I love the idea of health orbs, and the fact that pots will be more rare. I was also thinking about solutions to the certain situations where a player could be at full health and have alot of extra health orbs sitting around and then later on the player could have very little health with no orbs around.
The solution I thought of is for every player to have a so called orb pot(not sure what you would call it), and when a player is at full health and you pick up a health orb, a percentage of the health that the orb would heal would then go into the orb pot. So the more orbs you collect at full health the more the pot would fill up. However, you would only have 1 of these pots that you can refill once used and you can only use it when you are not in combat.
I think this would take care of those rare situations I described above.
I am kinda against the idea of the jar thing. A potion cool down should be fine. Your sapost to be more tactical in D3 what your trying to sugjust is kinda the easy way out of death. You need to think about your next move. So if your a barb and your low on healt and your waiting for the cooldown to end maybe you should let another melee guy do it (Or if your alone try and switch to a throwing weapon and do a hit and run type thing until the cooldown ends)
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Thing about the cooldown, is that Blizzard has stated that they want to keep combat as fast paced and furious as possible.
A cooldown period for potions would work against this, since players would go off and wait for a cooldown to expire before running back into combat, so they stood a greater chance of survival.
This is assuming they are having shitty luck with health orb drops, of course.
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Thing about the cooldown, is that Blizzard has stated that they want to keep combat as fast paced and furious as possible.
A cooldown period for potions would work against this, since players would go off and wait for a cooldown to expire before running back into combat, so they stood a greater chance of survival.
This is assuming they are having shitty luck with health orb drops, of course.
Are they going to have it so you run out of a room and they dont follow? I mean maybe if you do try to run away they could like...idk do something to prevent you. Im hoping it isent as simple as just running away waiting for cooldown get back to full health. To maybe stop something like this if you leave the boss area the boss is returned to full health.
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I really don't see the issues here. You stop fighting, its less health the monsters are losing. If no one is fighting them, they regenerate health.
We don't need to remove other elements just because a person can CHOOSE to get away. If the monsters are letting him, then there is nothing wrong with it.
Are they going to have it so you run out of a room and they dont follow? I mean maybe if you do try to run away they could like...idk do something to prevent you. Im hoping it isent as simple as just running away waiting for cooldown get back to full health. To maybe stop something like this if you leave the boss area the boss is returned to full health.
Well if the fight with King Leoric from the blizzcon game play is any indication of boss fights then I would expect every boss fight to take place in a confined room/area and the only way out is kill or be killed. No resetting the boss by running away As for regular trash mobs, I am guessing there is no way around keeping a player from running away in a fight.
Edit: Plus, boss fights should not only be awesome fights with good loot rewards but they should also dictate whether a players character is good enough to move on to the next part of the game. It is pretty lame in D2 that you can just do hit and runs on the bosses to move on through the acts.
Well if the fight with King Leoric from the blizzcon game play is any indication of boss fights then I would expect every boss fight to take place in a confined room/area and the only way out is kill or be killed. No resetting the boss by running away As for regular trash mobs, I am guessing there is no way around keeping a player from running away in a fight.
Edit: Plus, boss fights should not only be awesome fights with good loot rewards but they should also dictate whether a players character is good enough to move on to the next part of the game. It is pretty lame in D2 that you can just do hit and runs on the bosses to move on through the acts.
Yea really the only boss you cant do this with is Duriel. It kinda annoyed how people sometimes fought andy they lead her next to stairs they hit her a few times do alot of dmg then they run up a level use an antidote and a pot to restore to full go down and repeat until she died. I really liked how if you played the whole game threw your about level 17 before you hit act2 level 21-23 in act3 level 25-27 before entering act4 and you should be around 30 when you hit nightmare (Past level 30 if your playing expansion)
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Make a rest function like 200% increase regeneration
I don't really think this will fit the fast paced game mechanic. I am not sure how you think it would be implemented, but to me is sounds like you will need to rest for a certain period of time in order to get the increased regen. If you are thinking of a different way it could be implemented to be more fast paced, please tell.
