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Health Globe

995 bytes added, 07:54, 13 February 2015
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[[File:Orbs-prog-health-neph1.JPG|thumb|330px|Progress, Nephalem, and Health Orbs seen in a [[Greater Rift]].]]Health Globes (AKA or Health Orbs) are red, floating globes of life energy that "[[drop]]" from slain monsters or spawn in certain locations fall from Bosses at set intervals of their life (including in the [[Arena]]usually 25/50/75%). Health globes are "used" when a character passes through or near one, and grant the same full bonus instantly refill 15% of healing (hit points) to all friendly characters and minions in the immediate vicinity. Each orb refills a character's health globe for a set percentage of their maximum hit points, with . All characters in the same bonus granted whether a character uses party in the orb themselves or shares immediate area also enjoy the benefit from a friendly player activating itlife gain.
[[File:Health-orbs3.jpg|right|thumb|200px|Two health orbs.]]Health globes are the main source of life replenishment in Diablo III. There are some hit point refilling bonuses on equipment (such as , along with [[LAEKhealth potions]]), but nothing like the omnipresent and overpowered life various [[leechhealing]] of Diablo IIproperties from items or skills. There Health Globes are also healing potions which grant instant life replenishment, but they are only for use featured in emergenciesmany skill and item [[procs]], since they have a considerable and will grant various bonuses along with their healing effect. (Such as [[cool downReaper's Wraps]] time between usesbracers refilling 25-30% of a character's resource when a health globe is consumed.)
As of [[Patch 2.1.0]] in late 2014, here are the healing values for small and large health orbs:[http://diablo.incgamers.com/blog/comments/diablo-3-ptr-2-1-0-patch-notes-5-august/]
==Game Mechanics==*The amount of Life restored by Health Globes from Rare monsters has been reduced from 30% to 15%.*The amount of Life restored by Health Globes from Champion and Minion monsters has been reduced from 20% to 15%.
Health gain varies with Players may also see also yellow [[Nephalem Orbs]] anywhere in the type of health globegame, but it is always some percentage (25%, 33%, 40%, etc) of a character's maximum hit points. The hit points are not added instantly, but fill up gradually, over a few seconds. Health globes are thus not an instant cure for death, so an embattled, near-dead character should drink a potion for the instant life boost, since they could still die to an attack taken right after using a health orband purple [[Progress Orbs]] only in [[Greater Rifts]].
Health globes only add hit points to a character's maximum life and provide no benefit or bonus above that level. A health globe has no effect when used by a character with full health, though Witch Doctors can receive a boost to their mana from a health globe, if they have enabled one of the [[Gruesome Feast]] Passive skill that grants this bonus. A character with full health can still grant the full bonus to other characters though, so if a companion is low on health and stuck in combat, it's wise to use a health orb to assist them.==Game Mechanics==
Health gain varies with the type of health globe, but it is always some percentage of a character's maximum hit points, instantly refilled. (Initially health globes filled in gradually over 3 seconds.)
The healing effect of chances for a health orb is shared to drop vary by all friendly players and pets in the immediate area (a radius of perhaps 10 yards; characters who are at the far corners of the screen monster type. These odds may not be close enough to benefit). Health orbs are community drops, unlike item drops in Diablo III; all players in the game see all health orbs when they appear, increased by special bonuses on some skills and they can be used by anyoneitems.
* Normal monsters: chance to drop a health globe on death varies by monster type.
* Champion monsters: 60% chance to drop a health globe at 50% life and on death.
* Rare monsters: 100% chance to drop a health globe at 50% life and on death.
** The minions that spawn with the yellow-named Elite usually drop a health globe as well.
* Larger bosses, such as Guardians and Act Bosses, generally drop a health orb at 25/50/75% hit points.
Each Health globes only add hit points up to a character's maximum life and provide no benefit or bonus above that level. A health orb is consumed completely globe has no healing effect when usedby a character with full health, vanishing from though if a character has a proc triggere by the worldhealth orb that will still function even at full health. Health Since health orbs cannot be moved; ratherare shared throughout the party in close proximity, they simply float where they spawned. If no player uses one, however, they will remain floating there for some time, and a full health character can be returned to for heal a low health party member by hitting a later health boostorb nearby.
Each health orb is consumed completely when used, vanishing from the world. Health orbs cannot be moved; rather, they simply float where they spawned. If no player uses one, however, they will remain floating there for some time, and can be returned to for a later health boost. Players often save them by avoiding them and leaving them behind, if they need to return for healing or more often for a resource fill (such as Demon Hunters using the [[Blood Vengeance]] passive.
[[File:Cupcake-whimsyshire1.jpg|thumb|300px|Cupcake health orbs in Whimsyshire.]]Health orbs come in various quality levelstwo sizes, though it can be difficulty to discern between them without zooming in on the view. The ones This is most easily seen with the comical, cupcake-graphic for health orbs dropped by normal the cute monsters are lower quality and will refill just 25% of a character's hit points. Other orbs will refill more; the ones that spawned found in the [[ArenaWhimsyshire]] demo at Blizzcon 2010 were worth 40% of a character (or minion's hit points, and Blizzard has hinted that there may even be 100% health orbs out there, dropped only by the most powerful monsters.sometimes in other tilesets in [[http://usRifts]].blizzard.com/diablo3/world/systems/health.xml])
<blue>More powerful health globes, capable of completely restoring your health even at death's door, might exist somewhere ==Healing Changes in the world of SanctuaryPatch 2. Of course, that's probably wishful thinking1.</blue><br><br>0==
[[Patch 2.1.0]] released in August 2014 implemented major changes to how health and vitality worked in Diablo 3, and adjusted the value of Health Orbs as well. Vitality was made to grant larger amounts of hit points, the healing from health orbs was reduced, Life on Hit was reworked, various other healing skills were tweaked, and life regeneration was greatly increased. From the Patch 2.1.0 notes:[http://diablo.incgamers.com/blog/comments/diablo-3-ptr-2-1-0-patch-notes-5-august/]
[[File:: Healing Changes::*The amount of Life restored by Health Globes from Rare monsters has been reduced from 30% to 15%::*The amount of Life restored by HealthGlobes from Champion and Minion monsters has been reduced from 20% to 15%::*The amount of Life Regeneration and Life On Hit granted by items has been increased::**These changes apply to all items from level 1 to 70::**These changes are retroactive and will apply to existing gear::*The amount of Life per resource spent granted by items has been significantly increased::**These changes are retroactive and will apply to existing gear::*Life on Hit is no longer affected by proc coefficients and will now only be triggered once per attack, as long as that attack dealt damage::**Channeled attacks will provide an amount of healing over any given period of time that is equivalent to a non-orbs.jpg|right|thumb|Temp or Perm|200px]]channeled attack
 
