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Hack and slashes always adopted the potionfest approach to the health system, which means that once you are in danger you would madly tap the potion button to restore your health.
It certainly worked in Diablo1 and 2. But since Diablo3 has a chance to once again redefine Hack and Slash maybe its also time to rethink the health system? One quick example I would say was when FPS stoped from using health spread around the levels and used a "recovery time" that once you got cover your health would regenerate. I dont think that would work with a hack and slash but...
I dont know. I just feel that "potionfest" is a mechanic that should be looked at, maybe every one could have a heal skill (like Diablo1, where you could learn skills from books) or potions would be limited or you would need to stop for a while to drink it and if you took damage you would be interrupted.
Or more monsters with the fabled *Thief* mod, an ancient ability that "Lord De Seis" had that could make your potions drop. Unfortunately it was removed due to a bug.
I know we all love Diablo for its mindless fun but when this mindless fun can be refined, its always the better option, and somehow, mashing the potion button got old already. What you guys think?
It was so fun! But it was removed because it could sometimes crash the game you were in and it seemed that it a bug deep built in the engine, so there was no fix so it was removed
sure, but if they do that, they won't have room for charms or other items . potions are great for keeping the action going and letting the player have some breathing room, but it's also nice to control how much healing they can take with them. a smaller belt is one way to handle this situation.
I think class-specific healing abilities would be nice. For instance a Barbarian, or it's Diablo 3 equivalent, could have a skill/ability that boosted Life Leech for a certain amount of time, and had a bit of a cooldown, or a mana cost large enough that you couldn't just spam it. I think it's something that was kind of tried in Diablo II, but wasn't quite there. The Druid has a Spirit to increase his life, as well as summons that regain health and mana for him, not to mention Hunger, whereas the Necromancer has Blood Golems and Life Tap and all that jazz, Sorceresses have Energy Shield and Warmth, Assassins have Cobra Strike, Paladins have Cleansing/Prayer/Holy Bolt. The thing was, as the game became more refined, those skills fell out of use, and people just potted like always. I think it would be very interesting to see the way Blizzard looks at potions v. skills in Diablo III, if it is coming.
I brought this issue up in another thread and people shot down my ideas for getting rid of potions. I suggested some of the ideas above, like healing spells/skills for each chr class. People said it was dumb to have a healing skill tree becasue it would make the chr do less damage, there would be a healer/tank party exploit, etc. The thing is though, there likely won't BE ANY skill trees in D3. As for exploits, the programmers will know how to design the game appropriately so things don't get exploited (i.e. they likely learned from D2). People also said potions are a vital part of RPGs and the Diablo world. I would argue, however, that D3 should be all new ideas and change the landscape of RPGs.
Potions need to go away forever. It is very unrealistic for a chr to unstopper and drink a potion while carrying a heavy shield and weapon while being swarmed by demons. Since the situation of drinking a potion in battle is impossible, we can expect that it will never be annimated. We players have made our chr's drink tens of thousands of potions, yet we haven't seen a single potion being consumed on the screen. I would like the animation of D3 to be superb, where you even see chr's reaching for drops on the ground, etc. In D2, the potions cheaply dissapear, and the empty bottle doesnt ever get shown. Wouldn't the bottles break with some hits?
Potions have been around in RPGs forever and they are indeed very old. They seem to make the game less frightening, since we know that it is Ok to get burned, poisoned, stabbed, etc with no concequence thanks to potions. Furthermore, the potion guzzling, having to pick up potions, go into your inventory, click the potions, move them to belt, check belt, all gets very repetitive and boring. Think of how many dozens of hours of gameplay you have spent managing the potions.
In addition to healing spells/skills, I would suggest a design where armor (def points) works the same as damage reduction. So a def of 10 means that when you get hit with physical damage, 10 points gets subtracted from the total damage you take. A percentage of the damage is taken away from the armor's durability. In other words, armor has more of a role in preventing damage. The current armor sytem is too similar to the old D&D rules--hit or miss; you take all damge or zero damage. That means, if you are wearing a full suit of armor and only your face is showing through an open visor, then every time you are hit, it is in the face and your face takes all the damage every time. The way it SHOULD work imo is like this: a throwing axe hits your chest for 20 damage, your breastplate gives you 15 def so the axe only does 5 damage to your body and you loose a bit of dur on the armor. If the axe was thrown less hard by a low leveler for only 6 damage, then it simply bounces off the armor for no damage at all--the attack has to match the 15 def to do damage. The D2 armor system implies that the axe can never hit the armor AND damage you--it only hits your exposed body parts or it hits your armor and bounces off for no damage. There are a few items that have damage reduction, but these tend to be rare magical properties.
