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Poll > Suggestion: Rework Potions
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Member
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Jun 7 2022 08:13am
Potions are rare and most give little benefit, let's change that!

First, I'd like to see potions have a lasting effect. No longer are they only used for one 'roll' they're used for the season, until reset.

Second, similar to glyphs, no stacking. You can only apply one of each 'stat' type. Maybe limit the number of potions that can be used per character to 3 or 5 and have a tab next to character stats and objectives that shows what potion effects you have active.

Third, we are adding event mods to the stats that can spawn!

Potions can now spawn with:
50-100 Life
50-100 Mana
1-3 Stat Points
1-2 Ability Points
% Faster Skilling (Transmuting, Glyping, Suffing, Fishing, Cooking) 10-20%
Item Drops (1-10%)
Item Stat Quality (1-10%)
Magic Luck Effectiveness (1-10%)
Treasure Chest Quality (10-20%)
More Chests (10-20%)
More EPs (5-10%)
No TD's
Less Spins (30-50%)

Seems like a great way for different players to pick and choose what mods they like to use and have them active all the time!
It would also give potions a lot more value!
Thoughts?
Member
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Jun 7 2022 08:24am
Make weapons and other items have faster transmuting mods too

+1 all skills unique weapons

This post was edited by iBankBobsTips on Jun 7 2022 08:25am
Member
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Jun 7 2022 08:58am
I disagree. Potions already give +1 strength, +1 dexterity etc which already make you stronger. Instead of making them better, I would rather make their drop rate to be more frequent
Member
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Jun 7 2022 02:11pm
voted null, needs a little work

lasting longer than 1 climb? sure

use like a glyph? no thanks
Member
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Jun 7 2022 03:30pm
Null Vote here. I do like the idea, but this is just how I can see the results.

I suggested in the past to increase the drop rates for potions because they don't really get used. However, with the game changes since then, it has become a little bit more balanced for Softcore and only Softcore because of "Death Farming" and the speed in which the "Seasons" are Reset.

Your #1 Rework idea: "Lasting till Reset": I like this idea, I play Hardcore and store up potions for the next season and have a monster character build that will last for a year. Now if I was a Softcore player, I would hope the season at least lasted 6 months.

Your #2 Rework idea: "No Stacking Effect": Again, I play Hardcore and this would make potions even more useless because I can not make a monster character build if "Your #1 Rework idea" was implemented. Now for Softcore, it would hinder anyone wanting to purchase and stack up stats for their "Death Farming" character.

Your #3 Rework idea: "Adding Event Modifiers": Not a bad idea, would think this would be a nightmare to code in, and may cause a ton of errors to the game? Imagine a full group of players using a ton of different or same modifier potions. Does the entire group benefit (Stack), or just the killing blow? If is "just killing blow", then what happens to the "No Trapdoor" modifier? Can you see the issues this could have?

Hey, none of the above is meant to be a negative, it is just an indicator to how it could (not would) affect the mechanics or game play. To me it is not balanced.
Member
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Jun 7 2022 04:45pm
Null as well.

Potions DO need reworking, IMO mainly to last for the duration of the season. Stacking them should still be something we can do. And, as far as drop rates, not a single drop rate will ever be bumped up in this game. Gotta learn to live with it.
Member
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Jun 7 2022 08:08pm
Nulled,

I love the until end of season and could get behind a less drastic increase on the life/mana spawns but everything after that is waaaaay too much.
Member
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Jun 7 2022 08:14pm
They should be season long

Paul please 🤔
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