I have been wondering about this for some time. I have seen people talking about how you can get gear that will increase your gold pickup range, which is awesome, but you can also get gear that increases your globe pickup range.
It seems to me that the globe pickup range could actually hurt you more than it would help. You could be accidentally picking up health globes at inopportune times and have none around when you actually need them.
I'm not saying that it is a bad stat completely, but it seems like it could just work at a disadvantage without meaning to.
I'm not certain because neither one is a stat I really paid much attention to, but I believe gold pickup and health globe pick up range increase stats are one in the same.
I guess this would all depend on how much of an area it would expand too. From what I have seen even at the standard distance people tend to get them by accident. I dont see them increasing it by too much or they would just suck in everything on the kill.
I wondered about this as well...I think it is a great mod for ranged characters, but melee might not want it, especially when strategically moving away from a mob where one dropped. I guess it depends on how often it shows up though; even a 10 yard radius isn't that close, so if you had two or three that gave you +2 yards, it probably wouldn't impact you all that much.
I found it can be good in melee, also, since if there's a globe on the other side of a pack of monsters you still might be able to pick it up. This means a melee character can consider giving up "travel" skills in favor of more heavy-hitting ones, if they have enough globe-pickup range.
I know Blizzard is weighing whether or not to keep it in the game, but I'd like to see them keep it for the build variety it enables.
I don't really see this as a problem. As a melee character you will probably be getting hit quite often, so when slain monsters drop health globes they will already be fairly close and you wouldn't even have to think about picking up globes. I have not played at all so I couldn't judge completely but the way I see it as a melee hitter the more globes drop you won't have to move around much and just keep on going. I see this as more of a how often do they drop problem.
I've played the beta for a little bit and i did run into this trouble. I remember trying to fight a mob of enemies and keep my health globes safe until i needed them, but my gear grabbed them all when i was near 10% health. Then a unique monster group would attack and i'd die.
From then on, i took off all my + to grabbing health globe range.
The health globe area increase and gold area increase affix are both nearly worthless, especially when considering the alternative. In a blue post a couple weeks ago, Blizzard addressed that these two affixes were being looked at and tested in beta--it is not a certainty that these affixes will make retail!
The sole benefit of increase gold pick up range is to save your time, right? Well, if that affix was substituted, say for a Barbarian, for +str or attack speed, you would be killing monsters faster, negating the supposed time you would be saving with the increase gold range pick up. Also, I do not know how everyone else feels about this. But would it be a that terrible of an idea if Blizzard just had gold go straight to one's inventory. When gold is "picked-up" this way, it could display a "+(#ofGold)" in yellow letters above one's head? Let's be honest, picking up gold isn't "fun" nor is it challenging. It's just more meaningless time we have to spend gathering something that should go straight to our inventory.
I think you were spot on with you analysis of health globe area increase. With that affix stacked, it isn't necessarily a good thing, because you may absorb the health globes at inopportune times, like when you have maximum health.
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I think it's a stat mainly that Barbs and maybe Monks would appreciate. I know when i'm surrounded getting to an orb can be difficult. Then again, I never seem to run out of potions. =P
While it may cause you to pick up a premature globe, it could save you on a fight where you barely miss hitting a globe. Both situations seem highly situational. What is not situational is gold pickup.
Overall, its a good thing. Will I aggressively seek this stat out? No. Will I build an armor set around it? maybe =P
i never actually thought about it that way. i was going to post something weeks back that i dont think you should be able to pickup health globes at all if your at or near full health because it seem like a waste. maybe when youre below 75% or so. health globes are definetly going to be a vital part of sucess in inferno, and would suck to pick them up at inoppotune moments, wasting them. who knows, we'll see when the game comes out
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
As a monk, in Hell difficulty I upgraded a piece of armor that formerly had +7yd gold/health pickup range, and immediately started dying more. I'd had that +7yd range for so long I had gotten used to fighting large packs and having the health globes just flow into me. Now I was dying with a dozen health globes all around me and unused =)
It took a bit, but I retrained myself to be more conscious of them and get them on my own, but I still on occasion die with a globe just out of reach that the +yards would have gotten for me (especially true in Inferno when you are typically kiting elite packs backwards, leaving the string of health globes always behind their plague/molten/arcane mess).
