This might be something that's been suggested a ton of times before, but I've never seen it...it just seems like a likely outcome if you have those health orbs that drop, but there are still potions in the game (as far as I know, both are true according to the latest news).
What I think they may do is make it so that you can buy potions in town, but no potions will drop from mobs, just orbs that'll heal you some, but that you obviously can't carry with you. In this way, potions will become more of an item for emergency use.
This might be something that's been suggested a ton of times before, but I've never seen it...it just seems like a likely outcome if you have those health orbs that drop, but there are still potions in the game (as far as I know, both are true according to the latest news).
What I think they may do is make it so that you can buy potions in town, but no potions will drop from mobs, just orbs that'll heal you some, but that you obviously can't carry with you. In this way, potions will become more of an item for emergency use.
Sound plausible to you guys?
In the game play video a potion DOES drop form one of the monsters.
Edit: Its at 9:17 in the video, an elixir of vitality also drops at 4:28.
It's just stupid with the 1.10 when special mobs drop 2-3 full rejus 5 super mana 5 super healing.. like eh. ANyone who can kill them by bashing potions are fine since u get replacements after they are dead.
So yea I like this new system. The potions drop quite rarely i suppose. Yeah and the potions should have some cooldown if you can buy them from town. Since then it would be like the old way.
I don't think the orbs are a bad idea, it's just the way they are in the game that bothers me. Why a floating red sphere? It looks like it belongs in some other game. I heard someone post on blizzards own (btw, totally inferior) forum that he thought the orbs should be replaced with "broken bottles", but that they have the same effect. I thought this sounded cool. Some bottles survive the drop from the mob, but some get smashed to the ground and ooze out yummy, healing soup. Blizzard should seriously consider this, shouldn't they?
Imo its ok how they are.. they are more visible like this. When bashing dozens of monsters I don't really care how the health orb looks like as long as it heals me.
I don't think the orbs are a bad idea, it's just the way they are in the game that bothers me. Why a floating red sphere? It looks like it belongs in some other game. I heard someone post on blizzards own (btw, totally inferior) forum that he thought the orbs should be replaced with "broken bottles", but that they have the same effect. I thought this sounded cool. Some bottles survive the drop from the mob, but some get smashed to the ground and ooze out yummy, healing soup. Blizzard should seriously consider this, shouldn't they?
I like that idea alot!!! But I prefer the God of War-esque red orbs more. I also think that, if they are distributed per-player, they fly to you like in god of war.
You can't remove potion spamming from a Hack&Slash without changing the game quite a lot. TQ mostly consists of hardcore potion spamming, and it has a cooldown. Cooldowns don't save anyone. In order to prevent people from using potions they need to make monster damage weak enough and health regeneration strong enough. How the hell do you beat a monster without health potions? You don't, lol.
unless all the classes are godlike, it will be quite irritating when we get to hell mode and we have to survive on little red orbs that drop occasionally.
remember, blizzard wants to reduce downtime in diablo3. I think they are going to emphasise larger battles and thats where healthorbs will make the gameplay continuous. Potions will probably be only used for superuniques/bosses etc, but i hope they add more tactical skills which you will need to utilize to take down harder foes, instead of casting a spell, running back a few yards and repeat.
Just because it is Diablo doesn't mean it has to be mindless.
I am all for requiring some thought and tactics if you get through to Hell.
Sometimes having to retreat a little, use different abilities, a few tactics etc. instead of mowing down everything, while spamming potions, until you get to a boss sounds appealing to me.
It is Hell after all and by having it play a little differently to NM and, in turn, Normal adds more variety and longevity.
Potion cooldown and the limited healthorbs could help provide this.
Sure, if you played like always, taking a lot of damage in the process, you would be required to make more trips to town to heal, but that would just be one playstyle. Others may play it safer, taking less damage, so they can get by on the healthorbs and a potion here and there, thus requiring fewer trips to town.
Can I have more playstyles please, instead of spammable potions?
And as Polo said, I also think having some areas where TP are unavailable would be interesting. I think it is hard to ever feel in danger or get nervous about tackling a set of mobs when you are always free to click a button and run away instantly.
You have to understand, the characters would have to be greatly improved in order to fight without potions and TP. Especially for boss fights. In Diablo 2, I am certain that I couldn't have beaten the game without the aforementioned two.
Also, TP was, in effect, disabled at the area where the ancients resided. It's been done before, with half-successful results; the player could just TP right before the ancients anyways.
Running away is, and has always been an option in DIII. If not with TP, it is usually possible to just escape into the previous level.
TP was, in effect, disabled at the area where the ancients resided. It's been done before, with half-successful results; the player could just TP right before the ancients anyways.
It would be trivial to code an area that can't be entered or exited after a quest is 'activated'. The Ancients thing was coded sloppily, simply resetting if someone uses a town portal while they're there. It wouldn't be hard to really code something like that, though.
