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View Full Version : Attributes through Elixirs


onishin
12-10-2008, 20:19
Remember the first gameplay video? 2 of the items that dropped were called ELIXIR OF VITALITY and ELIXIR OF WILLPOWER. Not to mention the fact that the devs like the idea of D1 books, they must have implemented the same concept, but for attributes instead of skills. That means base attributes will be upped by finding elixirs :)
I hope this stops all the whining. Thank you.

visom
12-10-2008, 20:49
Stop the whining for auto attribute, fan the flames for gold being relevant.

konfeta
13-10-2008, 00:26
Elixirs are temporary boosts in this game.

Valamyr
13-10-2008, 00:39
Elixirs are temporary boosts in this game.

We've all heard this guess; who has confirmed it, though?

konfeta
13-10-2008, 01:02
Er, if you would like to dig through all of the reports on Diablo 3 from this convention, have fun.

I know what I saw, I think it was from Flux.

IcyYou
13-10-2008, 02:31
Remember the first gameplay video? 2 of the items that dropped were called ELIXIR OF VITALITY and ELIXIR OF WILLPOWER. Not to mention the fact that the devs like the idea of D1 books, they must have implemented the same concept, but for attributes instead of skills. That means base attributes will be upped by finding elixirs :)
I hope this stops all the whining. Thank you.

The only reason I am skeptical about it working that way is how would you balance it? It would basically mean that, because they are randomly dropped items, a player could essentially have unlimited stat points end game, and what's stopping someone from massing them and giving them to a low level character, essentially boosting level 1 stats up to godly proportions? =/

I believe the potions will work more like temporary stat boosts. Remember, there are 2 slots in the UI to use potions and the development team wanted to make them less fundamental to game play. Essentially this would do it. It just doesn't make sense that the potions would give permanent bonuses.

Matora
13-10-2008, 04:24
Actually I recall seing it somewhere at temporary as well.

phool
13-10-2008, 10:31
There's no reason stats couldn't be customised through permament boosts, obviously there would be a limit on how many boosts could be used and you would be able to customise your character beyond through the decision of which types to concentrate on... this would be the same as the current system except moving the bonus from levelling up to loot and presumably decreasing how much of the stats are cusomisable.

Elixirs ARE temporary though and there has been no hint such a system will be implemented.

Quest rewards are another more likely type of further stat customisation.

Sein Schatten
13-10-2008, 14:18
If they are permanent they have to restrict the usage somehow. Globally like 50 pots per char or per attribute like 10 per attribute or something.

mestonica
13-10-2008, 14:25
"Doesn’t look like there is a special slot bar for potions, but mini-health potions have been seen, as well as elixir of dexterity and elixir of vitality which may have durations of up to 300 seconds (5 minutes). "

This is what medivaldragon posted on his blizzcon D3 demo game impression today. of course... this could all change when the actual game is released:whistling:

Apocalypse
13-10-2008, 14:32
5 min boosts sound pretty good, these can be usefull when going into those big battles. if these were perm boosts they would set a cap for sure, like sein said already, then again as of now they have already set a cap by not allowing us to add our own stats

phool
13-10-2008, 16:29
I really hope they're kept completely seperate from pvp, as in 'cannot deal damage to other players while under the effects of an elixir' seperate. At the VERY, VERY least have a clearly visible (to other players) sign when used such as a radiance.

Matora
13-10-2008, 18:16
Naw, that sounds too much to me like wanting to know what equipment they have. Just a health bar will do me fine.

cbr
13-10-2008, 19:11
Flux confirmed elixirs only last for 5 minutes.

phool
13-10-2008, 19:15
No, it's not even similar. It's more in line with being able to tell if someone uses a thawing potion. Our inability to tell if other people are using mana pots pretty much kills pot-free pvp for everyone, except for a few small exclusive groups, which has the potential to represent a valid, interesting and different approach to pvp than we have.

Elixir vs elixir free pvp don't represent interesting variants however, so it should be banned altogether. Preferably by game design rather than player consensus as it then prevents entirely the griefing equivalent of juvving players in pubs, however the latter, which is totally unrealistic unless players can easily tell when other players are on elixirs (e.g. red glow = vita, etc), means farming elixirs to put yourself at an equal footing. No thanks.

Matora
13-10-2008, 19:24
Yeah but I imagine you can't chug a world of elixirs and boost your hp by 126k.

konfeta
13-10-2008, 20:21
Or maybe there is a limit on how many elixirs can be used at the same time?

phool
13-10-2008, 20:34
Quite likely... The problem remains. If elixirs are as common as MP AND you can only use a single elixir at a time they just set a different but not inhibitive standard, an extra form of customisation though one which may bring its own imbalance.

Apocalypse
13-10-2008, 20:35
is a good question to find out how many we will be abe to use, is it just 1? or 2,3, whatever or 1 of each effect maybe?

Flux
13-10-2008, 22:57
Flux confirmed elixirs only last for 5 minutes.

Actually, I don't think I did. That is mentioned in MD's excellent demo writeup (http://diablo.incgamers.com/blog/comments/blizzcon-2008-diablo-iii-hands-on-gameplay-impressions/), though.

I will second what he says, though. I used elixir and str elixirs and both gave a small boost to that attribute for 300 seconds. I didn't notice any real difference, but that's not a surprise; hard to tell what's changed on a char you've been playing for 5 minutes in a game you've never played before.

Since there seem to be a lot of items that come in quality gradients, similar to gem quality in D2, I won't be surprised if later in the game we see "greater strength elixirs" or something like that, with bigger boosts/longer durations.

cbr
13-10-2008, 22:58
Actually, I don't think I did. That is mentioned in MD's excellent demo writeup (http://diablo.incgamers.com/blog/comments/blizzcon-2008-diablo-iii-hands-on-gameplay-impressions/), though.

I will second what he says, though. I used elixir and str elixirs and both gave a small boost to that attribute for 300 seconds. I didn't notice any real difference, but that's not a surprise; hard to tell what's changed on a char you've been playing for 5 minutes in a game you've never played before.

Since there seem to be a lot of items that come in quality gradients, similar to gem quality in D2, I won't be surprised if later in the game we see "greater strength elixirs" or something like that, with bigger boosts/longer durations.

Oh well maybe it wasn't you who wrote that, I just assumed it was you.

onishin
14-10-2008, 01:36
guess i was wrong then. Anyway I would really like the idea of being able to up your stats trogh elixirs. or even better, on top of the automatic attributes give us 1 attr point per level to spend, that way, you know the base att of everyone, and we'll have just ~100 extra points to spend. enough to allow customization and just enough to avoid being overpowered (they could even put caps on distribution, like 50 max for each attr)

Starving_Poet
16-10-2008, 21:18
Since there seem to be a lot of items that come in quality gradients, similar to gem quality in D2, I won't be surprised if later in the game we see "greater strength elixirs" or something like that, with bigger boosts/longer durations.

Not to mention the fact there might be an alchemist class :yes: