teleport to another location based on missing health. Results may vary.
(40 yards at 50%)
Primal: The standard primal ancient is marginally better than a regular ancient and rather than create another list of increased numbers it might be better if it increases the amount healed to 100% and restores 100% of your primary resource. .
Instantly restores 100% Life and Primary Resource.
Kanai’s Cube:
Here are a few new recipes that could be used to combine, empower, and augment legendary potions.
Jentulf's Purification: a new cube recipe that requires a legendary potion (and some amount of resources) to have a chance to improve a legendary potion to Ancient or Primal ancient.
Jentulf's Inferno: a new cube recipe that requires a legendary or ancient potion and one Leoric's Regret one Idol of Terror, one Vial of Putridness, one Heart of Fright, and 10 Forgotten Souls. This will add this hellfire affix to the potion.
Chance on use to engulf the ground in lava, dealing 200% weapon damage per second for 5 seconds (8 seconds for Ancient).
Jentulf's 's Confidence: A new Cube recipe that requires rank 30 Legendary Gem, a legendary or ancient potion, and 3 of a flawless royal gem. Provides a bonus when equipped.
Amethyst: +10% Life.
Diamond: Reduces cooldown of all skills by 6%.
Emerald: +20% Extra Gold from Monsters.
Ruby: +20% Experience. (2% at level 70).
Topaz: Reduces all resource costs by 6%.
Jentulf's Experimentation: a new cube recipe that requires a legendary potion (and some amount of materials) to create a new potion. The new potion will be a random legendary potion and has a chance to come from this list of experimental bottomless potions.
Bottomless Potion of Reaper
Health globes restore 25–30% of your primary resource for 5 seconds.
Bottomless Potion of the Nemesis
Shrines and Pylons will spawn an enemy champion for the next 5 seconds.
Bottomless Potion of the Wind
Gain a 25–30% chance to Knockback on Hit for 5 seconds.
Bottomless Potion of Thorns
Gain a 25%-30% increase in Thorns Damage for 5 seconds.
Bottomless Potion of Asheara’s Command
Your followers come to your aid for 5 seconds.
Bottomless Potion of Aughild’s Defense
Reduces damage from elites by 7-10% for 5 seconds
Bottomless Potion of Repercussion
Gain 15-20% Area Damage on Hit for 5 seconds.
Bottomless Potion of Vaxo’s Haunt
Summons 2 shadow clones to your aid for 5 seconds.
Bottomless Potion of Halcyon’s Ascent
You mesmerize nearby enemies causing them to jump uncontrollably for 5 seconds.
Jentulf's Concoction: a new cube recipe that requires two legendary potions (and some amount of materials) to create a new potion that hat has both legendary affixes. Potions could be combined a single time and must be of like types (Legendary or Ancient). Augmented potions will lose their augment when combined. Combining an Ancient and Primal potion will result in the combined gem retaining its primal bonus.
"Well, I had to test it on someone, didn't I? You're all just jealous!" -Royal Apothecary Jentulf at his trial, just before sentencing.
Cosmetic Changes
I have seen it suggested on some forums that an affix could be added that changed the appearance of the user in some way when the potion was triggered. Personally I would love to see an aura of some color added to the character when the potion was in effect. Maybe you could place the potion in the dye panel of the enchanting interface and select a color for that potion so you could customize it a tiny bit.
EXAMPLES
Ancient Bottomless Hellfire Potion of Regeneration and of the Leech
Instantly restores 80% Life.
Restores extra 150000–200000 Life over 8 seconds.
Increases Life per Hit by 30000–40000 for 8 seconds.
Chance on use to engulf the ground in lava, dealing 200% weapon damage per second for 8 seconds.
Primal Ancient Augmented Bottomless Hellfire Potion of Fear and of the Diamond
Instantly restores 100% Life.
Fears enemies within 18 yards for 6–8 seconds.
Increases Resist All by 100–200 for 8 seconds.
Chance on use to engulf the ground in lava, dealing 200% weapon damage per second for 8 seconds.
Reduces all resource costs by 6%.
