So, having spent some time looking at the skills for each class and the items, you start to notice things that do not make a lot of sense. (although I am noticing that the numbers are actually changing rapidly, but I'm not sure what that means or how to prove that) the amount of life gained from some items is in the range of 2-3 per second for some level 60 items and 10-20 for others. Given that there are health potions that restore 8000 life, you're talking about almost 15 minutes to regen to full at 10 health a second. Now I realize that you could easily stack additional items and have a lot more total health regen.
Then you have abilities like the Witch Doctor's Crimson Soul Harvest which gives you over 4000 life per target, up to five targets. That's 20,000 life with that spell. Or Galvenizing Wizard passive ability for Wizards that give you 160 health per second. Even the Monk ability Transcendence which regens about 40 life per point of spirit spent, which could rapidly regenerate hundreds of health. There are probably other examples, but I can already hear people getting rowdy and bored, so I'll move on quickly, but there's a bit more to cover with my thought here.
My thesis revolves then around this. Why, with all these other options to gain health, would you choose an item that generates health instead of some other ability. For example, the two level 60 Wizard Orb set items, one gives you life regen, the other a plus to total arcane power. One is only useful if you're trying to slowly regen between fights, the other is useful every single fight, and in a way that no other items are useful.
Why would we trade life regen that's so minor that it's not useful in combat against something that is useful in combat? Given that after combat you should have lots of health globes to fill up on before your next assault on the demons of sanctuary, why would life regen be considered a worthwhile ability when compared to other things you could get?
Perhaps I'm missing something, but it seems to me that this isn't an ability that has much use with health globes in the game. Without health globes and with potions on a cooldown and significantly more rare, I can understand it, but as it is I'm not sure I can see why legendary items with that affix would be used. Perhaps someone can explain it to me, but I'm not seeing it at this point.
Ok, not sure how to not come over as condescending here......here's a copy of a Item(however EVERY SINGLE ITEM in the site is the same):
Temp Data & Art
All items are examples of what may appear in Diablo III.They are not final. Expect more rainbows...
Temp Data & Art
60 Requires level
Immortal Kings Stone Crusher
2-Hand Barbarian Only Set Two-Handed Mighty Weapon 347.9–362.1 DPS (300–309) to (321–332) Damage 1.12–1.13 Attacks Per Second
+26-30% Damage
Increases attack speed by 12-13%
Each Hit Adds +9 Life
+56-60% Critical Hit Damage
Gains 8-15 Life per Fury spent (Barbarian Only) +1 Random Property Immortal King Immortal King's Forge Immortal King's Pillar Immortal King's Soul Cage Immortal Kings Stone Crusher Immortal Kings's Will (2) Set: +30% Damage +106 Defense (3) Set: +90 Fire Resistance (4) Set: +67% Critical Hit Damage (5) Set: Increases maximum Fury by 22 (Barbarian Only) Gains 25 Life per Fury spent (Barbarian Only) Durability: 40–50
Note: Item information is not final and is subject to change at any time.
....aaannnnddddd finally there's a BIG watermark across the item that says TEMP DATA & ART
Pleaze stop these silly complaints about the items on the D3 site. For the luv of... theres even a disclaimer displayed on a mighty large banner now on every page... THESE items are NOT final.
Just look at the cool item pics, enjoy, and then go back to watching beta videos like im doing.
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Blizzard used to care about releasing Diablo III, then they all took an arrow in the knee...
You guys are missing the entire point I was trying to make. I'm not saying anything about the actual stats as they exist at this point, but the mis-match between the different types of skills available. I was using health regen as an example.
You guys are missing the entire point I was trying to make. I'm not saying anything about the actual stats as they exist at this point, but the mis-match between the different types of skills available. I was using health regen as an example.
nope you are.
You say "Life regen that's so minor", those stats are likely to be balanced and probably will be more useful later on.
