Torchlight II

Torchlight II

TL2-ACE
Seinekar 4 Mar, 2018 @ 12:19pm
[Suggestion] potion system rework
Now that some crazy idea but i think it makes sense.

Potion system seems a bit outdated. Being able to spam potions to repelnish HP / MP is just annoying, and doesn´t adds any flavour to the game. Also MP cost seems pointless on many cases, as you can just keep spamming MP potions. The only limit is the recovery rate of used potion.

After taking a look at potions: http://torchlight.wikia.com/wiki/Potions_(T2)

And realizing they have a level lock of 12 per tier (starting at 0) i came up rougthly to how many MP regen they give per second at each level.

Its roughly this:

Potion level recquirement / MP per second

lvl 1 - 5
lvl 12 - 7
lvl 24 - 9
lvl 30 - 11
lvl 36 - 13
lvl 42 - 15
lvl 48 - 17
lvl 54 - 19

So, why instead of having people spamming potions...

REMOVE POTIONS and give that basic regen for free, when character reaches those certain levels?

-Is not just about making the game more "comfy", it will also help a lot to balance.
ATM some skills are hard to balance cz the potion spamming allows to re-use powerfull skills all the time, but if the mana regen is somehow fixed and know at differente character levels, ithe balance of skills MP cost will be much more accurate.

Also, it may make FOC a more relevant stat not just for elemental damage, but also for MP regen as the vanilla base MP regen is still related to max MP (i think its a 4% of max MP)

Ofc still there would be MP steal on weapons, gems, and such. I won´t consider MP steal or regen due to equipment OP, as its sth you eraned and a build u worked for.


---Now, the same of above applies somehow to HP potions. Spamming HP potions isn´t also a cool mechanic. It has no impact on skill balance and such, so its not so problematic.

Still as for making it more interesting and less a "spam" thing:
What about removing HP potions and add a endless, infinite reusable potion wich heals like fixed % of character HP (so its useful at any level) but has a much longer cooldown? so you have to use it carefully only when needed.

Example:

Heals 100% HP over 10 seconds (10% per second)
Cooldown 30 secs.

(If im right thats somehow like D3 potion)
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Leagex 4 Mar, 2018 @ 1:33pm 
about the HP potion it could work great if enemy wouldn't clear all your heath in less than 30 second in the end game even with optimal gear ( hello hell skeleton from act 5 <3), spamming potion is also awfull but in D3 you have a better "on hit regen" or even spell meant to regen so a potion every minute (if I remember correctly) is not that importante.

I think to balance the health potion problem would be to give in the skill panel a skill or two for the purpose of regeneration or change the gear system so life on it and life regen would be a bit more usable.

For mana I didn't saw the problem apart from the early stage of the game but with mana on hit or armor with mana regen, that are not that rare (in the last 20 min I looted 6 out of 25 armor with decent mana bonus or mana regen), the problem seems to disapear but your idea is cool for character with less luck or ability to hit their ennemy.
Seinekar 4 Mar, 2018 @ 4:05pm 
Originally posted by Leagex:
about the HP potion it could work great if enemy wouldn't clear all your heath in less than 30 second in the end game even with optimal gear ( hello hell skeleton from act 5 <3), spamming potion is also awfull but in D3 you have a better "on hit regen" or even spell meant to regen so a potion every minute (if I remember correctly) is not that importante.

Well, values on how % HP restored, the time it takes, and cooldown could be tested and modified. It could heal 100%HP in 1 second while retaining 30 sec cooldown. Or it could Heal 1000% HP over 30 seconds - But then i guess it would be probably like buffing youtself with HP regen every 30 seconds, with leads me to think of....

...option B: there could be done something as suggested above [Firs post] with MP potions. In this case, it would be give every character a similar heal regen to what they would have if spamming potions - but without the need of spamming them at all. (And ofc totally removing potions from the game) Would be as follows:

As it always enabled, i guess the advanate of not habing to use anything should be countered somehow. So I´d recommend a slighty lower value than real, lets say, 70%


Char Level / Health regen per second / suggested

1 - 90 - 63
12 - 180 - 126
24 - 270 - 189
36 - 360 - 250
48 - 450 - 315
60 - 540 - 378
72 - 630 - 441


Originally posted by Leagex:
I think to balance the health potion problem would be to give in the skill panel a skill or two for the purpose of regeneration or change the gear system so life on it and life regen would be a bit more usable.

I would not add a regen skill to every character it would take 1 skill from all of them, also having the "same skill" over different classes seems cheesy (i mean, different classes should be meant to have different skills) - before giving all characters a regen skill iI´d suggest go the above suggested and jsut give a basic regen to every character (without the need of a skill)

-As for weapon / gear, I think that with blood gems and right eqipment life steal works somehow ok. If anything i´d recommend to get into gems and rework / rebalance it so we can make more interesting "handcrafted stuff" - but i´d go for that on later stages of the mod, as non-priority.

Originally posted by Leagex:
For mana I didn't saw the problem apart from the early stage of the game but with mana on hit or armor with mana regen, that are not that rare (in the last 20 min I looted 6 out of 25 armor with decent mana bonus or mana regen), the problem seems to disapear but your idea is cool for character with less luck or ability to hit their ennemy.

Mmmm... point here is that with potions you can use any nuke skill anytime. Ofc with mana regen from armor and such, you can too, but AT LEAST it means you have build equipment / crafted gems to have such mana regen - so u make a MP regen build with gear and gems, and it pays off. But potions just allow to have a increased MP regen... at the "cost" of pressing a key every 8 seconds, wich is more annoying than skilled. I´d still remove potions and have suggested MP regen (first post) so its like spamming potions, but without having to spam.
Last edited by Seinekar; 4 Mar, 2018 @ 4:06pm
Seinekar 5 Mar, 2018 @ 4:14am 
NEW:

i found this

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=883381751&searchtext=auto+potion

ITs a mod that uses the potion automatically. Will try it for a while, maybe it could be an easy and elegant solution to potion spamming.

If it goes ok we could ask its creator if he allow sit to be included on TL2-E as part of the mod.

EDIT: Ok the mod is just awesome. It solves the problem of potion spamming, but still youhave to invest gold and have the potions. I think is a perfect solution. I´d suggest to contact the creator and add as part of TL2-E.

BTW, woudl it be possible to modify pet buying system so you can add potions in packs of 5 or 10, instead one by one? (i think some mods allwoed that)
Last edited by Seinekar; 5 Mar, 2018 @ 4:21am
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