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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."

39 of 177 comments (clear)

  1. Finally! by fructose · · Score: 5, Insightful

    Thank goodness! No more 10 minute sessions of inventory management just to juggle your potions around.

    1. Re:Finally! by Anonymous Coward · · Score: 5, Funny

      Speak for yourself. That is what made the Diablo games different. In fact, the many hours that I spent playing Diablo and Diablo 2 gave me the inventory management experience to land me my dream job. You are currently reading the post of the Senior Late Night Inventory Management Specialist at Safeway Food and Drug, Whitefish, Montana.

    2. Re:Finally! by Moryath · · Score: 3, Insightful

      I miss the days when inventory management was a challenge, rather than being simplified away into nothingness. Developers need to learn that just because you can simplify a game mechanic into meaningless doesn't mean you should; do it too much and too often, and you get today's dumbed-down pile of shovelware games.

      And yes, I had the same reaction to the dumbed-down "inventory" system of Deus Ex 2 as opposed to the elegant, tricky system in the original Deus Ex. When a RPG launcher takes up the same "space" in inventory as a handgun, something is off.

    3. Re:Finally! by Duradin · · Score: 4, Funny

      I think there's a way for you to enjoy modern inventory systems.

      Whenever you pick up an item, pause the game.
      Then start up a game of tetris, easy for small items, increase difficulty as the item size increases.
      Beat 99 levels in row. If you fail you do not have enough inventory space for the item.
      Unpause the game. If you completed 99 levels, add the item to your inventory. Otherwise leave the item behind.

      This way, the rest of us can actually play the game and you can still play inventory management.

    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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    5. Re:Finally! by maglor_83 · · Score: 5, Informative

      See Baldur's Gate.
      You have a maximum number of slots, and a maximum weight. If you go a little over the weight, then you slow down. If you go a lot over, you can't move.

    6. Re:Finally! by MikeBabcock · · Score: 4, Insightful

      As funny as that was, it annoys me when games allow you to carry phenomenal amounts of weight without considering the awesome difficulty of having 14 different massive hammers over your shoulder at once.

      --
      - Michael T. Babcock (Yes, I blog)
    7. Re:Finally! by Guruthegreat · · Score: 5, Funny

      Everyone knows you don't carry 14 different massive hammers at once, you carry 12 massive hammers and a magic box with 2 massive hammers inside it

      --
      Inter Arma Enim Silent Leges
  2. My reponse by Kingrames · · Score: 4, Funny

    Git offa ma lawn - ooh, shiny! *begins furiously looting*

    Damn you and your addictive games, Blizzard.

    --
    If you can read this, I forgot to post anonymously.
    1. 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/

  3. 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)

    --
    Demanding constant attention will only lead to attention.
    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?

      --
      In Capitalist America, bank robs you!
    2. Re:Metroidiablo by afidel · · Score: 2, Insightful

      My problem is that it makes boss fights much tougher for marginal builds, with loads of health potions you didn't have to have a perfect build to take out a boss, you could widdle them down because you had a larger effective HP pool than they did. It cost you gold to build that larger pool, but it was doable. Btw an example of a marginal build I'm thinking of is a naked sorceress or dagger paladin both of which can be fun to play even if they are far from what the designers might have envisioned when designing encounters.

      --
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    3. Re:Metroidiablo by ildon · · Score: 4, Insightful

      I think you're missing an important gameplay point. You actually have to KILL mobs to obtain health orbs while in combat. A lot of times in Diablo/Diablo 2 on the harder difficulties (and especially hardcore in D2) often times when faces with extremely dangerous packs of enemies or difficult bosses, you'd have to town portal REPEATEDLY to restock on potions, before a single monster had fallen. Admittedly, this was pretty bad game design. It pulled you out of the action and felt "cheesy".

      The obvious answer is to tune difficult groups of monsters and bosses with this in mind (or provide alternate sources of healing through things like abilities, life leech items, or secondary mechanics to drop health orbs BEFORE an enemy or set of enemies dies), but it's still a considerably bigger change than simply "unlinking healing items from inventory".

