MXL Sigma: Screenshot Thread

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Miraql
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This might be a long short, but do you guys have any plans on changing the potions? They're rather bland as they are right now.
I'm talking Health/Mana/Rejuvenation Potions, just seems odd to me that we're still using that oldschool: buy a full beltrow of potions and use for health/mana and that's it.
I sort of prefer Path of Exile's system, with additional effects and/or potions which did something completely different than affect health/mana pool.

Inb4;" Then go play PoE" - I can't stand the game in its current state, and GGG is slowly turning into EA.
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Marco
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this is already implemented, these are called elixirs.
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Taem
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I think he means permanent elixirs (timer based until next drink... like a skill) that stay in your belt and not only heal, but provide small bonuses like magic items do. Could be interesting if possible for Sigma, making potions skills or magic items capable of having affixes and increase recovery based on char levels.


Sickest idea for a Hard Mode: remove health and mana pots completely from the game, as in does not drop and cannot be purchased. Only rejuvenate pots and apples can occasionally randomly drop. Will make stats which increase rejuvenation rate vital, leak and ll, or Mooncookies and Goodberrie builds. It would be exciting to see a "hard' mode of latest mxl version before Sigma release!
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Marco
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well removing pots from the game doesn't really make the game harder, it just makes skills like tainted blood / living flame even more op.
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facelockmo
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Not exactly removing pots but a system rework for potions. In case you aren't familiar with PoE pots system, The pots are called "Flasks" where it fills up whenever you kill an enemy or by leveling up. The flasks are in scaling with the difficulty as well, as such that the flasks gets harder to fill up as you go on with difficulty levels. The flasks have different regeneration rates as well as the number of times you can use the flasks.

There are special flasks as well, like Quicksilver Flasks which turns your movement speed to lightspeed in a duration of time and Granite flasks which grants 4000 armor in a duration of time as well. The flasks can be upgraded as well, as such you may add modifications like faster recovery rate(or even instant, though comes with a smaller amount of recovery) and refilling rate, of course some of these mods cannot go together because of reasons like both are suffixes and cannot exist with each other.

The point is, giving this kind of system in median gives a QoL update as manually getting pots to refill your belt, or filling up like half of your inventory space for pots gets annoying for some players. This might also be another end game quest as having this system creates opportunity to create the uber flasks for end game players as finding the perfect mod with the perfect roll gives a lot of effort for the player looking for the best flask out there.
Edited by facelockmo 9 years.
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archon256
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Flasks are one of the cleverest things PoE has added, and usually don't get enough credit compared to the active skill system/passive skill tree. But I'm not sure if they can be implemented in D2.

Also Marco hates PoE, so asking him to implement something from there probably won't work :P
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iwansquall
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Possible but limited, I think laz did skill that give extra stat current "drinking potion" state.

I forgot what was it, but pretty sure bloody mary was one of it.


Im more interested if it possible to add couple of stats that modify potion.
Example:
1. Improve healing by xx% but keep same duration
2. Improve duration by xx frames but heal per second is same
3. heal xx% of max health immediately then regen manually


*Additionally this affix should only appear on 1 gear slot (other if unique / set) like belt.


EDITED

doh, those stuff was moved to "while eating apple"
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archon256
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I don't mean just that, I was talking about how flasks gain charges when you kill monsters up to a max, and after X charges you can use the flask once. That way you don't need to keep picking up potions, you can make them rare drops with different stats. You also don't need to add a cooldown to the flasks so it encourages players to keep killing monsters instead of drinking a potion and waiting till it goes off CD before going back into battle.

In an emergency you can always just go back to town to refill the flasks immediately (just like how you can go back and buy potions from vendor right now).

I don't think you can code stuff like that.
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whist
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Image
Thanks to our new GFX artist Inertia, I can now work on the inventory code.
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Pertinate
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whist wrote:Image
Thanks to our new GFX artist Inertia, I can now work on the inventory code.

Nice symbol in the inventory.