Blizzard has published more information on Diablo III; more specifically, your health regeneration. Unlike Diablo II, which allowed you to drink an endless supply of health potions in order to survive an encounter, Diablo III is going to force you to continue fighting in order to stay alive.
You may be scratching your head wondering how that makes sense, but if you’ve watched any of the videos released thus far, you know what I mean.
Each mob has a chance to drop a health globe which refills a portion of your health. This way, Blizzard has engineered the game so that there is literally no down time, as it will be fighting and killing which keeps you topped up.
Each time you slay a “regular” enemy, whether a rabid demon or a crazed cultist, there’s a good chance (but not 100%) that a weak health globe will appear. Although weak globes emerge more frequently than other types of health globes, they restore the smallest percentage of your health.
When you do battle with stronger foes, like “rare” and “champion” monsters, you’re likely to see medium-sized health globes emerge before these monsters are killed, as they reach certain health percentages or are stripped of their defenses. Medium globes restore a sizeable percentage of your health, but you’ll need the extra boost to survive when dealing with these formidable enemies.
What they’ve also done is made potions rare and added cooldowns to prevent you from using them too often. They’re stated that some classes will have healing spells, however these will be specialized and “require careful play, and usually incur consequences”.
Anyone who has played a Blizzard game knows that they have a tendency to guide players (strongly) in terms of how they want you to play their games. I’m not saying that’s a bad thing, however let there be no allusions that you get to choose how to play your chosen class. You may have some hints of control, however Papa Blizz’s hand is always there guiding you where they want you to go.
In this case, Blizzard has decided that they want you to continue fighting in order to keep your health up. It’s an odd paradox conceptually, however in terms of gameplay, it may well work. Instead of having to rest, eat, bandage, or waste precious health potions, you’ll simply continue hacking your way through mobs of creatures.
Diablo III’s health system is designed to keep you thinking on your feet and rushing toward the next fight. As a hero struggling against the sinister forces of the Burning Hells, fleeing from battle to recover your strength isn’t an option. To avoid dying a gruesome death, you’ll need to hunt for ways to keep up your strength.
But what of boss fights, I hear you asking.
Well, Blizzard has thought of that as well. During long boss battles, the boss (or the environment) will have certain triggers in place to make certain you have the ability to remain topped up. The boss may unleash lesser minions on you, which you can kill in order to gain lesser healing globes, or, he may drop globes himself as you do damage. Alternatively, you may have to scavenge the boss’s lair to find hidden globes.
Boss battles will require careful thought in terms of when to attack minions for health versus concentrate on the boss and take your chances with your health. This will give Blizzard a lot of control in terms of scripting boss battles and tweaking them over time. It’ll be easy to parse some data once players are running boss instances regularly, to see if minion health and DPS need to be changed in order to make a boss fight challenging (though not impossible).
It will also mean that boss fights won’t simply be spank and tank instances. Instead of just having to deal with the boss’s scripted abilities, you’ll also have to actually think of your health regeneration, versus simply packing as many health potions as a planned fight requires.
Health globes drive Diablo III’s tactical combat, making your lightning-fast decisions during battle intellectually engaging and relevant without adding needless complexity. If you’re injured and attacking monsters from afar to avoid further damage, but a much-needed health globe drops, what will you do? Will you put your wand away and make a dash for it, even if doing so requires you to brave a gauntlet of Fallen, or will you cautiously hang back and wait for an opening, fighting defensively so that you aren’t overwhelmed? If you’re fighting a pack of enemies, can you slaughter the weaker ones quickly enough to saturate the battlefield with health globes so that you’ll survive more dangerous attacks? Will you take the right risks at the right time?
I actually really like this concept. I hated having to carry a wealth of potions (or having them take up precious bag space) in Diablo II. Also, there was never any thought to my health, as I simply continued to spam potions (via keybindings).
This new system will not always require much thought either, other than a bloodlust mentality of never slowing down on your assault, however it will add a different dynamic to boss fights which should keep you on your toes.
Tackle the minions and delay the end of the fight, or hope to get through the boss’s remaining 5% life before you yourself run out of health?
What are your thoughts?
I’ve never been a fan of this kind of system. D2’s instant pots sucked too, but at least it was something that made better sense. I think this feature makes it too…unrealistically cheap.
It feels like an old concept and one that doesn’t belong in a modern game, nor does it feel real in any case. I kill you, you bleed, I stand in your blood, I heal. Do players drop health orbs for the bosses/minions when they die? I doubt it.
I don’t like the concept much at all to be quite honest, and I never have. I remember SNES/Genesis games that worked with similar systems and I liked it no more then than I do now. Potions and spells should have been all we needed, but instead we’re going with an ancient system that makes very little sense. Cooldowns on potions is good. Healing spells or attacks that heal you in addition to dealing damage or something would have been a much better approach in my opinion.
Yeah I think that whole potion button smashing system is bad. Sure this has it’s own flaws but I tend to like this system much more. I can’t remember what games use same type of system but there are few and I think that they work much better than the potion button smash thing that D2 had.
Plus on a side note bosses can be fun and there are much more strategy in them now that you can’t just drink potions till it drops. So I think it’s way better plus now if boss has some minions there is a good reason to kill them.
Not that HUGE fan of Diablo but again like everytime that blizz gives us a game I want to test drive it out… Plus if I get a friend to play with me… All the better.
From a realistic standpoint, it makes absolutely no sense… I’ll agree with that. However when reminded that you’re in a fantasy setting where you can cast spells… well, they’ve already thrown believability out the window. So that isn’t something which is keeping me up at night.
Besides, a clever writer can still make it fit within the acceptable lore of that world simply by stating that it’s in dousing yourself in your victim’s blood that your adrenaline fuels your stamina.
Or something along those lines.
In terms of a gameplay mechanic, I like it because it will lead to a lot more action and less downtime. And taking into consideration this is a dungeon crawler at heart, that’s a good thing. I want non-stop action from beginning to end and tons of loot.
Spellcasting makes sense. Little red balls of happy healing falling from things that die does not.
I like the whole reduction of downtime thing, I get that and I enjoy it. And I do hate the D2 healing system where I can fill up on Full Rejuvs and not give a crap about what I’m fighting. I never liked the D2 healing system.
Between D2 and D3, I think I’ll enjoy D3 more, but I still don’t care for the healing system as a whole. I don’t want it to be a cheap knockoff of WoW where whole classes are dedicated to healing other players, but I would prefer something other than healing spheres dropping.
The healing spheres is something I saw most recently in Kingdom Hearts (it’s been a while since I bothered with consoles), and while it did work and kept the game going constantly, I think it could be worked better into different forms of attacks and spells rather than mob drops.
How do you get heals if you’re playing with another person and they take all of the spheres? I don’t know how the game itself will play, if it will be similar to D2 where 8 players can be in the game at a time but you don’t have to be friendly to each other, or what, but in cases like that I can see how easily I will grow to loathe other players.
I’m in ur D3, stealin’ all ur globes!
lol.
I’m so taking all the globes if we ever play together… it’ll be payback.
While I get what you’re saying, I feel that if little red balls flying from my hands makes sense, so too do little red balls that heal me.
I think we have to wait to see how this game works with this new system. It can be really good and if they imply some strategy element of some boss fight that you have to think it can be really golden.
If not perfect at least it’s step to right direction.
Side note. I think the balls will be slit. When you get one ball in single player game you get two if you play with two players and so on. Or at least I think it will work something like that.
I feel more comfortable saying I’ll be eating my kill’s blood globes than balls.
Just saying…


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