The health orb system has been brought up several times already. Some people like it, some people don't. Personally I think it will enhance game play. However, no matter how good the player, unless Blizzard does an AMAZING job implementing this new system, there will still be times when you're low on health and there are no health orbs to be found. This will cause a lot of frustration, especially if it happens frequently (ex: Bosses).
Anyway, here's my idea and I apologize if someone has already suggested this. Each character has one health orb jar where they can collect spare health orbs and use them later when in dire need. This will prevent the frustration of not having health orbs when you need them.:thumbsup:
Not a bad idea but how would it work when you use the health orb automatically when you walk over it? Do you mean when on full health, the orb goes to the jar? It would be a bit dodgy because when you are like down only 10hp, you would use it up automatically.
Yeah, when your character has full health you start collecting orbs in a jar and then have a hot key set so when you're low on life and there are no health orbs around you can hit the key and take what you need from the jar, (similarly to a health potion).
You just described a health potions...Great and original idea lol
Rollback Post to RevisionRollBack
"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
You just described a health potions...Great and original idea lol
well no @#$% sherlock, :P. But that essentially IS the idea. This system would still incorporate the health orbs and prevent constant potion drinking. Also, rather then having 4-16 potions in inventory there would just be one jar (potion) that you slowly add to and drink from when needed. I never said this was a completely original idea, I'm just throwing out suggestions.
Quote from "Illuvatar" »
I don't think there will be any need for it to be honest. The fact that with bosses you can't use health orbs is one of the reasons bosses will be harder than normal minions, and with normal minions we have all seen that there's no real danger of running out of health orbs since there are usually so many minions that the chances of an orb dropping are quite high. I think it's fine as it is, and having a spare orb jar would be almost like a second health points bar or like a buffer zone that players will see as part of their actual hp supply, so Blizzard might as well increase the normal hp than have this method.
Yeah, I can see how this would definitely make things a little too easy for the player. I guess I'm just trying to think of ways to make game play in hell difficulty a little less frustrating, but then again that's why it's called hell difficulty.
Actually i liked the idea. It could be a special quest item, like the horadric cube. Maybe even more types of jar (one that collect health and turns into mana).
Yeah, I liked it as well.
Could ditch the old potions, and could make full use of the new health orb system.
Haha, making it a quest item reminds me of the Zelda games :D.
Bottles were so bloody hard to find...
Rollback Post to RevisionRollBack
Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
They said they actually considered letting you pick up a life essence globe which "overheals" you so that you keep that effect for a while, as well as implementing a system where you can save a single health globe for later.
But since they are now sure that there will be potions for tight situations, I don't think anything else is needed.
I think unused health orbs should first heal your teammates and then if no one's damaged, spirits should come out and for your deeds, you can get your items enhanced or something in town. (It should take long enough that people don't just farm for extra orbs though)
Well yeah, we know both those things.
But still, to really make use of the health orbs it would be nice to have some kind of bottle to keep one or two in, just to feel that you aren't wasting the ones you pass by.
Could also function like a free potion.
Rollback Post to RevisionRollBack
Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
id rather have potions with cooldown than health orbs, jars or whatever
The problem with potion cooldown is that want to recover HP but have his potion on 1 minute cooldown would wait 1 minute, wich sux alot. It's the same reason why passive HP regeneratin is also not wanted in this game, because it opens space to a desperate player stop and rest.
The problem with potion cooldown is that want to recover HP but have his potion on 1 minute cooldown would wait 1 minute, wich sux alot. It's the same reason why passive HP regeneratin is also not wanted in this game, because it opens space to a desperate player stop and rest.
A good alternative to that is a cooldown that lasts for as long as you are in combat.
Say, you chug a potion while fighting a boss, and it is on a cooldown until that boss dies, otherwise no waiting required. When fighting regular monsters, the cooldown could be over as soon as you leave the room and enter another room or section. A bit rough, but would work.
I would imagine that the frequency of health orbs that are dropped will be enemy- and difficulty level-dependent, and would be handled in a similar fashion to loot drops.
I think the way that they've changed how health is regenerated (mainly orbs vs potions) will help to streamline the action in the game. There's no less skill involved in running over orbs than there is grabbing potions, and makes (to me) more sense. I mean, if you're in the middle of a fight and an enemy drops a health pot, wouldn't you rather have the option to immediately consume it instead of having to put it in your belt/inventory and then drink it? I think that may be part of the theory behind the swap. Then you have regular potions as a back up in the event that you don't have any orbs around but still need health. This would clear up a lot of space in the belt for other stuff that they would rather the belt be used for.
With orbs instead of pots being the main method of keeping health up, this will allow for more of our processing time to be spent actively doing battle things, which will in turn allow Blizzard to increase the complexity or difficulty of the enemies.
I, for one, welcome our orb-bearing overlords.
Rollback Post to RevisionRollBack
"I fight for a better tomorrow not because I believe one to be necessarily forthcoming, but because I believe a better tomorrow is worth fighting for."
A good alternative to that is a cooldown that lasts for as long as you are in combat.
