At this point i believe everyone knows about the Health Globes feature. Do you guys think they should explore the mechanics more ?
Imo this mechanic have alot of gameplay potential. For exemple:
* Antidote Globe: It will only drop by monster in a particular dungeon. This dungeon have a poisonous air, so you character will have a constant like degeneration. However the monsters of this dungeon are immune to the miasma and will drop part of their immunity in form of Antidote Globes. When you grab one you will be cured of the dungeon's life degeneration and be immune to it for some time.
The intention is to make a extremely fast paced and challengin dungeon were your hero have to kill to survive. I understand this concept can be frustrating for some people who don't like hurry. But it's is only one dungeon, it shouldn't be overdone. Imo something every game need to have is different paces at different points. The intention is to make the game a little more frenetic, breaking the mood you're used and refreshing the gameplay.
* Buff Globes: Some monster should drop globes that gives different effects like increase your armor, your damage, willpower or even stop time for a while (like the clocks in the old zelda game). Those effects could be extremely overpowered and last only a very feel seconds. The intention is to reward the player for killing a monster in a different way, allow the player to play a truelly OP character without ruining the game and add another expectation for killing monsters.
Imo they should use this globe concept in more different ways. Variety in gameplay is essential to any really good game. Dungeon design + specific orb drops can creat very twisted and new gameplay situations maintaining the spirit of the game (you still have to run a dungeon and you still have to kill monsters!).
That would be really cool. Especially as a way to make boss fights interesting. Like at 25% health a boss poisons you and not until 20% health does he drop the antidote globe. Buff globes could take over the role of shrines though.
I think this definitely have potential. It would give the game a more arcade-ish and Zelda type of feel.
Jay Wilson himself stated that Zelda boss battles is a big inspiration source for the bosses in D3 so I wouldn't be surprised to see something similar to this used for boss battles to give them more dynamic. To use your antidote globe example there might be a boss who releases a huge poison dot that you have to cure by walking over the antidote or you'll simply die.
I think this definitely have potential. It would give the game a more arcade-ish and Zelda type of feel.
Jay Wilson himself stated that Zelda boss battles is a big inspiration source for the bosses in D3 so I wouldn't be surprised to see something similar to this used for boss battles to give them more dynamic.
As long as his inspiration isn't Twilight Princess
Buff globes is an old idea. I do kind of enjoy the concept that shrines are longer lasting but simpler buff, and Globes buff would be short but powerful.
I share maka's thought on the antidote globe. I generally hate something that forces me to hurry up. More so in this kind of game.
About the buff globes i have to agree with Jack. All shrines will do will be short duration buffs that make you feel like a god, so i don't see a point of having to share their glory with orbs.
Antidotes and such on the other hand sound great. Bosses could have a much more dynamic feeling than "run away from their attacks or have as much life leech as possible that used to be Diablo II).
I'd really like it if Blizzard looked into the WoW boss fight mechanics (not the actual bosses, relax). Having to interrupt certain boss special abilities by using the environment is one thing they could do. I remember in the Sin War books how the main character scared Diablo by magically creating a mirror of ice giving him some of his own medicine. It was very cool!
Yea, it would certainly get boring if it was used for every boss, but if a boss is a poison based boss it would be a neat effect, as it would kind of help to "define" the boss, for lack of a better word.
If I was fighting a character like lilith who was dropping health orbs and antidote orbs depending on a % of her health I would be shitting myself because by the time you probably got to the second one you'd either be dead or poisoned again.
I guess if you created a game were you aren't taking insane amounts of damage per attack and had a fair chance to get the health orb and then the antidote orb, then do some damage to have it pop out more orbs then it would work (unless they decided to be dicks and make it so only one person can get a orb and then it disappears...).
I like the infected dungeon idea along with antibiotic globe.
It's really different from the view of how shrine changes our game flow though (I see what you're somehow referring to).
If specific maps are like this (hypothetically) already included into the game world design, I think it's a great thing to be exploiting with globe drops.
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Imo this mechanic have alot of gameplay potential. For exemple:
* Antidote Globe: It will only drop by monster in a particular dungeon. This dungeon have a poisonous air, so you character will have a constant like degeneration. However the monsters of this dungeon are immune to the miasma and will drop part of their immunity in form of Antidote Globes. When you grab one you will be cured of the dungeon's life degeneration and be immune to it for some time.
The intention is to make a extremely fast paced and challengin dungeon were your hero have to kill to survive. I understand this concept can be frustrating for some people who don't like hurry. But it's is only one dungeon, it shouldn't be overdone. Imo something every game need to have is different paces at different points. The intention is to make the game a little more frenetic, breaking the mood you're used and refreshing the gameplay.
* Buff Globes: Some monster should drop globes that gives different effects like increase your armor, your damage, willpower or even stop time for a while (like the clocks in the old zelda game). Those effects could be extremely overpowered and last only a very feel seconds. The intention is to reward the player for killing a monster in a different way, allow the player to play a truelly OP character without ruining the game and add another expectation for killing monsters.
Imo they should use this globe concept in more different ways. Variety in gameplay is essential to any really good game. Dungeon design + specific orb drops can creat very twisted and new gameplay situations maintaining the spirit of the game (you still have to run a dungeon and you still have to kill monsters!).
What you guys think ?
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Jay Wilson himself stated that Zelda boss battles is a big inspiration source for the bosses in D3 so I wouldn't be surprised to see something similar to this used for boss battles to give them more dynamic. To use your antidote globe example there might be a boss who releases a huge poison dot that you have to cure by walking over the antidote or you'll simply die.
Buff globes is an old idea. I do kind of enjoy the concept that shrines are longer lasting but simpler buff, and Globes buff would be short but powerful.
I share maka's thought on the antidote globe. I generally hate something that forces me to hurry up. More so in this kind of game.
Antidotes and such on the other hand sound great. Bosses could have a much more dynamic feeling than "run away from their attacks or have as much life leech as possible that used to be Diablo II).
I'd really like it if Blizzard looked into the WoW boss fight mechanics (not the actual bosses, relax). Having to interrupt certain boss special abilities by using the environment is one thing they could do. I remember in the Sin War books how the main character scared Diablo by magically creating a mirror of ice giving him some of his own medicine. It was very cool!
Find any Diablo news? Contact me or anyone else on the news team.
DiabloFans: Facebook, Twitter, YouTube, Live Chat
I guess if you created a game were you aren't taking insane amounts of damage per attack and had a fair chance to get the health orb and then the antidote orb, then do some damage to have it pop out more orbs then it would work (unless they decided to be dicks and make it so only one person can get a orb and then it disappears...).
It's really different from the view of how shrine changes our game flow though (I see what you're somehow referring to).
If specific maps are like this (hypothetically) already included into the game world design, I think it's a great thing to be exploiting with globe drops.