Difference between revisions of "Potion"

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===Health Potions===
 
===Health Potions===
 
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Health Potions have worked their way back into the game, during development. Early on, the team talked about there being no, or very few potions. As of Blizzcon 2009, potions were very rarely seen compared to Diablo 2. Although the overpowered demo build characters seldom needed to use potions, this was definitely an accepted element of keeping a character alive.
Health Potions have worked their way back into the game, during development. Early on, the team talked about there being no, or very few potions. As of Blizzcon 2009, potions were far from as common as they were in Diablo 2, but they drinking them was definitely an accepted element of keeping a character alive. (Even though the overpowered demo build characters seldom needed to.)
 
  
 
[[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]] talked about the concept and execution of health potions during an interview from Blizzcon 2009. [http://pc.ign.com/articles/101/1017305p1.html]

Revision as of 18:13, 20 January 2010

The role of potions in Diablo III is not yet determined. There are life and mana potions, but no rejuvenation potions have yet been seen or mentioned by the D3 Team. It's not known if there will be other potions such as antidotes, thawing potions, or offensive potions to throw at monsters.


Potions and Game Balance

One of the D3 Team's main design goals in Diablo III is to make the game more consistently difficult, or at least challenging. Towards that end, they are going to greatly de-emphasize the role of potions in the game, and force players to obtain healing from health globes. It's not known if NPCs will sell potions, or if they will only sell them in limited quantities, but however they are obtained, potions will be less beneficial and less common than they were in Diablo II.

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.

Health Potions

Health Potions have worked their way back into the game, during development. Early on, the team talked about there being no, or very few potions. As of Blizzcon 2009, potions were very rarely seen compared to Diablo 2. Although the overpowered demo build characters seldom needed to use potions, this was definitely an accepted element of keeping a character alive.

Jay Wilson talked about the concept and execution of health potions during an interview from Blizzcon 2009. [1]

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 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 yet, since they've not begun to work on balancing PvP play. However, Jay Wilson was still willing to answer the question during a Q&A session [2] 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 are elixirs in Diablo III. So far Strength and Dexterity elixirs have been seen. As of BlizzCon 2008, these provided a temporary, 300 second bonus to that one attribute.


Potions in Diablo II

See the Potions page in the Diablo II wiki for full details.