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."
Thank goodness! No more 10 minute sessions of inventory management just to juggle your potions around.
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.
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.
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.
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!
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!
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Yes, it's new system for Diablo. It's not like they are claiming they invented it.
click...click click click click click ooh shiney clickclick click click click click click click click click...
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.
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