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Potion

2,014 bytes added, 07:41, 20 January 2010
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 [[heal]]ing from [[health globes]]. It's not known if [[NPC]]s 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 build builds there were no NPCs selling potions (or anything else). Healing potions could be found in the demo, but only rarely (characters leveling from 5 to 10 typically found a total of half a dozen potions)they were fairly rare. They 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 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: '''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==