“In my workshop, when one sees liquid in a bottle, logic dictates that it is something beneficial. But bottle logic is wrong! My genius has transcended the beneficial. Now, I ride the waves of chaos. Chaos!” — Royal Apothecary Jentulf, in his final letter to the Society of Apothecaries, before his disappearance.
Yes that woiuld be a possibility. Seems ok to have that buff available every 30 seconds to me. I guess you could increase the cooldown on postions some amount for each extra effect added to help balance it. I believe they are on the GCD and not affected by any abilities that modify the cooldown of other things.
Or you can also increase/change the stats a bit , but add # of use.
Exemple :
Primal Ancient Augmented Bottomless Hellfire Potion of Fear and of the Diamond
(On use) Instantly restores 100% Life.
Increases Resist All by 200 for 10 minutes
Chance on use to summon a Hellfire minion who will fight for you for 10 minutes
Reduces all resource costs by 6% for 10 minutes
Increase Exp by 10% for 10 mins
Holds 5 charges
Would also be nice , to have 3 *main* stats , such as Instantly restores 100% Life , Increases Resist All by 200 for 10 minutes & Chance on use to summon a Hellfire minion who will fight for you for 10 minutes. The remaining 2 options , to be random, from a pretty big list, such as : Reduce cooldown reduction by 5% for 10 mins - Increase STR(INT,DEX) by 500 for 10 mins - Increase Attack Speed by 5% for 10 mins ,etc. Yes, I know. Make them pretty rare and/or pretty hard to craft, but in this way the potions will be really unique and it will give a meaning to crafting, especially if it will vanish after 5 uses.
This is basically just a creative and fancy write up of a bad idea, that literally doesn't consider balance and gameplay at all.
Well, actually it does consider balance and game play. I am a game designer with more that twenty years experience and I considered things such as the increase in time, increase in numbers, existing effects from legendary and set items, drop rates of bottomless potions, traditional seasonal power creep, cool-downs, cross class impact, and cost for crafting and cube recipes.
But yes it would take someone who is more deeply involved in the balance of the game to make sure the idea would not severely unbalance any one class. But as these are basically another ability that can be chosen by any class there is a possibility that some combos would not work. But that is why you iterate and test.
In the end is this any more "broken" than say the three items you get to add to your character via the cube? or the additional primary stat you get from augmenting an armor piece with a legendary gem? or is it even that much more different from the power creep introduced with the inclusion of legendary gems?
Or you can also increase/change the stats a bit , but add # of use.
Neat Idea. I like the limited number of uses. I wonder if the potion would have X uses of the bonus effects then just apply the health gain after that until recharged. You could possibly recharge it by picking up a power globe to restore one use up to its maximum.
Or you can also increase/change the stats a bit , but add # of use.
Would also be nice , to have 3 *main* stats ,
I originally was considering adding a bit on augmenting them with the legendary items and gems the same way you can to other items. It might be interesting to allow that for any level of bottomless potion.
In the end I think that the the vial or bottle is really what is enchanted and it merely provides a bottomless liquid in which the enchantment is imparted to the user for a short time.
blizzard doesnt care about making their game better
sorry
Where the hell have you been? under a rock? Of course they care. It is you that doesn't seem to care to look at each patch as making the game better.
sorry
=D13=
Add some mechanics where you can "stack" potion usages. With every bottle you drink, you become more resistant, at the cost of something else (dps,... etc)
Just wanted to actually add some positive remarks to your post.
For one thanks, we are overdue for potion updates tbh. Current system is boring and honestly trash.
I also enjoy the editing you put in this, I can see you wanted to make a great idea/concept and present it and you did.
As for one, with any post there are always flaws that some members have already pointed out, still it can be fixed.
Two, some of these would be top picks for others but hell, the idea of this post was not only to improve potions but too add further utility as well to them.
I am very sorry for all these negative ass post in here, you would think Diablo Fans would be open minded and engaging. Not act like reddits "I dont like it therefore its stupid and sucks" thinking.
Keep doing what you do, you have a mind set of a game designer. Something ALL ARPG are currently lacking in.
Primal: The standard primal ancient is marginally better than a regular ancient and rather than create another list of increased numbers it might be better if it increases the amount healed to 100% and restores 100% of your primary resource. .
Wont this make the potion here totally useless?