      Overall, I do think it's a positive change, I just think you're oversimplifying it.

    4. Re:Metroidiablo by CronoCloud · · Score: 2, Informative

      There is no level 146 in Diablo, the maximum character level is 50.

  4. Strategy in MY D3? by sabre3999 · · Score: 2, Interesting

    It sounds as if they wanted to bring in a strategy angle for the PvE element with this new installment... I remember not needing much strategy at all in Diablo 2, just hack and slash and power through everything. Also, if I'm understanding TFA correctly, there are no potions (But as you get further and further into the game, you start having to go, 'Okay now I've really got to use this ground stomp thing to stun some monsters and get some distance from them to recover.') They also imply the monsters will be weaker to balance this out however, so it'll be interesting indeed to see how everything turns out.

    Starcraft 2 and Diablo 3... Blizzard is going to make some cash off me when they finally hit the market.

    1. Re:Strategy in MY D3? by Chris+Burke · · Score: 2, Insightful

      It sounds as if they wanted to bring in a strategy angle for the PvE element with this new installment... I remember not needing much strategy at all in Diablo 2, just hack and slash and power through everything. Also, if I'm understanding TFA correctly, there are no potions

      You're forgetting part of the "strategy". It was hack and slash and oh noes my health is low pop a big rejuvie potion. Don't attempt Diablo without at least 16 of em!

      I'm quite glad about this change. Like the quote from the summary, " We don't have to kill you to challenge you." Since any time you got in any health trouble you could heal to full, almost nothing was a danger unless you couldn't kill it before you ran out of potions. Oh, but then, THEN, you run across the immensely feared and stupidly cheesy Multiple Shot Lightning Enchant Fire Enchant, and you, you idiot, were a Zeal Paladin. You click them once and go SPLAT!

      That was "challenge" in D2. A ridiculously cheap insta-death. That's why I'd never play a Hardcore character. I mean I love Nethack, and sure it can hand you some quick nasty deaths, but they rarely if ever feel -cheap-. Pretty much every death in D2 felt that way.

      So if the challenge in the new system is "oh noes my health is low can I find/reach a health orb in time", that's a hundred times better to me than "oh noes the boss can one-shot me".

      --

      The enemies of Democracy are
  5. Marvel Ultimate Alliance by urikkiru · · Score: 3, Insightful

    This is the exact system used in Marvel Ultimate Alliance. Which was also an evolution from a potion system in X-Men Legends 2. That said, it's actually a very *good* system. I approve.

  6. 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.

    --
    Move sig!
    1. Re:What about bosses? by ivan256 · · Score: 4, Insightful

      Who's to say an "orb" doesn't fall out if you hit the boss hard enough? It doesn't necessarily have to die....

    2. Re:What about bosses? by Bieeanda · · Score: 2, Insightful

      That was my first thought. Every so often, the boss could do something that affects the environment, or spawns a handful of minions, that you can manipulate to replenish your health supply. The trick becomes surviving long enough for those events to occur and repeat, rather than training yourself to hit your belt keys at the most advantageous time.

    3. 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.

    4. Re:What about bosses? by tknd · · Score: 5, Funny

      I propose a much better system where the player dies after one hit or tap from a monster. And if the player wishes to be able to survive a second hit, he must either find the nearest mushroom or orange flower hidden away in some box disguised like all the others.

    5. Re:What about bosses? by Creepy · · Score: 2, Interesting

      Even the gameplay movie they have up on their site (from E3) only shows monsters dropping orbs when they die. The way it currently looks, bosses have certain attacks and you need to run around a lot and avoid them and pick up orbs dropped by previously beaten monsters.

      Back to listening to "Town" and "Tristram" by Matt Uelmen on B-net mp3 player - brings back memories (always did like the Bauhaus [specifically the end of Mask] sound of those tracks with the 12 string - all the new stuff released so far for Diablo 3 sounds more Dead Can Dance, but some of the earlier tracks also sounded like DCD).