I see your point. But just to note something, I don't think any items that have Life Regen will have it as their main "focus" - it's probably just going to be a "bonus attribute", like +2 radius gold pickup. Bonus damage, bonus attributes, or changes to resource/resource-regen are likely to be more commonly "main" attributes.
It's also something that might help you when you face a lot of Arcane enchanted enemies and even with the health globes you're left at 10% of your HP. Instead of waiting for potions to cooldown, or spending a potion, you can keep moving and have +500 HP after say, 5 seconds (with a good regen).
I can't imagine people changing +50 Vitality for +10 HP-regen/sec, though. And maybe some people don't want healing skills at all, they just want pure damaging skills (and for those, healing gear might be a lot more important).
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Then you have abilities like the Witch Doctor's Crimson Soul Harvest which gives you over 4000 life per target, up to five targets. That's 20,000 life with that spell. Or Galvenizing Wizard passive ability for Wizards that give you 160 health per second. Even the Monk ability Transcendence which regens about 40 life per point of spirit spent, which could rapidly regenerate hundreds of health. There are probably other examples, but I can already hear people getting rowdy and bored, so I'll move on quickly, but there's a bit more to cover with my thought here.
My thesis revolves then around this. Why, with all these other options to gain health, would you choose an item that generates health instead of some other ability. For example, the two level 60 Wizard Orb set items, one gives you life regen, the other a plus to total arcane power. One is only useful if you're trying to slowly regen between fights, the other is useful every single fight, and in a way that no other items are useful.
Why would we trade life regen that's so minor that it's not useful in combat against something that is useful in combat? Given that after combat you should have lots of health globes to fill up on before your next assault on the demons of sanctuary, why would life regen be considered a worthwhile ability when compared to other things you could get?
Perhaps I'm missing something, but it seems to me that this isn't an ability that has much use with health globes in the game. Without health globes and with potions on a cooldown and significantly more rare, I can understand it, but as it is I'm not sure I can see why legendary items with that affix would be used. Perhaps someone can explain it to me, but I'm not seeing it at this point.
Temp Data & Art
All items are examples of what may appear in Diablo III.They are not final. Expect more rainbows...
Temp Data & Art
60 Requires level
Immortal Kings Stone Crusher
2-Hand Barbarian Only Set Two-Handed Mighty Weapon 347.9–362.1 DPS (300–309) to (321–332) Damage 1.12–1.13 Attacks Per Second
+26-30% Damage
Increases attack speed by 12-13%
Each Hit Adds +9 Life
+56-60% Critical Hit Damage
Gains 8-15 Life per Fury spent (Barbarian Only) +1 Random Property Immortal King Immortal King's Forge Immortal King's Pillar Immortal King's Soul Cage Immortal Kings Stone Crusher Immortal Kings's Will (2) Set: +30% Damage +106 Defense (3) Set: +90 Fire Resistance (4) Set: +67% Critical Hit Damage (5) Set: Increases maximum Fury by 22 (Barbarian Only) Gains 25 Life per Fury spent (Barbarian Only) Durability: 40–50
Note: Item information is not final and is subject to change at any time.
....aaannnnddddd finally there's a BIG watermark across the item that says TEMP DATA & ART
I agree with Ockain though. I expect pretty big changes to a lot of the items by release.
Just look at the cool item pics, enjoy, and then go back to watching beta videos like im doing.
You guys are missing the entire point I was trying to make. I'm not saying anything about the actual stats as they exist at this point, but the mis-match between the different types of skills available. I was using health regen as an example.
nope you are.
You say "Life regen that's so minor", those stats are likely to be balanced and probably will be more useful later on.
It's also something that might help you when you face a lot of Arcane enchanted enemies and even with the health globes you're left at 10% of your HP. Instead of waiting for potions to cooldown, or spending a potion, you can keep moving and have +500 HP after say, 5 seconds (with a good regen).
I can't imagine people changing +50 Vitality for +10 HP-regen/sec, though. And maybe some people don't want healing skills at all, they just want pure damaging skills (and for those, healing gear might be a lot more important).