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Diablo 3 Developer Explains Health and Potion Changes

One of the new features in the upcoming Diablo 3 release is a change from the traditional potion-guzzling, inventory-clogging system of previous games to a new scheme in which monsters drop health orbs on the ground that refill your health when you touch them. Lead Designer Jay Wilson says the change makes for more varied gameplay and a more consistent way to scale difficulty. He told the Multiplayer blog: "When the player has similar downsides, it means we can make a lot more interesting monsters. We don't have to kill you to challenge you. We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting."

6 of 177 comments (clear)

  1. Metroidiablo by Captain+Spam · · Score: 4, Interesting

    Monsters drop health orbs on the ground when you kill them, instead of a potion system? So, in a way, what they've got now is Metroid applied to a dungeon crawl?

    (yes, there's a billion other games that do that, Metroid was just the first to come to mind)

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    1. Re:Metroidiablo by colmore · · Score: 4, Interesting

      Plentiful and common health potions that can heal the main character from near death to perfect health reliably and repeatably aren't the least bit realistic either.

      This changes health management in two ways:
      1 - health isn't tied to inventory
      2 - the graphic for "health item" looks different

      I hope nobody is complaining that this represents some grave cheapening of the game. It wasn't Fallout, where health items are rare, cost a fortune, and come with some of the side effects of actual drugs.

      Oh any word on if Fallout 3 is still going to be scarce on the health power ups? The demos have looked combat-y (which is fine, it's certainly the most interesting bit of a game, at least visually) but is the game such a heavy shooter that they're going to need to throw downside-free stimpacks at the player all the time?

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  2. What about bosses? by jevring · · Score: 4, Interesting

    So, if there's an extended fight like, say, DIABLO...
    A fight which you might not survive with just the health and mana you have in your orbs, what do you do? If you can't chug potions, you have to, in effect, execute the monster perfectly to even survive. I think that the orb system is better when you're hacking and slashing your way through several monsters that actually die, but when you encounter monsters that are not easy to get down, then you might need a heal or two. I certainly prefer chugging potions to relying on support classes (like priests, druids, paladins and shamans in wow) to heal you.

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    1. Re:What about bosses? by amuro98 · · Score: 4, Interesting

      Someone mentioned Marvel: Ultimate Alliance, which I think is a very good comparison.

      While defeating enemies in the game would cause them to drop health and mana orbs, bosses would drop them on a regular basis while you beat on them (I think ever 25% of so.) So, you didn't have to be able to defeat the boss without dying - just able to knock 25% of his health off so you could heal up enough to keep on beating on him.

      This could work for DiabloIII as well, though I can remember some fights where I wasn't even able to put a dent in the stupid boss the first few times I faced it, dying a good 4 or 5 times before I figured out the strategy for my combination of boss and character class.

  3. Re:My reponse by Cornflake917 · · Score: 4, Interesting

    That's also one of the big changes they are putting in to Diablo 3. When you're in a multiplayer game, each item drops for a specific player, and only that player can see that item until they pick it up (and drop it). So no you don't have to loot furiously or out ninja-click your teammates to get shinyz any more.

    For those who think I'm talking out of my ass:

    http://blizzplanet.com/news/2537/

  4. Re:Finally! by NoobixCube · · Score: 3, Interesting

    I've never been able to decide if I like a weight based inventory (like The Elder Scrolls) or a slot inventory (like Diablo) more. Both systems have their pros and cons, but I think a mix would be best. Sometimes really small things can be very heavy, while large things can be light. A slot inventory that gets dynamically adjusted based on the weight of things you are carrying would be good. Small heavy things would reduce the available slots, while large light things might give back half the space they take. It probably sounds a little half-baked, but I haven't fully worked out how I'd implement it yet, so it IS half-baked :P

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