the act of picking up a health globe will restore some health for you and nearby party members just as shown in the game play video.
however, players should also be able to carry potion bottles of different sizes, and picking up a health globe should refill these bottles a little bit.
Players can click a button to drink from their health potion bottle, restoring some extra health when needed. This means that players won't always need to rely upon running over health globes at just the right moment during a battle. Nor will they need to worry about doofuses who would use up all the health globes too fast to maliciously ruin the attempt on the boss.
this system gives the players the ability to more adequately respond individually to any burst damage they might be taking. You won't have to type out "use the globe now!" to your party members during the boss fight, but you can certainly do so for those players who are interested in using the health globes to maximum possible effect.
That said, I want to make it clear that players will still always want to be on the lookout for health globes! And acquiring larger belts which are able to hold additional potion bottles will be desired. So this is still preserving the theme of health globes - a way to restore health that doesn't require a trip back to down or a fortune of gold to fork out!
Health Globes are a bad idea in my honest opinion, as the potion system works just fine.
And in my opinion they're good.
Spamming potions to no end was boring and took away some challenge.
As for the OP you mean like the bottle would have say 10 charges, and everytime you ran over a orb at full health it'd put a charge in your bottle instead? Something like that?
Health Globes have no place in the Diablo universe, they seem like they've been taken from games like DMC or GoW...
And here I thought it was Blizzards decision as to what belongs in Diablo.
I guess a lot of things in D2 don't belong either because they weren't in D1.
It's a pretty silly argument. You may not like them. I didn't even like them at first, but it's not going to take anything away from gameplay only add to it.
Health Globes have no place in the Diablo universe, they seem like they've been taken from games like DMC or GoW...
Potions are more of a realistic means to heal oneself, and managing them in a time of combat can be difficult if certain zones do not allow you to cast a town portal.
realistic.. hah.
Health globes are fine.. it's no different than drinking potions all the time and when monsters are dead they drop replacements to those you just drank. Just better way and adds some more strategy and challenge.
Lets crack out the bandages for realism. Come on, splint my arm up, it's broken and will take 6-8 weeks to heal enough to take the splint off...
Drinking a magical red liquid which miraculously heals you is no more "realistic" than walking over a glowing red sphere which miraculously heals you...
Obviously he knows that there is no such liquid that could instantly heal you.
How does one feel about keeping health globes as well as its functionality, but alter its appearance, specifically how it comes about? This could also be an opportunity to tackle another pressing issue many have with the game.
Let us assume a player had just destroyed one or more monsters. As they lay on the ground, its life-essence seeps out into the environment, and lingers immediately above the corpse. The appearance would be that of a red spectral object. A few seconds following the death, the essence flows towards a common point between all corpses, to which a globe is formed. As it does so, the corpse behind disappears. One would thus explain the disappearance with that of its essence flowing away to form a health globe. The appearance of the globe itself would not be the solid glowing red sphere many have come to question, but be more akin to the smoky health indicator as viewed in the HUD.
Thus, both the issues of globes feeling out-of-place, as well as disappearing corpses is tackled.
One may of course question how much of a hit PCs may take as a result of this solution. The answer can be viewed in the Witch-Doctor skills page. The video shows a similar scenario whereby the Witch-Doctor saps the life-force of his enemies, all successfully implemented without the prospect of a considerable PC hit.
How does one feel about keeping health globes as well as its functionality, but alter its appearance, specifically how it comes about? This could also be an opportunity to tackle another pressing issue many have with the game.
Let us assume a player had just destroyed one or more monsters. As they lay on the ground, its life-essence seeps out into the environment, and lingers immediately above the corpse. The appearance would be that of a red spectral object. A few seconds following the death, the essence flows towards a common point between all corpses, to which a globe is formed. As it does so, the corpse behind disappears. One would thus explain the disappearance with that of its essence flowing away to form a health globe. The appearance of the globe itself would not be the solid glowing red sphere many have come to question, but be more akin to the smoky health indicator as viewed in the HUD.
Thus, both the issues of globes feeling out-of-place, as well as disappearing corpses is tackled.
One may of course question how much of a hit PCs may take as a result of this solution. The answer can be viewed in the Witch-Doctor skills page. The video shows a similar scenario whereby the Witch-Doctor saps the life-force of his enemies, all successfully implemented without the prospect of a considerable PC hit.
Thats good stuff. Same idea as the healthglobes have, but visually better.
How about when you don't need the whole orb, it goes into 1 Of 4 Potions and it would be able to mix when other orbs and you could have some of mana and health orbs in one potion and make up your own combinations and stuff.
I think the company would put enough money in it to make it a good decision. Blizzard tends to spare no expense when it comes to an all around good game.
This would defeat the purpose of health globes. The point is to make non-hoardable healing readily available, and hoardable healing, aka potions, much less so. The goal behind the globes is to control how often we can heal, meaning strategy will be more necessary, and moves like Mass Confusion will be more useful.
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Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
This would defeat the purpose of health globes. The point is to make non-hoardable healing readily available, and hoardable healing, aka potions, much less so. The goal behind the globes is to control how often we can heal, meaning strategy will be more necessary, and moves like Mass Confusion will be more useful.
What's OP and you can only have the 4 fillable potions so yeah, just have longer, more intriguing boss battles.
Original Poster. Well, as long as potions are pretty limited in availability, it'll be good. I think.
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Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
the act of picking up a health globe will restore some health for you and nearby party members just as shown in the game play video.
however, players should also be able to carry potion bottles of different sizes, and picking up a health globe should refill these bottles a little bit.