    6. Re:What about bosses? by Anonymous Coward · · Score: 2, Funny

      One would think that a smart boss would then realize it is better to not spawn countless minions that just feed you health and mana.

      "Oh, hey, I've got him on the ropes here, now I'll just spawn another 20 bats to go harass him and it should be done with...

      Wait a tick, are my guys dropping health for him, wtf? No wonder he managed to get all the way down here."

    7. Re:What about bosses? by Bieeanda · · Score: 2, Funny
      Maybe the boss can't help it.

      "All right, I'm steamed now! I'll just rise up onto my hind legs and swing my elephant tenderizer up over my head, so I can spl--"

      "Aw, shit! I just ruptured the squishy minion pipe! It's fuckin' raining health in here now!"

  7. Re:Well... by 4D6963 · · Score: 5, Funny

    How is that going to affect boss matches? Unless the boss monster has a load of minions, that could be quite a challenge!

    Indeed, I only hope the monsters drop these "health orbs" through specific orifices. Would give a new sense to beating the proverbial shit out of them. Mostly if that shit heals your wounds.

    --
    You just got troll'd!
  8. Comment removed by account_deleted · · Score: 3, Funny

    Comment removed based on user account deletion

  9. Re:"new" ??? by idlemind · · Score: 5, Informative

    Yes, it's new system for Diablo. It's not like they are claiming they invented it.

  10. Re:"new" ??? by darkhitman · · Score: 2, Funny

    I know this is /., but try and be less anal about vocabulary choice. If I say I'm switching to a 'new' email service, that doesn't mean that email service necessarily just popped into existence. It could just mean that I haven't used it before.

    --
    Tell me something...it's still "We, the people"... right?
  11. Re:games and "health" by VeNoM0619 · · Score: 2, Funny

    So... what is your proposal then? A health and hunger bar?

    --
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    But we can be treated equal.
  12. Re:games and "health" by Dr.Boje · · Score: 2, Insightful

    I think a lot of that stems from the desire to keep the focus on bashing monsters' brains in. In tabletop games, you have all the time in the world to ponder your next move. In a game like Diablo, you have to act quickly or become "Ahh... Fresh meat!". Although I wouldn't mind a little more complexity to the way a character's health is calculated, I would be disappointed and perhaps a little agitated if it had a negative impact on my time spent killing things.

    Could it be a little more realistic? Yes. Do I want it to be? No. In a real-time video game, trying to make gameplay elements too realistic can destroy the fun of the game, and that's NO GOOD! On the other hand, in a turn-based strategy game, more realistic gameplay elements can enhance the fun of the game. All in all, I think we can expect another mind-blowing, more-addictive-than-crack, FUN masterpiece from the brains at Blizzard and I can't wait.

  13. My mature, well thought out response by Alzheimers · · Score: 5, Funny

    click...click click click click click ooh shiney clickclick click click click click click click click click...

  14. Re:I Call Shennanigans! by Chelloveck · · Score: 2, Insightful

    "We don't have to kill you to challenge you.

    Really? You mean now there's a goal other than fighting until either you or the bad guys are dead?

    We can make a monster that affects your mobility

    To make you go slower so it can kill you easier.

    we can make a monster that has different kinds of attacks that are dangerous to you

    It can kill you by hitting you, by zapping you, by freezing you, by burning you...

    and that you actually have to avoid.

    Or you'll be killed.

    And so it makes the combat a lot more interesting."

    I may be dense, but it sounds to me like it still boils down to, "the challenge is to avoid being killed".

    --
    Chelloveck
    I give up on debugging. From now on, SIGSEGV is a feature.
  15. Re:games and "health" by 99BottlesOfBeerInMyF · · Score: 2, Interesting

    Today, when you have ridiculously powerful personal computers running massive 3D simulations with thousands of concurrent interacting users - you'd think the game industry could innovate just a little bit around the idea of character "health".

    Amen!