Bottomless Potion of Rejuvenation
Restores 20-30% of your primary resource when used below 50% Life.
Good catch... You are correct and I missed that. Although maybe it is OK to make the rejuv potion redundant with such a low chance for drop.
Add some mechanics where you can "stack" potion usages. With every bottle you drink, you become more resistant, at the cost of something else (dps,... etc)
Interesting idea. Maybe a ring or some other item could be added that let you extend some of the effects so that they could overlap.
Just wanted to actually add some positive remarks to your post.
For one thanks, we are overdue for potion updates tbh. Current system is boring and honestly trash.
I also enjoy the editing you put in this, I can see you wanted to make a great idea/concept and present it and you did.
As for one, with any post there are always flaws that some members have already pointed out, still it can be fixed.
Two, some of these would be top picks for others but hell, the idea of this post was not only to improve potions but too add further utility as well to them.
I am very sorry for all these negative ass post in here, you would think Diablo Fans would be open minded and engaging. Not act like reddits "I dont like it therefore its stupid and sucks" thinking.
Keep doing what you do, you have a mind set of a game designer. Something ALL ARPG are currently lacking in.
Thanks! Idea posts are always going to foster the most criticism and I knew that going in. I was hoping for better than a reddit reaction and for the most part the reddit trolls have stayed in their cave.
Sometimes an Idea comes to me and I just can't stop typing... I hope you enjoy this idea I had for Bottomless Potions. Feel free to comment and post your own ideas. Perhaps Blizzard will read this and give us the power creep we need to feed our D3 addiction.
=D13=
In games such as Diablo III the game is constantly being updated to include upward shifts in power for the characters so that each season allows players to attain previously unreachable goals. This is important in keeping players engaged and in providing the players with new rewards for that engagement. So with that in mind I present to you the following proposal for the advancement of potions in in Diablo III.
than mere healing? Healing combined with more healing!"
-Royal Apothecary Jentulf, advising His Majesty in council.
Inventory: Equipped legendary potions take up a space in your inventory. My first proposal would be to remove the need to keep them in your character inventory. Once equipped they would exist in the interface bar and could be swapped from that location with other potions.
Legendary: Here is a summary of the existing Legendary Potions that are available in Diablo III. These potions have a 30 second cooldown, a required level of 61, they are account bound, and they are unique equipped.
Instantly restores 60% Life.
-Royal Apothecary Jentulf, presenting his newest creation to the king.
Ancient: These potions are legendary and should also have a chance of dropping as ancient items. Here is a list of how I would change the potions as ancients. They would also count an an ancient item for LoN set.
Instantly restores 80% Life
Primal: The standard primal ancient is marginally better than a regular ancient and rather than create another list of increased numbers it might be better if it increases the amount healed to 100% and restores 100% of your primary resource. .
Instantly restores 100% Life and Primary Resource.
Kanai’s Cube:
Here are a few new recipes that could be used to combine, empower, and augment legendary potions.
Jentulf's Purification: a new cube recipe that requires a legendary potion (and some amount of resources) to have a chance to improve a legendary potion to Ancient or Primal ancient.
Jentulf's Inferno: a new cube recipe that requires a legendary or ancient potion and one Leoric's Regret one Idol of Terror, one Vial of Putridness, one Heart of Fright, and 10 Forgotten Souls. This will add this hellfire affix to the potion.
Jentulf's 's Confidence: A new Cube recipe that requires rank 30 Legendary Gem, a legendary or ancient potion, and 3 of a flawless royal gem. Provides a bonus when equipped.
Jentulf's Experimentation: a new cube recipe that requires a legendary potion (and some amount of materials) to create a new potion. The new potion will be a random legendary potion and has a chance to come from this list of experimental bottomless potions.
Jentulf's Concoction: a new cube recipe that requires two legendary potions (and some amount of materials) to create a new potion that hat has both legendary affixes. Potions could be combined a single time and must be of like types (Legendary or Ancient). Augmented potions will lose their augment when combined. Combining an Ancient and Primal potion will result in the combined gem retaining its primal bonus.
-Royal Apothecary Jentulf at his trial, just before sentencing.
