It's no mystery that potions have been causing problems for game balance for the longest time now. While some systems have been introduced to try and alleviate the problem (ie. Healing Sickness), none have really provided a significant outcome.
First I'll identify the problems with potions as they exist currently:
- Healing/Absorption potions and other potions dedicated to direct sustainability are able to completely turn around engagements into the player's favor by how potent and accessible they are.
- Buffing potions, like Strength and Resistance potions, are able to boost player power to unbelievable new heights for a minimal cost (said cost typically being paid out by the content that the potions are being used for).
- The systems used to punish excessive potion use either not adequate to influence balance or do not even exist.
Here's an idea that I have based on systems I see implemented in other games to combat excessive consumable use adapted to work for Monumenta:
Potions are sorted into three categories
Support Potions (Healing, Absorption, Regeneration, Max Health, Resistance, etc.)
Power Potions (Strength, Cooldown Reduction, Speed, Jump Boost, etc.)
Hybrid Potions (Containing buffs from both categories)
When a player consumes a Support Potion, they gain 100% Support Sickness for 5 seconds (effectively Healing Sickness but applies to all related effects). After the 5 seconds, the effect decays at a rate of 5% per second for 15 seconds (reaching 25%) before dissipating. If the player consumes another Support Potion while they have Support Sickness, the sickness duration and potency is reapplied and the player receives -30% Damage Dealt and Speed for 20 seconds.
When a player consumes a Power Potion, they receive the Encumbered effect for 20 seconds. If the player consumes another Power Potion while they are Encumbered, the potion effect is nullified, the encumbrance duration is reapplied and the player receives -30% Max Health for 20 seconds.
.