Basically, I'm saying that ARMOR points should become a new life points cushion. It's just like a manashield except instead of mana, the armor loses durability points, so you lose both life and armor points when hit. Then, when you go to town you "heal" your armor by getting it repaired, and you rely on spells (with drawbacks) or improved life regeneration to regain life. Of course, godly armor can make you invincible in early parts of the game since all attacks bounce off, but there will always be magic thrown at you and no armor would make you immune to all magic.
Please do not argue "there is already a system like that--it's called mana shield". I want this sytem to be available for all playes, not just a caster. Would the game be less challenging because your armor is subtracting so much of the damage? Well, yes, but they could make the game chalenging by having the repair costs very high, and making good armor hard to come by. With the way the system works in D2, it feels like our chr's are nearly dying a thousand deaths and simply have an IV bag of potions so PvM damage doesn't matter. What I'm suggesting is that you don't lose so much life points in the first place, but you struggle with being in the poorhouse from armor repairs and have to play carefully putting up with slow regeneration being the only means of life recovery sometimes.
I brought this issue up in another thread and people shot down my ideas for getting rid of potions. I suggested some of the ideas above, like healing spells/skills for each chr class. People said it was dumb to have a healing skill tree becasue it would make the chr do less damage, there would be a healer/tank party exploit, etc. The thing is though, there likely won't BE ANY skill trees in D3. As for exploits, the programmers will know how to design the game appropriately so things don't get exploited (i.e. they likely learned from D2). People also said potions are a vital part of RPGs and the Diablo world. I would argue, however, that D3 should be all new ideas and change the landscape of RPGs.
Potions need to go away forever. It is very unrealistic for a chr to unstopper and drink a potion while carrying a heavy shield and weapon while being swarmed by demons. Since the situation of drinking a potion in battle is impossible, we can expect that it will never be annimated. We players have made our chr's drink tens of thousands of potions, yet we haven't seen a single potion being consumed on the screen. I would like the animation of D3 to be superb, where you even see chr's reaching for drops on the ground, etc. In D2, the potions cheaply dissapear, and the empty bottle doesnt ever get shown. Wouldn't the bottles break with some hits?
Potions have been around in RPGs forever and they are indeed very old. They seem to make the game less frightening, since we know that it is Ok to get burned, poisoned, stabbed, etc with no concequence thanks to potions. Furthermore, the potion guzzling, having to pick up potions, go into your inventory, click the potions, move them to belt, check belt, all gets very repetitive and boring. Think of how many dozens of hours of gameplay you have spent managing the potions.
In addition to healing spells/skills, I would suggest a design where armor (def points) works the same as damage reduction. So a def of 10 means that when you get hit with physical damage, 10 points gets subtracted from the total damage you take. A percentage of the damage is taken away from the armor's durability. In other words, armor has more of a role in preventing damage. The current armor sytem is too similar to the old D&D rules--hit or miss; you take all damge or zero damage. That means, if you are wearing a full suit of armor and only your face is showing through an open visor, then every time you are hit, it is in the face and your face takes all the damage every time. The way it SHOULD work imo is like this: a throwing axe hits your chest for 20 damage, your breastplate gives you 15 def so the axe only does 5 damage to your body and you loose a bit of dur on the armor. If the axe was thrown less hard by a low leveler for only 6 damage, then it simply bounces off the armor for no damage at all--the attack has to match the 15 def to do damage. The D2 armor system implies that the axe can never hit the armor AND damage you--it only hits your exposed body parts or it hits your armor and bounces off for no damage. There are a few items that have damage reduction, but these tend to be rare magical properties.
Basically, I'm saying that ARMOR points should become a new life points cushion. It's just like a manashield except instead of mana, the armor loses durability points, so you lose both life and armor points when hit. Then, when you go to town you "heal" your armor by getting it repaired, and you rely on spells (with drawbacks) or improved life regeneration to regain life. Of course, godly armor can make you invincible in early parts of the game since all attacks bounce off, but there will always be magic thrown at you and no armor would make you immune to all magic.
Please do not argue "there is already a system like that--it's called mana shield". I want this sytem to be available for all playes, not just a caster. Would the game be less challenging because your armor is subtracting so much of the damage? Well, yes, but they could make the game chalenging by having the repair costs very high, and making good armor hard to come by. With the way the system works in D2, it feels like our chr's are nearly dying a thousand deaths and simply have an IV bag of potions so PvM damage doesn't matter. What I'm suggesting is that you don't lose so much life points in the first place, but you struggle with being in the poorhouse from armor repairs and have to play carefully putting up with slow regeneration being the only means of life recovery sometimes.