Sign on Options
Theme: [Light Selected] To Dark»
ForumsDiablo III ForumDiablo III PC ForumPotions should be percent based...

Potions should be percent based...

Forum Actions
Thread locked

This topic is now read-only on GameSpot.
To post new messages, please visit GameFAQs and log in using the same email and password that you use on GameSpot.

  • Jun 13, 2012 1:25 pm GMT
    When you're in Inferno and have over 50k healh, 12500 health doesn't do much.

    They should do the potions like this
    Normal - 25%
    Nightmare - 50%
    Hell - 75%
    Inferno - 100%

    Simple.

    Agree? Disagree?
  • Jun 13, 2012 1:27 pm GMT
    Do you want the cost per potion scaled too? And the same pots to drop in every difficulty? No thank you, I enjoy it how it is.
    ---
    http://www.youtube.com/watch?v=dDr36mKOVJU --- worth every second
    Nazi Zombies - Elder Scrolls - Pokemon - Minecraft - Diablo
  • Jun 13, 2012 1:28 pm GMT
    I think it'll be better to introduce a new set of potion strictly for Level 60s that is percent based. Despite Normal and Nightmare not being that difficult I see little reason to give them the gimped potions while Hell and Inferno getting the good potions even if they need it more.
    ---
    "You must gather your party before venturing forth"
    "Go for the eyes Boo! Go for the eyes!"
  • Jun 13, 2012 1:30 pm GMT
    Death Durron posted...
    I think it'll be better to introduce a new set of potion strictly for Level 60s that is percent based. Despite Normal and Nightmare not being that difficult I see little reason to give them the gimped potions while Hell and Inferno getting the good potions even if they need it more.


    Yeah good point, but yeah maybe the potions are scaled ONLY in Inferno. So you have 4 different kind of potions (like I outlined). That are randomly dropped like everything else.
  • Jun 13, 2012 1:38 pm GMT
    I'd prefer to see +healing from heal globes effect potions
    ---
    Well thats my two cents, someone tell me if I need a refund.
  • Jun 13, 2012 1:41 pm GMT
    From: Verphix | #005
    I'd prefer to see +healing from heal globes effect potions


    I second this. Y'know, just in case you find a piece of good gear that happens to have that affix on it.
    ---
    Your = belonging to you, you're = you are, their = belonging to them, they're = they are, there = not here.
  • Jun 13, 2012 1:43 pm GMT
    I would not want a 100% health potion personally
    ---
    VT 4-16-07 Never Forget. Go Hokies!!
    PSN & GT: Rizzonater
  • Jun 13, 2012 1:45 pm GMT
    I rather they just change or remove the cool down, cool down on a potion is just real silly to me. I could understand if there were potions that added extra buffs as well but not for just normal healing potions.
    ---
    - My Games - http://backloggery.com/IronMonkey008
    - My Books - http://www.goodreads.com/IronMonkey008
  • Jun 13, 2012 1:50 pm GMT
    From: IronMonkey008 | #008
    I rather they just change or remove the cool down, cool down on a potion is just real silly to me. I could understand if there were potions that added extra buffs as well but not for just normal healing potions.


    You would really never run the risk of dying unless you were 1-shot every single time.

    Get hit and almost die? Use some form of CC so you can spam your potion button until you're back to full health.
    ---
    Your = belonging to you, you're = you are, their = belonging to them, they're = they are, there = not here.
  • Jun 13, 2012 1:53 pm GMT
    Level restrict them if you want differing yet scaling potions.
    ---
    Ever squish your face on a window? Looks funny. Ever got stuck?
  • Jun 13, 2012 1:55 pm GMT
    Veliconis posted...
    From: IronMonkey008 | #008
    I rather they just change or remove the cool down, cool down on a potion is just real silly to me. I could understand if there were potions that added extra buffs as well but not for just normal healing potions.


    You would really never run the risk of dying unless you were 1-shot every single time.

    Get hit and almost die? Use some form of CC so you can spam your potion button until you're back to full health.


    They could set a limit with how many you can carry like the D2 belt, spam (you will be using a lot to fully heal) and run out.

    ---
    - My Games - http://backloggery.com/IronMonkey008
    - My Books - http://www.goodreads.com/IronMonkey008
  • Jun 13, 2012 1:56 pm GMT
    or they could just make the mobs in inferno not melt through your defenses no matter what they are so that a 12.5k pot every 60 seconds will work fine so long as you avoid the avoidable stuff. the reason it doesnt seem like its enough is because everything does idiotic damage from act 2 forward that no amount of healing can keep up
    ---
    nomnomnom
  • Jun 13, 2012 2:29 pm GMT
    From: IronMonkey008 | #011
    Veliconis posted...
    From: IronMonkey008 | #008
    I rather they just change or remove the cool down, cool down on a potion is just real silly to me. I could understand if there were potions that added extra buffs as well but not for just normal healing potions.


    You would really never run the risk of dying unless you were 1-shot every single time.

    Get hit and almost die? Use some form of CC so you can spam your potion button until you're back to full health.


    They could set a limit with how many you can carry like the D2 belt, spam (you will be using a lot to fully heal) and run out.


    Imagine the outcry if potions were limited to how many you could carry despite the change to having no CD.
    ---
    Your = belonging to you, you're = you are, their = belonging to them, they're = they are, there = not here.
  • Jun 13, 2012 2:31 pm GMT
    Death Durron posted...
    I think it'll be better to introduce a new set of potion strictly for Level 60s that is percent based. Despite Normal and Nightmare not being that difficult I see little reason to give them the gimped potions while Hell and Inferno getting the good potions even if they need it more.


    This is a good idea.
    ---
    Where the video games at
  • Jun 13, 2012 2:48 pm GMT
    steker16 posted...
    or they could just make the mobs in inferno not melt through your defenses no matter what they are so that a 12.5k pot every 60 seconds will work fine so long as you avoid the avoidable stuff. the reason it doesnt seem like its enough is because everything does idiotic damage from act 2 forward that no amount of healing can keep up


    Yeah true... we also need our own invulnerable potions as well to fight the elites. hehe
Forum Actions
ForumsDiablo III ForumDiablo III PC ForumPotions should be percent based...

Diablo III Boxshot
Not Following

    Game Stats

    Also on:

    Games You May Like

    Users who looked at content for this game also looked at these games.