would potion cooldowns make the mapping experience more interesting? / sustain gameplay

Hello community.
I was thinking about a way to make the mapping experience more interesting. My idea was that if healing potions had a cooldown after use, it would give monsters more time to kill the player, before he can use another healing potion. This could lead to a kind of gameplay were there can be a challenge that is less reliant on monster damage spikes. In my eyes that would be good. In addition too that, other ways of really effective health sustain would need to be nerfed.

The other option would be of course to go fully into sustain-gameplay by giving the player a more limited amount of potions that are significantly harder to refill (especially not through simply portaling out and returning). I would find this interesting, but it would also change a lot, so I think something like that should be tested at smaller scale like a league mechanic first.

As a general guideline for boss-design I would consider more sustain-like gameplay to be good. Many bosses already feel that way: the player can do some mistakes, use a heal potion to discover and if he makes too many, he'll run out of heal potions. For me this feels significantly better than challenge through oneshots - I would rather have more complex / interesting boss patterns that wear my health down than challenge through oneshots mechanics.
Last bumped on Jun 24, 2025, 6:41:27 PM
Nah. If POE 2 was less about chasing jackpots and players had more agency in crafting, this might be okay. But given this game is a combat slot machine, I would prefer not.

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