(Forgive me if this has been covered in a different thread already)I was skimming through the recent discussion on hardcore PVP and it made me wonder: will players drop health orbs? I don't think orbs would be very practical; one would think that as a combatant drops health orbs, he would use any means possible (spells that impede or slow movement) to prevent his opponent from gathering them and surviving. Of course, his opponent would be employing similar tactics as well. This strategy could render orbs in PVP nearly useless. I could see the possibility of hardcore PVP using neither potions nor orbs but what about regular PVP? I suppose they could use the same 'no pots, no orbs' system for regular PVP too.
I suppose we could have potions on a cool-down in regular PVP matches. This way, if you make a gaffe (for example, you accidentally switch to the wrong skill in the heat of combat and you are paying the price), you can have that one opportunity to recover your health and fight a bit longer. I'm also quite open to the simple approach of 'no pots, no orbs' applying to both hardcore and regular PVP matches.
Vote and discuss.
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I make sure people go to jail. The only thing more fun is Diablo 3.
I had a chance to play an arena battle in D3 and the health orbs didn't spawn until about a minute or two into the battle. They were a very nice feature while battling and added a fun element to the game. Our team of two Wizards and a Barb was very strong and we ended up winning 11-3 and our entire team got autographed posters of the demon hunter signed by all the developers.
Nox's PvP is built around the fact that you have to collect items / prevent your opponent from collecting items (pots, weapons, armor), arena FPS style (like Quake and what not). I don't really see the issue with having people chase after orbs. They will not become useless, LOL.
Not sure about potions, though. I'd rather potions were also scattered on the battlefield and not allowed to originate from players. Allowing everyone to use a potion once is kinda cheesy. Players should have their gear and talisman, no temp powerups; all temp power ups should be pickupable, OR assigned to each player at the beginning of the game (e.g. each player gets 3 health potions or something).
yeah but then that kind of gives an advantage to classes that can teleport quickly to a location to nab the health orbs before other classes can.
ex. witch doctor doesn't have a teleport, so 2 witch doctors vs 1 wizard 1 barb would be very hard for the witch doctor team to grab the orbs
also if the orbs always spawn at exactly 1 minute time into the fight, the players will know this and play will revolve around grabbing them. I would rather that they spawn at a completely random time during the fight, but not within the first 1 minute of play.
An arena round is over so quickly it usually doesn't matter if there's an orb or not. Sometimes they don't even pop up. You can't really plan on them being there, you just get lucky, sometimes. They also don't restore you to full health, and it takes a little bit for it to climb up your health orb. I think it's fine how it is. I wouldn't mind if potions worked in the arena, either, since there's the generous cooldown on them.
Orbs have to go, if blizzard does insist on keeping then, and they will(carebear ftw) they will need to change the mechanics, from the pvp gameplay we saw the game is decided by whoever manages to get the power ups first, there is NOTHING tactical about that, they pop up, you use your transport skill and boom, full health for you and your team, thats bullshit
A quote from myself, on what COULD work to fix this, i still prefer to have then removed.
Health globes need to be removed, it's not dueling anymore, its a race to see who will get to them first.
What they can do to fix this:
1- Spread them out, so theres no way one person can grab all of them and go back to full health.
2- You can't instantly pick it(maybe 3 seconds on it and not receiving damage), and no team heal, the globes only heal the person that grabs them, this will give more room to strategy,team-play, and map control.
Get real, folks, the diablo you all knew is dead, a few years ago i said right here in this forum that D3 had a pretty good chance of being blizzard first bust (i was flamed to death ofc), and what you know, its not even beta and its already looking that way.
Dunno the current realization of the DIII arena doesn't interest me much. If I'm to care about DIII's PvP at all it has to be like Nox: large levels, plenty of stuff to chase after, and plenty of room for comebacks so that you can actually get some proper battles.
And yeah you WILL have to balance skills for PvP. You cannot permit a cheap teleport in PvP that will be OP no matter where you stick it.
Yeah, arena seems more like a casual thing to do with friends, and not something I would focus on. And I think that's the way it should be; like Jay said, they don't want Diablo 3 to be and esport where balance in PvP dictates the game (and PvE)
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I suppose we could have potions on a cool-down in regular PVP matches. This way, if you make a gaffe (for example, you accidentally switch to the wrong skill in the heat of combat and you are paying the price), you can have that one opportunity to recover your health and fight a bit longer. I'm also quite open to the simple approach of 'no pots, no orbs' applying to both hardcore and regular PVP matches.
Vote and discuss.
First roll: Barbarian!
-SD
Not sure about potions, though. I'd rather potions were also scattered on the battlefield and not allowed to originate from players. Allowing everyone to use a potion once is kinda cheesy. Players should have their gear and talisman, no temp powerups; all temp power ups should be pickupable, OR assigned to each player at the beginning of the game (e.g. each player gets 3 health potions or something).
ex. witch doctor doesn't have a teleport, so 2 witch doctors vs 1 wizard 1 barb would be very hard for the witch doctor team to grab the orbs
also if the orbs always spawn at exactly 1 minute time into the fight, the players will know this and play will revolve around grabbing them. I would rather that they spawn at a completely random time during the fight, but not within the first 1 minute of play.
A quote from myself, on what COULD work to fix this, i still prefer to have then removed.
And yeah you WILL have to balance skills for PvP. You cannot permit a cheap teleport in PvP that will be OP no matter where you stick it.