The characters in the game-play demo were likely beefed up to crazy lengths. The demo characters killed the mobs very quickly thus the globes seem to be a common occurence. What seemed to be a constant drop rate of "red globes" in the demo will be an unlikely case for when the game offically releases and we are playing.
Well, all of you guys wanted better Health management. lol
Wasn't there a thread before the announcement of the game that was talking about different types of potion alternatives?
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Watching 240 guys talk trash about cavaliers is like two retards having a slapfight over a sippy cup.
Although I am a fan of the health globes, considering that they keep game play at a constant pace, I preferred the old system. I just think too many people will be relying solely on health globes instead of potions, meaning that traveling in large parties can result to a footrace to every orb that drops.
If I am not mistaken I believe they said that health globes will heal everyone in a certain range of the person picking them up so no mad dashes for the globes.
I like the idea as long as they don't drop at insane rates and diminish over difficulty. The health globes won't matter that much in boss fights most likely since you won't probably be fighting large groups of enemies with a boss just strong bosses and strong helpers with few globe drops.
Easily available potions have always been a bad idea for action adventure games like this. It was just an old idea developped over time which was a cool feature back then. Nowadays, potion pumping just makes skill less important, and adds needless dumbness to a game. Many games now have self-healing, or even auto healing while not in combat. Why the hell should you waste your time buying or picking up cheap ass potions when the game designers can make it so you don't have to?
Another issue is PvP, especially low level PvP (i'm not talking D2 low level PvP which is.... different I suppose I'll say)... winners would result in who had the better, or the most potions.
While we are at it, why not grant invincibility to characters 'because the game designers can make so you don't have to' die?
I think the health potions gave a balance to the game; you pick up potions and input them in the horaldric cube to make rejuvenation potions. I doubt that the horadric cube will come back with all 'similar item types' inventory style.
The potions took up too much room when picking them up into your inventory when your belt was full. The globes stop that. In the gameplay video. They didnt say they were getting rid of the potions. If they did then please correct me.
;248730'']I'm not going to read all 4 pages but I am sure someone has mentioned in the game play trailer you can clearly see minor health potions on the ground.
I wasn't paying much attention, but I had a strong feeling the potions weren't gone. He wasn't picking up items until he hit that one chest that gave him a full set.
The potions took up too much room when picking them up into your inventory when your belt was full. The globes stop that. In the gameplay video. They didnt say they were getting rid of the potions. If they did then please correct me.
It's simple when your belt is full of potions then don't pick up more potions
Hopefully health globe drops are random and not ALWAYS convenient. I don't want to rely on them.
TBH, I think town portal+buying 4 rows of super health potions always made the game a bit too easy.
Blizzard needs to find a medium where a boss can be HARD to beat but not the kind of hard that makes you run back to town 10x. That just breaks up the gameplay.
Essentially, what I am saying is add more waypoints.
Get rid of town portal.
Potions or "Pots" will still be used probably quite frequently in the game even with the inclusion of the health globes.
Basically what Blizzard is trying to get at I believe is making the game faster paced (and a little less annoying) by adding the health globes which only help out a little but do a lot in the long run
I don't know about you guys but I never had to much fun spamming health potion after health potion in D2 so I think a little switch up that might bring that whole process down just a tad couldn't hurt.
Blizzard is aiming at a fast paced, kill giant hordes of monsters and destroy environments kind of non stop action IMO and the health globes definitely will contribute to that cause
Potions or "Pots" will still be used probably quite frequently in the game even with the inclusion of the health globes.
Basically what Blizzard is trying to get at I believe is making the game faster paced (and a little less annoying) by adding the health globes which only help out a little but do a lot in the long run
I don't know about you guys but I never had to much fun spamming health potion after health potion in D2 so I think a little switch up that might bring that whole process down just a tad couldn't hurt.
Blizzard is aiming at a fast paced, kill giant hordes of monsters and destroy environments kind of non stop action IMO and the health globes definitely will contribute to that cause
I was going to post something similar to what you had said, thankyou for saving me from typing that much.
The health globe system looks like it will work just fine. The fears that you guys have are tough to justify in a 20 minute gameplay trailer where the characters are god-like to show you what the game is like.
Health globes mean you need to fight to heal up - and to live, you need skill. No more potion spammage for fake skill. I really, REALLY love this concept. Blizzard rocks.
Potions are still there, but they've become last-resort options and that's how they should be. I'd like to see more skills playing a roll in healing as well. If you think it should stay how it was in D2, go play D2.
pots are still in the game. its not only health globes..
right!
health globes are mostly there to help you regenerate life fast after a battle to get to the next one without wasting pots, not help you through the battle (although it may have happened a few times in the gameplay demo).
The characters in the game-play demo were likely beefed up to crazy lengths. The demo characters killed the mobs very quickly thus the globes seem to be a common occurence. What seemed to be a constant drop rate of "red globes" in the demo will be an unlikely case for when the game offically releases and we are playing.
Wasn't there a thread before the announcement of the game that was talking about different types of potion alternatives?
I like the idea as long as they don't drop at insane rates and diminish over difficulty. The health globes won't matter that much in boss fights most likely since you won't probably be fighting large groups of enemies with a boss just strong bosses and strong helpers with few globe drops.
While we are at it, why not grant invincibility to characters 'because the game designers can make so you don't have to' die?
I think the health potions gave a balance to the game; you pick up potions and input them in the horaldric cube to make rejuvenation potions. I doubt that the horadric cube will come back with all 'similar item types' inventory style.
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EVIL, GRITTY AND SINISTER WE WANT.
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I wasn't paying much attention, but I had a strong feeling the potions weren't gone. He wasn't picking up items until he hit that one chest that gave him a full set.
It's simple when your belt is full of potions then don't pick up more potions
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EVIL, GRITTY AND SINISTER WE WANT.
KEEP THE CARTOONS TO WOW!
TBH, I think town portal+buying 4 rows of super health potions always made the game a bit too easy.
Blizzard needs to find a medium where a boss can be HARD to beat but not the kind of hard that makes you run back to town 10x. That just breaks up the gameplay.
Essentially, what I am saying is add more waypoints.
Get rid of town portal.
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You guys sound like a bunch of introverts who never go outside and wish sorcery was real.-7Deadly
Basically what Blizzard is trying to get at I believe is making the game faster paced (and a little less annoying) by adding the health globes which only help out a little but do a lot in the long run
I don't know about you guys but I never had to much fun spamming health potion after health potion in D2 so I think a little switch up that might bring that whole process down just a tad couldn't hurt.
Blizzard is aiming at a fast paced, kill giant hordes of monsters and destroy environments kind of non stop action IMO and the health globes definitely will contribute to that cause
I was going to post something similar to what you had said, thankyou for saving me from typing that much.
The health globe system looks like it will work just fine. The fears that you guys have are tough to justify in a 20 minute gameplay trailer where the characters are god-like to show you what the game is like.
Potions are still there, but they've become last-resort options and that's how they should be. I'd like to see more skills playing a roll in healing as well. If you think it should stay how it was in D2, go play D2.
right!
health globes are mostly there to help you regenerate life fast after a battle to get to the next one without wasting pots, not help you through the battle (although it may have happened a few times in the gameplay demo).