"The health globes are actually, in my opinion, really cool. Playing the game and actually seeing what types of strategy they encourage, you can start to see what they add and how they make the combat more interesting.
I'll set the scene. You're a barbarian, you're in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, you're low on health. You're out of potions, and after using a strategic leap out of the fray you turn around and seismic slam the skeletons charging you. Two of them drop health globes, but the globes dropped behind the skeletons that are still advancing. If they reach you, you're not going to survive. Are you able to leap safely to snag the globes before they can tear into you? Can you throw out another slam and try to remove the remaining enemies? How can you survive? You have a fraction of a second to decide.
The health globes help to create situations just like this, where you're not just sitting there spamming potions, you're using your abilities and strategy to stay alive. Possibly most importantly, you're encouraged to keep fighting, and not just run away.
With random spawns, random drops, and of course the randomness of combat, the health globes add to creating situations that are just more... interesting, and in my opinion, fun.
On the side of potions, they still exist, but they're likely to be on a cooldown of some type. They'll also likely restore health based on a percentage that's relative to your character. They may heal an instant amount, they may be the old over time type system. They're probably going to be filling an emergency-heal role more than anything though."
So potions will be in game as well as orbs. I like this idea of timers on potions and orbs being your in combat potions. This could be interesting.
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No timers on potions like in WoW please. However I love the orbs in the gameplay video.
They make the game easier for you to play - just run on a orb, no need to use a potion!
I think whether potions end up with timers, if they do instant healing, or healing over time will have a lot to do with balancing the game play to find that perfect balance between to easy, to hard, and just hard enough :). So far I think the inclusion of health orbs do add a nice strategic element to the game, and I didn't care for potion spamming all that much, so for me at least, these changes are a welcomed addition.
I would still prefer the potion system. Regular health potions REGENERATED health while Rejuvination potions just restored amounts of health and mana. The orbs, IMHO, would make the game feel more arcade-like. If they MUST be there, then make them drop less often like a rare item.
I like the health globes. I don't know, but I'm guessing potions will have a small cooldown (maybe 5 seconds?) or there will be a limit to how many potions you can carry, otherwise what's the point of health globes if you can just slam back 20 potions one after another.
I like the health globes. I don't know, but I'm guessing potions will have a small cooldown (maybe 5 seconds?) or there will be a limit to how many potions you can carry, otherwise what's the point of health globes if you can just slam back 20 potions one after another.
Health globes are free and there.
Health globes are not that common they only appeared maybe 1/25 monsters.
I like the health globes. I don't know, but I'm guessing potions will have a small cooldown (maybe 5 seconds?) or there will be a limit to how many potions you can carry, otherwise what's the point of health globes if you can just slam back 20 potions one after another.
Plus you don't have a potion belt so there may not be an easy way to use them in the heat of the battle.
I wish the orbs will be like the drop rate of yellow items in d2 (half rare).
and to heal only mmmm 20% of your hp.
I will kinda miss the pot belt...I don't like to have all the pots in the inv and using a hotkey - the TQ way.
when talking about the health globes, they said "so we wont have to rely on potions" so i'm guessing the pots will remain as they are (maybe they should lower the regen rate and remove that instantly full effect on the rejuvenation pots) and have the health globes to create more strategic fights (as the one described in the first post) or simply to save pots for more challenging fights.
No health globes please, i hate a "life refillers" after i killed a monster, unless its tied to some sort of skill or weapon or whatever. I don't want to receive free life, please for the love of god, don't hand out free life (wich won't ever be used when IN battle anyways, only by accident, wich makes it even more annoyingly dumb). I already know that the "strategic element" he's talking about will be practically useless/unused. It will just remain the same "kill all monsters" then collect loot, but then with "collect all health orbs" afterwards too, its actually a quite brainless and dumbed down system. Seriously, the pots in D2 were horrible too, but this system sounds even worse. Why can't Blizz just drastically reduce the amount of pots that drop? It wasn't the fact that you could spam pots that killed the pot system of D2, it was the fact that you never had reason or had to think to not spam pots just because of the huge amount that dropped and/or easy tp and buy pots wich was just annoying really and didn't add anything to the game. Blizzard, please listen to reason, drastically reduce the amount of pots so that you have to think about when to pot any you have, if you have any, let alone spam pots. These JRPG sort of stupid orbs really kill it for me, not only from a gameplay perspective (believe me, the "strategy" he's talking about is purely theoretical, in practice its gonna be laughable) but also from a mood (breaking) perspective, it looks stupid, it acts stupid, its stupid. Do away with them. Prettypretty please, i know you know i'm right.
I would agree with you had it not been Blizzard developing the game.
I count on them to make the system as strategic as it can get without it being laughable, and with a reasonable amount of globe drops - making it not too easy, and not too difficult. It's gonna take forever, but it's doable.
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Source - http://www.battle.net/forums/thread.aspx?fn=d3-general&t=2984&s=blizzard&tmp=1#blizzard
"The health globes are actually, in my opinion, really cool. Playing the game and actually seeing what types of strategy they encourage, you can start to see what they add and how they make the combat more interesting.
I'll set the scene. You're a barbarian, you're in the wilderness and after fighting wave after wave of ghouls, skeletons, demons, what have you, you're low on health. You're out of potions, and after using a strategic leap out of the fray you turn around and seismic slam the skeletons charging you. Two of them drop health globes, but the globes dropped behind the skeletons that are still advancing. If they reach you, you're not going to survive. Are you able to leap safely to snag the globes before they can tear into you? Can you throw out another slam and try to remove the remaining enemies? How can you survive? You have a fraction of a second to decide.
The health globes help to create situations just like this, where you're not just sitting there spamming potions, you're using your abilities and strategy to stay alive. Possibly most importantly, you're encouraged to keep fighting, and not just run away.
With random spawns, random drops, and of course the randomness of combat, the health globes add to creating situations that are just more... interesting, and in my opinion, fun.
On the side of potions, they still exist, but they're likely to be on a cooldown of some type. They'll also likely restore health based on a percentage that's relative to your character. They may heal an instant amount, they may be the old over time type system. They're probably going to be filling an emergency-heal role more than anything though."
So potions will be in game as well as orbs. I like this idea of timers on potions and orbs being your in combat potions. This could be interesting.
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They make the game easier for you to play - just run on a orb, no need to use a potion!
http://www.petitiononline.com/d3art/petition.html
Renewed artistic direction for Diablo 3 Petition 40,000 and counting.
Boss fight
>> WitchDoctor "out of mana, out of mana, low on mana, low on mana"
>> *Potions timer slowly moving"
>> Boss "Ga hahahahahaha!"
Hmmmmmmmmmmmm. Good point....
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Renewed artistic direction for Diablo 3 Petition 40,000 and counting.
Health globes are free and there.
Health globes are not that common they only appeared maybe 1/25 monsters.
We see the witchdoctor use them without opening his inventory, so presumably there is a hotkey.
and to heal only mmmm 20% of your hp.
I will kinda miss the pot belt...I don't like to have all the pots in the inv and using a hotkey - the TQ way.
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I would agree with you had it not been Blizzard developing the game.
I count on them to make the system as strategic as it can get without it being laughable, and with a reasonable amount of globe drops - making it not too easy, and not too difficult. It's gonna take forever, but it's doable.