Right now there is only one size of potion, and they restore a percentage of your HP.
I am not sure that with 99 potions filling up one slot there really is a need to set a limit
The point here is not how many potions you have, but how many slots are taken up. If you can indeed carry 99 potions per slot, then I would then suggest setting a maximum for the number of slots used for potions.
If it was me, I think I’d go for potions being a reasonably uncommon emergency item, like a o crap this boss is going to flog me glug glug glug, rather than being something you expect to happily throw down one after teh other while you are mob bashing. It’s a logical progression then that they should scale with your HP, as a % instead of fixed amount.
Once again I call on our faithful servant D2, I guess I’m thinking of Rejuvination potions here, where there were the normal, still pretty uncommon 33% ones and the rare 100% Greater Rejuv’s.
Also like the idea of being able to make them. I’m curious how much focus will be on crafting (relics/charms/artifacts ala TQ or more elaborate stuff).
Auto pickup is fine as long as there aren’t trash potions, like all the Lesser ones when your cruising through act 2+ in TQ.
Since we’re discussing potions mechanics anyway, isn’t it just better to severely limit the number of potions you can use?
Everyone seems to agree that potions shouldn’t be used as a permanent health buffer (which is pretty much what they did in TQ) but rather as a panic mechanism, so if the amount of potions you can carry is severely limited (say, 1-2 potions at anytime), you’ll be sure to watch out when to gulp down a potion and you’ll never use it as a perma health buffer, since you might actually need it for that threat around the corner.
Hmm.
How about carrying one potion with you, MAX. That and if you went below a certain health percentage of full it would be used automatically. Then it was gone, until you got it again.
And how about if you had to MAKE that potion yourself, made from a recipe that you learned as a quest?
EDIT: Apparently I can’t read because my suggestion is similar to Yerk’s. Edit: Slow ninja’d by an hour and a half…s i g h.
To expand a bit on the idea of one health pot…something I found cool in HoN which is probably not very original, but still a neat mechanic is the mana battery thingy. Everytime someone in range uses a spell, it adds a charge, max of 15 charges, and for every charge, it provides a heal of 15*chargenumber HP. It’s a pretty neat tool, but not very useful later on the game. If it could be adapted to GD for example, I think it could do some good things. Rather than filling charges on spells, fill charges on hits, limited with a cap, and a certain number of hits per second. Dunno, maybe?
Do you guys want to go back shopping (or craft a new) each time you used a potion? And you could not pick up more dropped potions with that limit. Kinda similar to health orbs … except that you could not use them.
If potions have a longer cool down, then it does not destroy the balance regardless how many you carry.
-x%recharge should not affect potions’ cool down …
As long as there is an in-game option to toggle this feature off/on then I am all for it. Once again it goes down to giving a wider range of players more options. I would be glad to use it but I could see there may be times when I would want to disable the feature.
Howdy,
Throwing in my $0.2, I do like auto potion pick up. Reason: if I am in combat and see a pot drop, I don’t have to stop combat, hit a key to see the potion name, and then click on the name to pick it up.
I play holding the Stationary attack key and rotating my swing to hit surrounding mobs, not clicking each one. Auto Pick up allows me to simply let go one the Stationary attack key moving to the pot and then continuing my attack. The auto pick up eliminates added steps of of viewing all dropped items, then clicking the pot to pick it up.
I enjoy the idea of quickly moving to the direction of the potion and having it in my inventory for quick use. I understand that I still have to stop combat to move to the pot.
It may sound trivial but if your out of pots and close to death, auto pick up is 2-3 secs that could save your toon from death.
I’m with those who want to see it as a toggle option. Personally, I don’t like the idea of anything being automatically added into my inventory, even if it stacks 99 times. I want to decide what I pick up.
I voted against, primarily because in every ARPG I’ve ever played, there is a high probability that a lesser class of health/mana potion then you currently use is going to to drop from your enemies. Before you know it, you have a large collection of low class potions taking up room in your pack.
If you draw the line at auto-pickup of all items that everyone would want, we need to start including gems/relics, scrolls, and other such items as well. I personally feel that auto-loot should be restricted to just gold, which drops very frequently compared to all other item types. I don’t feel that strongly about it though, I’ll enjoy the game regardless.
"I voted against, primarily because in every ARPG I’ve ever played, there is a high probability that a lesser class of health/mana potion then you currently use is going to to drop from your enemies. Before you know it, you have a large collection of low class potions taking up room in your pack. "
I feel the same way as Kardiophylax. But if there would only be one type of potion which always scales to your current level it could be handy. But for now I voted against.
So your two votes should be ‘yes’, as there will only one type of health potion which scales (gives back a % of health).
If that’s the case, I apologize. It was not clearly stated in the initial post and I did not go back and read all six pages of this thread. I figured that sort of information would have been given from the get go, especially since I can’t recall any ARPGs I’ve played that use a % basis.
No need to apologize, just figured you might want to know
I am not even sure it was in this thread that it was mentioned (and I am not about to verify it either).
I voted yea, mostly because it is a pain to pick up every little pot, that may come in handy later and you can always sell your excess later on.
As far as the health globs go, in CO they have them and they work out well if you are fighting average mobs because they drop often, but in a boss fight their useless (they only drop after the mob is down) just my 2 cents.
So your two votes should be ‘yes’, as there will only one type of health potion which scales (gives back a % of health).
I’m sorry didn’t know that when I voted. But having only one type of potion is really nice.
Depends on how rarely potions drop in the world. In TQ, I know I usually end up leaving many potions laying in the dirt, as they seem to drop more frequently than I consume them for most character classes, and they fill up inventory space. If they’re fairly rare drops off of monsters/chests, then perhaps auto-grab would be nice. Of course, this begs the question, where does it stop? Auto-gold, auto-potions, auto-runes/relics, auto-rares/uniques? There’s something to be said about seeing something you want/need laying on the ground and that moment of anticipation before you get the cursor over it and click. And of course, you’d have to make it so your char doesn’t auto-grab pots he himself dropped for a teammate I like the toggle idea someone posted.
I would like it if it was like sacred 2 where you press q and picks up the potions.(but only potions i wouldnt want to pick up all the Grey items that fell on the floor)