I'm pretty certain there will be potions... but they will be much rarer and will be only to "use in emergency" and for boss fights.
I can't imagine how you can have an epic long boss fight without potions or some way of healing... cause you don't kill anything for ages so health orbs won't be there.
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"If we're actually making the game worse with no other reason than to be different from WoW, then it's a bad choice." - Jay Wilson (D3 lead designer)
Yeah, as others have said the current intent to encourage cooperative play (in regards to health globes) is to ensure that they heal everyone in the party when picked up.
But in any case, why wouldn't the witch doctor be using any of his abilities? Mass confuse, and while everything is busy wailing on each other or attacking your mongrels you sneak in. Or horrify, and while they're scattered you snag some health.
The witch doctor is a little sneakier though, a little more frail, a little more of a "I'm gonna make you die or kill your friend while I'm all the way over here". You should probably be doing everything you can to avoid being hit, and you have the tools to do so.
"Bosses do not drop health globes while you are fighting them right?"
Maybe? Maybe not. Maybe there are other situational/environmental mechanics that would, or would provide assistance in healing up?
"Not only will they be forcing players to run in circles like mindless chickens, but they will make hardcore and softcore gameplay harder, slow paced, and over all less attractive."
That's a lot of conclusions to jump to in a single sentence. Classes will have abilities to help them work through groups of monsters. Obviously health globes are going to be necessary to pick up, and obviously class abilities will exist to help you do so.
And, come on :-), I realize there's a lot of room for hyperbole since we just announced and a lot of details aren't out there or just don't exist, but at least have the ground before you call it a mountain. Rational concerns, complaints, issues, questions, are going to go over way better.
"the fact remains that it only takes up space if it's added onto monster loot tables"
Well, it's not like there's a hard cap on what a loot table can contain being forced upon us, or that health globes are even associated with loot drops. It can be balanced any way we see fit.
Bottom line, is that we're simply not going to release a game that is irritating, slow, aggravating, boring, or any of the other adjectives you used. If that means ripping out the health globe system and going a different direction, so be it, but at current it plays and feels fun and engaging.
In other words, stop trying to predict ways of how orbs can be a bad thing until you've played the game.
"Ultimately, if someone can always replenish their mana and replenish their health, then game balance kind of goes out the window," admits Pardo of the old potion system. "So it also allowed us to do more interesting things with the classes themselves. If you can't always just save yourself with a potion, then it makes other skills suddenly crucial for combat, like escape skills or crowd-control skills or things like that, which didn't really matter in the Diablo series previously."
I guess they could still be there....but to me this sounds like they're out (or at least much much less prevalent).
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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
What I think they may do is make it so that you can buy potions in town, but no potions will drop from mobs, just orbs that'll heal you some, but that you obviously can't carry with you. In this way, potions will become more of an item for emergency use.
Sound plausible to you guys?
Perhaps this feature would be turned on in harder difficulties?
It's time to welcome the other 80% of the color wheel to a Diablo game.
You would also need to eliminate town portals for this to add to the difficulty, otherwise you're simply adding to the downtime, not very fun.
In the game play video a potion DOES drop form one of the monsters.
Edit: Its at 9:17 in the video, an elixir of vitality also drops at 4:28.
D'oh, didn't notice. Well then, I have no idea how exactly they plan on implementing everything.
So yea I like this new system. The potions drop quite rarely i suppose. Yeah and the potions should have some cooldown if you can buy them from town. Since then it would be like the old way.
Imo its ok how they are.. they are more visible like this. When bashing dozens of monsters I don't really care how the health orb looks like as long as it heals me.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
I like that idea alot!!! But I prefer the God of War-esque red orbs more. I also think that, if they are distributed per-player, they fly to you like in god of war.
Welcome to Hell?
You have to understand, the characters would have to be greatly improved in order to fight without potions and TP. Especially for boss fights. In Diablo 2, I am certain that I couldn't have beaten the game without the aforementioned two.
Also, TP was, in effect, disabled at the area where the ancients resided. It's been done before, with half-successful results; the player could just TP right before the ancients anyways.
Running away is, and has always been an option in DIII. If not with TP, it is usually possible to just escape into the previous level.
It would be trivial to code an area that can't be entered or exited after a quest is 'activated'. The Ancients thing was coded sloppily, simply resetting if someone uses a town portal while they're there. It wouldn't be hard to really code something like that, though.
I can't imagine how you can have an epic long boss fight without potions or some way of healing... cause you don't kill anything for ages so health orbs won't be there.
In other words, stop trying to predict ways of how orbs can be a bad thing until you've played the game.
http://www.eurogamer.net/article.php?article_id=167096
I guess they could still be there....but to me this sounds like they're out (or at least much much less prevalent).
-Hunter S. Thompson
TED . LEAP . Woot . MF
I thought that it was confirmed that potions are still in...