Players can click a button to drink from their health potion bottle, restoring some extra health when needed. This means that players won't always need to rely upon running over health globes at just the right moment during a battle. Nor will they need to worry about doofuses who would use up all the health globes too fast to maliciously ruin the attempt on the boss.
this system gives the players the ability to more adequately respond individually to any burst damage they might be taking. You won't have to type out "use the globe now!" to your party members during the boss fight, but you can certainly do so for those players who are interested in using the health globes to maximum possible effect.
That said, I want to make it clear that players will still always want to be on the lookout for health globes! And acquiring larger belts which are able to hold additional potion bottles will be desired. So this is still preserving the theme of health globes - a way to restore health that doesn't require a trip back to down or a fortune of gold to fork out!
nobody will hog the health globes because it is like the item drops each drops differently for each individual player
None of you played the game, and therefore doesn't know if health globes are enough to keep you alive or not. Before you play the game, you can't know if you need extra pots in your inventory or anything else. So far in the gmaeplay video it looked like it was fine, but then again they were just demonstrating the game and the guy who was playing probably had a maxed out char so we cant base ourselves on what we've seen.
None of you played the game, and therefore doesn't know if health globes are enough to keep you alive or not. Before you play the game, you can't know if you need extra pots in your inventory or anything else. So far in the gmaeplay video it looked like it was fine, but then again they were just demonstrating the game and the guy who was playing probably had a maxed out char so we cant base ourselves on what we've seen.
Nonetheless, Blizzard has stated that they want to put less emphasis on potion spamming. That alone is enough to assume that health globes will be enough most of the time.
Bashiok said this on the official forums:
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.
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Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
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This world you can change it
If we could somehow make this
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By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
nobody will hog the health globes because it is like the item drops each drops differently for each individual player
Actually it doesn't matter because a health globe will heal you and your surrounding party. So it doesn't matter who picks it up and will probably not be in the individual loot list. Chances are when it drops any one can get it because it doesn't matter.
I don't mind the health globe idea, but instead of health globes why not just make them be health potions. Basically all I'm saying is change the graphic and name but have it do the exact same thing. It would be more consistent with the previous games that way.
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You must find the courage to step through this gate...
however, players should also be able to carry potion bottles of different sizes, and picking up a health globe should refill these bottles a little bit.
Players can click a button to drink from their health potion bottle, restoring some extra health when needed. This means that players won't always need to rely upon running over health globes at just the right moment during a battle. Nor will they need to worry about doofuses who would use up all the health globes too fast to maliciously ruin the attempt on the boss.
this system gives the players the ability to more adequately respond individually to any burst damage they might be taking. You won't have to type out "use the globe now!" to your party members during the boss fight, but you can certainly do so for those players who are interested in using the health globes to maximum possible effect.
That said, I want to make it clear that players will still always want to be on the lookout for health globes! And acquiring larger belts which are able to hold additional potion bottles will be desired. So this is still preserving the theme of health globes - a way to restore health that doesn't require a trip back to down or a fortune of gold to fork out!
And in my opinion they're good.
Spamming potions to no end was boring and took away some challenge.
As for the OP you mean like the bottle would have say 10 charges, and everytime you ran over a orb at full health it'd put a charge in your bottle instead? Something like that?
And here I thought it was Blizzards decision as to what belongs in Diablo.
I guess a lot of things in D2 don't belong either because they weren't in D1.
It's a pretty silly argument. You may not like them. I didn't even like them at first, but it's not going to take anything away from gameplay only add to it.
Health globes are fine.. it's no different than drinking potions all the time and when monsters are dead they drop replacements to those you just drank. Just better way and adds some more strategy and challenge.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Siaynoq's Playthroughs
Let us assume a player had just destroyed one or more monsters. As they lay on the ground, its life-essence seeps out into the environment, and lingers immediately above the corpse. The appearance would be that of a red spectral object. A few seconds following the death, the essence flows towards a common point between all corpses, to which a globe is formed. As it does so, the corpse behind disappears. One would thus explain the disappearance with that of its essence flowing away to form a health globe. The appearance of the globe itself would not be the solid glowing red sphere many have come to question, but be more akin to the smoky health indicator as viewed in the HUD.
Thus, both the issues of globes feeling out-of-place, as well as disappearing corpses is tackled.
One may of course question how much of a hit PCs may take as a result of this solution. The answer can be viewed in the Witch-Doctor skills page. The video shows a similar scenario whereby the Witch-Doctor saps the life-force of his enemies, all successfully implemented without the prospect of a considerable PC hit.
Thats good stuff. Same idea as the healthglobes have, but visually better.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
This would defeat the purpose of health globes. The point is to make non-hoardable healing readily available, and hoardable healing, aka potions, much less so. The goal behind the globes is to control how often we can heal, meaning strategy will be more necessary, and moves like Mass Confusion will be more useful.
-Hunter S. Thompson
TED . LEAP . Woot . MF
What's OP and you can only have the 4 fillable potions so yeah, just have longer, more intriguing boss battles.
-Hunter S. Thompson
TED . LEAP . Woot . MF
nobody will hog the health globes because it is like the item drops each drops differently for each individual player
gamma11 > east
Nonetheless, Blizzard has stated that they want to put less emphasis on potion spamming. That alone is enough to assume that health globes will be enough most of the time.
Bashiok said this on the official forums:
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.
-Hunter S. Thompson
TED . LEAP . Woot . MF
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Actually it doesn't matter because a health globe will heal you and your surrounding party. So it doesn't matter who picks it up and will probably not be in the individual loot list. Chances are when it drops any one can get it because it doesn't matter.
if you are having problems killing a demon. and you cant find a health globe/potion on the ground then your fucked.
i sorta like it.