Make a rest function like 200% increase regeneration
The game is being made in a way that when your character are low on health and in the middle of a dungeon you still have to move on. You gotta move forward no matter what. This is being made to bring back the feeling of constant danger that was very present in D1 and died in D2.
At least thats my opnion about what I saw and read. And HOs fits this.
The game is being made in a way that when your character are low on health and in the middle of a dungeon you still have to move on. You gotta move forward no matter what. This is being made to bring back the feeling of constant danger that was very present in D1 and died in D2.
At least thats my opnion about what I saw and read. And HOs fits this.
I completely agree with you that Blizz wants us to press on and fight constantly. However, to make us run into a fight with only 10 life is more of a penalty than a reward I think because there were no health orbs dropped and we do not have a health pot or it is on cooldown. I firmly believe there will be one more healing type option for us to counter those rare occurances of no health orbs and no health pots/pots on cooldown. I have no idea what it could be though.
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The solution I thought of is for every player to have a so called orb pot(not sure what you would call it), and when a player is at full health and you pick up a health orb, a percentage of the health that the orb would heal would then go into the orb pot. So the more orbs you collect at full health the more the pot would fill up. However, you would only have 1 of these pots that you can refill once used and you can only use it when you are not in combat.
I think this would take care of those rare situations I described above.
Way off subject.. i just noticed there's finally a 'LEG' slot for armor in the piciture posted above! WOOT for leg armor!
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A cooldown period for potions would work against this, since players would go off and wait for a cooldown to expire before running back into combat, so they stood a greater chance of survival.
This is assuming they are having shitty luck with health orb drops, of course.
Are they going to have it so you run out of a room and they dont follow? I mean maybe if you do try to run away they could like...idk do something to prevent you. Im hoping it isent as simple as just running away waiting for cooldown get back to full health. To maybe stop something like this if you leave the boss area the boss is returned to full health.
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
We don't need to remove other elements just because a person can CHOOSE to get away. If the monsters are letting him, then there is nothing wrong with it.
Well if the fight with King Leoric from the blizzcon game play is any indication of boss fights then I would expect every boss fight to take place in a confined room/area and the only way out is kill or be killed. No resetting the boss by running away As for regular trash mobs, I am guessing there is no way around keeping a player from running away in a fight.
Edit: Plus, boss fights should not only be awesome fights with good loot rewards but they should also dictate whether a players character is good enough to move on to the next part of the game. It is pretty lame in D2 that you can just do hit and runs on the bosses to move on through the acts.
Yea really the only boss you cant do this with is Duriel. It kinda annoyed how people sometimes fought andy they lead her next to stairs they hit her a few times do alot of dmg then they run up a level use an antidote and a pot to restore to full go down and repeat until she died. I really liked how if you played the whole game threw your about level 17 before you hit act2 level 21-23 in act3 level 25-27 before entering act4 and you should be around 30 when you hit nightmare (Past level 30 if your playing expansion)
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
I don't really think this will fit the fast paced game mechanic. I am not sure how you think it would be implemented, but to me is sounds like you will need to rest for a certain period of time in order to get the increased regen. If you are thinking of a different way it could be implemented to be more fast paced, please tell.
The game is being made in a way that when your character are low on health and in the middle of a dungeon you still have to move on. You gotta move forward no matter what. This is being made to bring back the feeling of constant danger that was very present in D1 and died in D2.
At least thats my opnion about what I saw and read. And HOs fits this.
I completely agree with you that Blizz wants us to press on and fight constantly. However, to make us run into a fight with only 10 life is more of a penalty than a reward I think because there were no health orbs dropped and we do not have a health pot or it is on cooldown. I firmly believe there will be one more healing type option for us to counter those rare occurances of no health orbs and no health pots/pots on cooldown. I have no idea what it could be though.