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Witcher 2 potions effect stack
Witcher 2 potions effect stack










witcher 2 potions effect stack

  • You don’t want any one potion type to feel mandatory.
  • You don’t want a potion to invalidate boss mechanics (like for example Mara’s does with poison GR bosses).
  • They could be valuable mods, and there’s some creative space to expand there. I like your ideas of adding a cleanse effect (antidote for poison, anti-curse, etc). It’s fair enough to create an alchemist-type character and let you craft your potions. It sounds like you want the same thing, but with a recipe instead of a legendary drop.
  • Has lots of modifiers available, unlocked via legendary drops.
  • Does have a cd limitation to force strategic use (think of it as a defensive cd).
  • witcher 2 potions effect stack

  • Doesn’t require inventory space, forcing players to stack up dozens of them to play at the highest levels.
  • witcher 2 potions effect stack

    I think you’re basically suggesting a parallel way to achieve the same in-game result as D3.

    witcher 2 potions effect stack

    Once you unlock a Recipe you can customize your potion with these abilities - lets say that you get a number of effects based on the amount of health restored From a design perspective, it adds more value to town returns as they would likely be more regular, and also provides a system that still allows the game to be difficult despite having potions, while also not needing to worry about collecting individual potions to make sure you can keep stocked.įeedback on this idea would be welcome, so what do you other people think? I think this could add a decent amount of variability among players and allow further playstyle customization. the inverse would then be powerful potions possibly with multiple affixs or effects that proc when used, but have a much smaller number of slots, meaning you have to really know when to use them, or if it is worth spamming for the health even though the effect won’t stack and therefore be wasted. This would mean there could be belts that have many potion slots to use, but each potion is rather weak, being rather useful early in the game but usefulness would drop off as health increases. Belts roll with a certain number of slots to hold potions, and determine what effects potions provide. They would be a fusion between d2’s belt system, allowing more potions, and d3’s legendary potion system. Bringing belts back could provide an interesting utility. Restocking however could be done from an npc for a cost like repair, but that’s kind of annoying to me, so i’d rather it just recharge once entering town or being in it for x (a short) time. With this system, potions would be effectively endless like d3’s but would have limitations when out in danger, meaning using them needs to be strategic in the moment, but if it’s gotten to tough, and you’re all out, you can return to town to restock. Town runs have always had a certain importance and necessity, and this could add more value to that. The only way to refill your potions is by returning to town. So potions would be limited on hand to 5-10 without cooldowns, allowing spamming if necessary, however, while out in the world they don’t recover. I propose an updated version of diablo 2’s system of belts and potions. Having a numerical limit and I think also a cooldown, limiting use. Since the potions system is in a bit of a development limbo where the direction isn’t completely decided I thought I could provide an idea and see what people think and maybe give the devs some ideas that maybe that hadn’t thought of or considered.Īs it was in the demo showcase of d4, potions were bound to a button and seemed to stack indefinitely in it’s own slot.












    Witcher 2 potions effect stack