Cosmetic Changes
I have seen it suggested on some forums that an affix could be added that changed the appearance of the user in some way when the potion was triggered. Personally I would love to see an aura of some color added to the character when the potion was in effect. Maybe you could place the potion in the dye panel of the enchanting interface and select a color for that potion so you could customize it a tiny bit.
EXAMPLES
Ancient Bottomless Hellfire Potion of Regeneration and of the Leech
Primal Ancient Augmented Bottomless Hellfire Potion of Fear and of the Diamond
But bottle logic is wrong! My genius has transcended the beneficial. Now, I ride the waves of chaos. Chaos!”
— Royal Apothecary Jentulf, in his final letter to the Society of Apothecaries, before his disappearance.
Yes that woiuld be a possibility. Seems ok to have that buff available every 30 seconds to me. I guess you could increase the cooldown on postions some amount for each extra effect added to help balance it. I believe they are on the GCD and not affected by any abilities that modify the cooldown of other things.
Or you can also increase/change the stats a bit , but add # of use.
Exemple :
Primal Ancient Augmented Bottomless Hellfire Potion of Fear and of the Diamond
Would also be nice , to have 3 *main* stats , such as Instantly restores 100% Life , Increases Resist All by 200 for 10 minutes & Chance on use to summon a Hellfire minion who will fight for you for 10 minutes. The remaining 2 options , to be random, from a pretty big list, such as : Reduce cooldown reduction by 5% for 10 mins - Increase STR(INT,DEX) by 500 for 10 mins - Increase Attack Speed by 5% for 10 mins ,etc. Yes, I know. Make them pretty rare and/or pretty hard to craft, but in this way the potions will be really unique and it will give a meaning to crafting, especially if it will vanish after 5 uses.
tldr
One mind cannot contain all wisdom...
Well, actually it does consider balance and game play. I am a game designer with more that twenty years experience and I considered things such as the increase in time, increase in numbers, existing effects from legendary and set items, drop rates of bottomless potions, traditional seasonal power creep, cool-downs, cross class impact, and cost for crafting and cube recipes.
But yes it would take someone who is more deeply involved in the balance of the game to make sure the idea would not severely unbalance any one class. But as these are basically another ability that can be chosen by any class there is a possibility that some combos would not work. But that is why you iterate and test.
In the end is this any more "broken" than say the three items you get to add to your character via the cube? or the additional primary stat you get from augmenting an armor piece with a legendary gem? or is it even that much more different from the power creep introduced with the inclusion of legendary gems?
Thanks
No problem it is quite long
=D13=
Neat Idea. I like the limited number of uses. I wonder if the potion would have X uses of the bonus effects then just apply the health gain after that until recharged. You could possibly recharge it by picking up a power globe to restore one use up to its maximum.
I originally was considering adding a bit on augmenting them with the legendary items and gems the same way you can to other items. It might be interesting to allow that for any level of bottomless potion.In the end I think that the the vial or bottle is really what is enchanted and it merely provides a bottomless liquid in which the enchantment is imparted to the user for a short time.
=D13=
blizzard doesnt care about making their game better
sorry
sorry
=D13=
Add some mechanics where you can "stack" potion usages. With every bottle you drink, you become more resistant, at the cost of something else (dps,... etc)
Just wanted to actually add some positive remarks to your post.
For one thanks, we are overdue for potion updates tbh. Current system is boring and honestly trash.
I also enjoy the editing you put in this, I can see you wanted to make a great idea/concept and present it and you did.
As for one, with any post there are always flaws that some members have already pointed out, still it can be fixed.
Two, some of these would be top picks for others but hell, the idea of this post was not only to improve potions but too add further utility as well to them.
I am very sorry for all these negative ass post in here, you would think Diablo Fans would be open minded and engaging. Not act like reddits "I dont like it therefore its stupid and sucks" thinking.
Keep doing what you do, you have a mind set of a game designer. Something ALL ARPG are currently lacking in.
Cancerous post, probably can't read.
Interesting idea. Maybe a ring or some other item could be added that let you extend some of the effects so that they could overlap.
Thanks! Idea posts are always going to foster the most criticism and I knew that going in. I was hoping for better than a reddit reaction and for the most part the reddit trolls have stayed in their cave.
Awwww... don't say that... some people have a short attention span
=D13=