Probably comes down to play style whether its worth having or not. I enjoyed it and always notice it being gone.
Grousome Feast. And healing pets. And healing party mates. Pick up radius is the one of the few things blizz did right in this game (in terms of items). Awesomely cool new affix.
Even for ranged characters it's not necessarily a good thing. I like to save them during big battles for when I need them most. With a huge pickup radius that's not possible.
Even for ranged characters it's not necessarily a good thing. I like to save them during big battles for when I need them most. With a huge pickup radius that's not possible.
As a ranged character I find I don't have the time or the actual path to run towards a health globe when I need it. It's hard to kite into an area where mobs exist.
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The only thing i might add about Pickup Radius is that it has "ideal" values, unlike other mods were the most you can get, the better. There are optimal values for each kind of skill you use mostly (this value helps you to quickly grabs globe but do not disturb your globe saving tatics). Imo:
Melee characters i usually keep something between 7~10 yards.
Mid range character (Bear WD for exemple) i try to have something like 15 at least but 20 is my preferred number.
In long range classes something like 40 will almost allways be good.
If you have skill that interact with pickup radius you might stack it as well. Power Hungry (wiz), Vegeance (DH), Circle of Life, Greusome Feast and Grave Injustice (WD) are the ones.
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It seems to me that the globe pickup range could actually hurt you more than it would help. You could be accidentally picking up health globes at inopportune times and have none around when you actually need them.
I'm not saying that it is a bad stat completely, but it seems like it could just work at a disadvantage without meaning to.
Of course this is just all best guess.
I know Blizzard is weighing whether or not to keep it in the game, but I'd like to see them keep it for the build variety it enables.
From then on, i took off all my + to grabbing health globe range.
The sole benefit of increase gold pick up range is to save your time, right? Well, if that affix was substituted, say for a Barbarian, for +str or attack speed, you would be killing monsters faster, negating the supposed time you would be saving with the increase gold range pick up. Also, I do not know how everyone else feels about this. But would it be a that terrible of an idea if Blizzard just had gold go straight to one's inventory. When gold is "picked-up" this way, it could display a "+(#ofGold)" in yellow letters above one's head? Let's be honest, picking up gold isn't "fun" nor is it challenging. It's just more meaningless time we have to spend gathering something that should go straight to our inventory.
I think you were spot on with you analysis of health globe area increase. With that affix stacked, it isn't necessarily a good thing, because you may absorb the health globes at inopportune times, like when you have maximum health.
Overall, its a good thing. Will I aggressively seek this stat out? No. Will I build an armor set around it? maybe =P
It took a bit, but I retrained myself to be more conscious of them and get them on my own, but I still on occasion die with a globe just out of reach that the +yards would have gotten for me (especially true in Inferno when you are typically kiting elite packs backwards, leaving the string of health globes always behind their plague/molten/arcane mess).
Probably comes down to play style whether its worth having or not. I enjoyed it and always notice it being gone.
Grave Injustice
Grousome Feast. And healing pets. And healing party mates. Pick up radius is the one of the few things blizz did right in this game (in terms of items). Awesomely cool new affix.
As a ranged character I find I don't have the time or the actual path to run towards a health globe when I need it. It's hard to kite into an area where mobs exist.
Melee characters i usually keep something between 7~10 yards.
Mid range character (Bear WD for exemple) i try to have something like 15 at least but 20 is my preferred number.
In long range classes something like 40 will almost allways be good.
If you have skill that interact with pickup radius you might stack it as well. Power Hungry (wiz), Vegeance (DH), Circle of Life, Greusome Feast and Grave Injustice (WD) are the ones.