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,→Potions in PvP
Earlier games in the series had multiple quality levels mana potions and rejuvenation potions, and there were multiple quality levels of healing potions in [[Diablo 3 vanilla]]. The potion system was greatly simplified in [[D3v2]] and [[RoS]], with only one type of potion, whether found at level 1 or level 70. Reaper of Souls adds six [[Legendary Health Potions]] which grant identical healing to a normal potion, but add a bonus defensive effect for 5 seconds.
[[Jay Wilson]] talked about the concept and execution of health potions during an interview from Blizzcon 2009. [http://pc.ign.com/articles/101/1017305p1.html]
::'''Jay Wilson: '''We did put health potions back in, but they play a very different role. You can't spam them like you used to, you can only use them about once a map. The purpose of those is to take the edge off the loss of health. I don't have health, or I've got half health, do I want to use a health potion, or do I want to risk it? Ooh, I've got 10% health, it's not even a decision. That's a really interesting decision, and it makes potion use a fun part of the game.
::'''''IGN: '''Why not auto-cast a potion if you're down to 10%? ''
::'''Jay Wilson: '''Because it takes the choice away from the player and we wouldn't want to do that. We really want the player to make that choice. So the other side of it is, we deal with some of the harder monsters, like bosses and rares and champions, they don't just drop them like that. They would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%. The other thing we did, because we design everything for cooperative play, if you pick up a health globe and you have a friend nearby, you both get the benefit. So that's something we did to make sure the system didn't favor people who are running forward, melee classes, who used to pull up all the health potions. Now they're actually helping the people in the back.
===Potions in Demos===
The function of potions was seen most clearly by players at various public demos of Diablo 3.
In the [[BlizzCon 2008]] and 2009 demo builds there were no NPCs selling potions (or anything else). Healing potions could be found in the demo, but they were fairly rare. Each healing potion granted a set amount of [[life]] (40 for a [[Barbarian]] at level 8, who had about 150 total life), and filled that much health instantly, as rejuvenation potions do in Diablo II. There was a considerable cooldown time after drinking a potion (before another one could be consumed). In the 2009 demo, this cooldown was around 8 seconds.
At this point there were not yet health globes in the game, so players had to conserve their life with strategic play or use equipment to add [[life steal]], [[life on hit]], or [[regeneration]].
Health potion function remained substantially the same in the Blizzcon 2010 PvE demo. There were no potions available in the [[PvP]] Arena demo, which spurred much player speculation as to whether health potions would be disabled during Arena combat. That remains an open question, as the PvP Arena was never added to Diablo 3, and it remains a pending/future feature even after the launch of Reaper of Souls.
==Potions in Diablo 3 vanilla==
Prior to [[Diablo 3 version 2]] streamlining the system, there were multiple levels of health potions, all with level requirements. Players continually found higher levels of potions as they leveled up, which brought an amusing (except for Hardcore) problem. It was not uncommon for players to sell off their stack of lower level potions, forget to set their stack of the next level up to their hotkey, and then get no healing when they stabbed the button in an emergency.
{|
! style="width:64px" |
! Name
! Effect
! Rq LvL
|-
| [[Image:IconHPotionMinor.png]]
| Minor Health Potion
| Instantly restores 250 life.
| {{center|1}}
|-
| [[Image:IconHPotionLesser.png]]
| Lesser Health Potion
| Instantly restores 400 life.
| {{center|6}}
|-
| [[Image:IconHPotion.png]]
| Health Potion
| Instantly restores 550 life.
| {{center|11}}
|-
| [[Image:IconHPotionGreater.png]]
| Greater Health Potion
| Instantly restores 1,000 life.
| {{center|16}}
|-
| [[Image:IconHPotionMajor.png]]
| Major Health Potion
| Instantly restores 1,600 life.
| {{center|21}}
|-
| [[Image:IconHPotionSuper.png]]
| Super Health Potion
| Instantly restores 2,500 life.
| {{center|26}}
|-
| [[Image:IconHPotionHeroic.png]]
| Heroic Health Potion
| Instantly restores 4,500 life.
| {{center|37}}
|-
| [[Image:IconHPotionResplendent.png]]
| Resplendent Health Potion
| Instantly restores 6,500 life.
| {{center|47}}
|-
| [[Image:IconHPotionRunic.png]]
| Runic Health Potion
| Instantly restores 9,000 life.
| {{center|53}}
|-
| [[Image:IconHPotionMythic.png]]
| Mythic Health Potion
| Instantly restores 12,500 life.
| {{center|58}}
|}
===Other Potions===
In addition to health and mana potions, early versions of Diablo 3 had other potions that provided short term buffs.
{|
! style="width:64px" |
! Name
! Effect
! Description
|-
| [[Image:IconPowerPotion.png]]
| Power Potion
| Critical hit chance increased to 100% for 30 seconds.
| "How many tyrants and fools have traded their lives for one chance at victory? Such power comes with great risk."<br>-Warzecha's Treatise on Magical Means
|}
==Potions in PvP==
Players have asked how potions will be handled in [[PvP]] play in [[Diablo III]]. This question is not one the [[D3 Team]] can answer very accurately have answered yet. There were no healing potions in the Blizzcon 2010 PvP demo, since they've but this might not begun to work on balancing PvP playindicate a design decision for the final game. However, [[Jay Wilson]] was still willing to answer the question did talk about healing potions in conceptual terms, during a [[BlizzCon]] 2008 Q&A session .[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/] at [[BlizzCon 2008]].
Jay said that potions could not be used that often in D3 PvP, and that there would be some sort of cool down timer on them, as there is in [[World of Warcraft]]. They will be useful, but their benefit isn't that large, and they can't be chugged endlessly, as they were in [[Diablo II]]. The utility of potions is not designed to be that great, which should help keep them from becoming overly-valuable in [[PvM]] or PvP play. Jay thinks that the (relative) absence of potions in Diablo III will improve the PvP play, since potions in D2 essentially gave players infinite [[health]] and [[mana]]. This turned unregulated duels into little more than potion drinking contests, where the player with more of them usually won.
==Elixirs==
There were various types of [[elixir]]s seen early in Diablo 3's development. In the deme at Blizzcon 2008 players saw [[Strength]] and [[Dexterity]] elixirs that each granted substantial bonus for 300 seconds. These elixirs had been removed from the game by Blizzcon 2010 and have not been seen since.
==Potions in Diablo II==
See the {{iw|Potion Potions page}} in the Diablo II wiki for full details on potion use in Diablo II.
[[category:potions]]
[[Category:Items]]
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