    Back in the day there was a game (well a game/screensaver) called "Lunatic Fringe". It was sort of like asteroids, but instead of a health bar for your ship, you had several health bars. On was for your guns, one for your engine, one for your turning jets, one for your long range radar, etc. If you were shot or ran into an asteroid you took damage to one or more of them and those parts of the ship began to malfunction. If your guns were slightly damaged they might fail to fire one time in ten. If they were severely damaged they might only fire one time in ten. If your turning jets were damaged you sometimes you could turn the ship and sometimes you couldn't or it would turn the wrong way. The gameplay was absolutely awesome!!! Ever since I've been looking for a game that incorporated this same gameplay element.

    For a new Diablo style game you could start moving more slowly and erratically staggering. Your spells could fail. Your attacks could go in the wrong direction, hitting no one or the wrong person, maybe even allies. Your blocks with your shield could become less frequent or stop as an arm was disabled. Your vision could blur or become jumpy.

    Just count me as one very strong vote in favor of your idea.

  16. PhysRx Engine by argent · · Score: 2, Funny

    It's about time games took health seriously. I guess the Nintendo Wii is starting to have an effect on PCs as well as consoles.

  17. Re:I Call Shennanigans! by Chris+Burke · · Score: 2, Informative

    Really? You mean now there's a goal other than fighting until either you or the bad guys are dead?

    To make you go slower so it can kill you easier.

    It can kill you by hitting you, by zapping you, by freezing you, by burning you...

    Er, no, I don't think you get what they mean. They don't mean "We don't have to hurt you through successive attacks in such a manner that you will eventually be slain unless you take action in order to challenge you." They mean kill, like a killing blow, as in who cares if you have full health you die right now.

    In D2, because you could pop a Rejuvenation potion that instantly healed you to full whenever you wanted, most of the time attacks that merely hurt you by hitting you, zapping you, freezing you, burning you, were all no big deal. The only attacks that were ever really dangerous at all were those few that would either kill you in one shot, or would do so much damage so rapidly that you'd have to burn through your entire inventory of potions to survive for more than a second or two. Diablo's Lightning Hose, random Multiple Shot+Fire+Lightning enchanted mini-bosses, the necromancer bosses' Corpse Explosion, Duriel's charge if you weren't a heavy armor class... and well not really a whole lot else.

    It was a combination of immensely easy on the one hand, and incredibly cheap on the other, with insanely fast transitions that would leave you saying "WTF just killed me?!"

    The new system sounds like a huge improvement. By having orbs drop from enemies, this means they can control the pace of health recovery, and it means that slow hurting attacks can be dangerous if you can't get enough health orbs to recover in time. By not letting the player have access to basically 16x their health pool (or more), it eliminates the need for insta-kill abilities just to make the player sweat.

    If D3 is able to be challenging without being cheap, maybe I'll actually try playing Hardcore (die once, dead forever, like in the Rogue-likes Diablo inherits from).

    --

    The enemies of Democracy are
  18. Orb monster drops? WTF no! by Tavor · · Score: 4, Insightful

    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."

    As opposed to what... ice-based attacks that freeze/slow? Poison that drains health? And what, avoiding those *&^*&^ Pit Lords and Abyss Knights at the River of Flame? Yeah, I don't see anything new here, ffs. As someone who likes fending off PVP'ers in the middle of fighting demons, I'd prefer being in control of my health, rather than being dependent on monster drops.
    Just having a system where potions in your inventory were dropped to your 'belt' hot-bar automatically would be an improvement far beyond the orb system.

    --
    Windows has detected an undetectable error.
  19. Re:I Call Shennanigans! by Chris+Burke · · Score: 2, Funny

    In D2 you could create some pretty ridiculous builds (Like a dagger paladin) and actually have them be relatively successful as long as you were willing to suck

    I'll just cut off the quote there and say that as long as there are a wide variety of builds that are viable (which there were in D2 not counting absurdities), then I don't think this is a big problem.

    --

    The enemies of Democracy are