Say, you chug a potion while fighting a boss, and it is on a cooldown until that boss dies, otherwise no waiting required. When fighting regular monsters, the cooldown could be over as soon as you leave the room and enter another room or section. A bit rough, but would work.
Yeah thats a good alternative. Haven't think about it...
However the orbs still have it's charm you kno ? They've bound the health restoration with skill (kill mobs to drop orbs without loosing HP) and progression (keep moving to find a well or similar stuff) not just get gold to buy lots of potions. Through both system rely equally on skill during a fight, the orb give more emphasis to the "survival" part of the game between the fights.
I would imagine that the frequency of health orbs that are dropped will be enemy- and difficulty level-dependent, and would be handled in a similar fashion to loot drops.
I think the way that they've changed how health is regenerated (mainly orbs vs potions) will help to streamline the action in the game. There's no less skill involved in running over orbs than there is grabbing potions, and makes (to me) more sense. I mean, if you're in the middle of a fight and an enemy drops a health pot, wouldn't you rather have the option to immediately consume it instead of having to put it in your belt/inventory and then drink it? I think that may be part of the theory behind the swap. Then you have regular potions as a back up in the event that you don't have any orbs around but still need health. This would clear up a lot of space in the belt for other stuff that they would rather the belt be used for.
With orbs instead of pots being the main method of keeping health up, this will allow for more of our processing time to be spent actively doing battle things, which will in turn allow Blizzard to increase the complexity or difficulty of the enemies.
I, for one, welcome our orb-bearing overlords.
I, like you, agree that the orbs will definitely enhance game play. However, in my suggestion I suggest that potions be eliminated all together, and rather have one orb jar/pot that is for emergency purposes only (using orb overflow to refill).
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]
I love lamp
To post a comment, please login or register a new account.
Anyway, here's my idea and I apologize if someone has already suggested this. Each character has one health orb jar where they can collect spare health orbs and use them later when in dire need. This will prevent the frustration of not having health orbs when you need them.:thumbsup:
Yeah, when your character has full health you start collecting orbs in a jar and then have a hot key set so when you're low on life and there are no health orbs around you can hit the key and take what you need from the jar, (similarly to a health potion).
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
well no @#$% sherlock, :P. But that essentially IS the idea. This system would still incorporate the health orbs and prevent constant potion drinking. Also, rather then having 4-16 potions in inventory there would just be one jar (potion) that you slowly add to and drink from when needed. I never said this was a completely original idea, I'm just throwing out suggestions.
Yeah, I can see how this would definitely make things a little too easy for the player. I guess I'm just trying to think of ways to make game play in hell difficulty a little less frustrating, but then again that's why it's called hell difficulty.
Could ditch the old potions, and could make full use of the new health orb system.
Haha, making it a quest item reminds me of the Zelda games :D.
Bottles were so bloody hard to find...
That screenshot looks kinda fake.
He's got chest armor on in his inventory, and he's got no armor on his actual character.
And the runes look kinda low quality as well..
Though, I do hope this is a real screenshot ^^.
Did you get it from the D3 website ?
Yes it is.
We still have pots, but the jar could be a way of not only recover HP but to save potions (those may be rare/expansive).
But since they are now sure that there will be potions for tight situations, I don't think anything else is needed.
But still, to really make use of the health orbs it would be nice to have some kind of bottle to keep one or two in, just to feel that you aren't wasting the ones you pass by.
Could also function like a free potion.
The problem with potion cooldown is that want to recover HP but have his potion on 1 minute cooldown would wait 1 minute, wich sux alot. It's the same reason why passive HP regeneratin is also not wanted in this game, because it opens space to a desperate player stop and rest.
Say, you chug a potion while fighting a boss, and it is on a cooldown until that boss dies, otherwise no waiting required. When fighting regular monsters, the cooldown could be over as soon as you leave the room and enter another room or section. A bit rough, but would work.
I think the way that they've changed how health is regenerated (mainly orbs vs potions) will help to streamline the action in the game. There's no less skill involved in running over orbs than there is grabbing potions, and makes (to me) more sense. I mean, if you're in the middle of a fight and an enemy drops a health pot, wouldn't you rather have the option to immediately consume it instead of having to put it in your belt/inventory and then drink it? I think that may be part of the theory behind the swap. Then you have regular potions as a back up in the event that you don't have any orbs around but still need health. This would clear up a lot of space in the belt for other stuff that they would rather the belt be used for.
With orbs instead of pots being the main method of keeping health up, this will allow for more of our processing time to be spent actively doing battle things, which will in turn allow Blizzard to increase the complexity or difficulty of the enemies.
I, for one, welcome our orb-bearing overlords.
Yeah thats a good alternative. Haven't think about it...
However the orbs still have it's charm you kno ? They've bound the health restoration with skill (kill mobs to drop orbs without loosing HP) and progression (keep moving to find a well or similar stuff) not just get gold to buy lots of potions. Through both system rely equally on skill during a fight, the orb give more emphasis to the "survival" part of the game between the fights.
LOL, that's pretty good
I, like you, agree that the orbs will definitely enhance game play. However, in my suggestion I suggest that potions be eliminated all together, and rather have one orb jar/pot that is for emergency purposes only (using orb overflow to refill).