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The Diablo 3 team explained that while mana globes were functional, they weren't necessary. Only Wizards (prior to their mana becoming [[Instability]]) and Witch Doctors were able to use mana globes, and this added needless complexity to the game. It was easier to make health globes replenish both health '''and''' mana. This it not always the case; Wizards and Witch Doctors must spend some points in the various skills that enable them to gain mana from health globes before this function is enabled.
Giving health orbs that double purpose also made the health orbs more valuable to all characters. [[Jay Wilson ]] said [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/] that prior to the change, Witch Doctors often had no use for health orbs, since they weren't taking much damage while staying behind their tanking pets. Post-mana globes, Witch Doctors need regular health orbs, since even if they aren't low on hit points, they generally want the mana boost. ::'''''Diii.net:''' Do you envision the health globes will boost [non-mana resources] in the way that the Wizard and Witch Doctor gained mana from them at Blizzcon? ::'''Jay Wilson:''' Um, maybe? *sounding intrigued* Usually in the third or fourth skill revision on classes we look at that kind of thing. For the Witch Doctor we figured that a lot of the mana things we had on the Wizard would work better on the Witch Doctor. We were having trouble maintaining enough mana while play testing the Witch Doctor. Especially if players didn’t take a specific mana recovery skill. So we focused on spreading that out across a lot more of the class so he can pull mana back more easily. When we get to other classes I’m sure we’ll look for more of that.