There are permanent and temporary health globes. Temporary globes have red swirls around them and are larger than the permanent globes which are smaller. The temporary globes stay for around a minute. It's not known if they are any more potent than the permanent globes.
==Gameplay and Challenge==
[[File:Health-orbs3.jpg|thumb|200px|Two health orbs.]]
Health orbs are a major part of Diablo III's gameplay design. The [[D3 Team]] has worked to remove the easy ways of healing and escaping from trouble that were so common in Diablo II: no more can characters count life leech equipment, or belts full of potions that can be used instantly and repeatedly, or [[Town Portals]] for quick town returns. These changes allow the developers to make the game more consistently challenging unlike Diablo II, where the only way things were hard was if a monster could kill a character in an instant, and that wasn't hard, it was cheesy.
In Diablo III the goal is for a more consistently challenging play experience, and for players to have to stick it out in battles to earn a health globe, rather than just popping back to town. Jay Wilson spoke about this design philosophy in an interview from Blizzcon 2009. [http://pc.ign.com/articles/101/1017305p2.html]
 
<blue>We changed the health model, so that players don't rely on potions. Instead they can pick up health power-ups from enemies. It doesn't change the basic way the game plays, but it gives it a little bit more depth. You don't have one answer to healing in combat – "I'm in trouble, I hit a potion." Instead, "I'm in trouble, there's a health globe over there, and there's a 20-foot demon standing between me and it." That's a really interesting situation for the player, but it works with the same complexity of interface and gameplay that we had.
<br>
...We did put health potions back in, but they play a very different role. You can't spam them like you used to, you can only use them about once a map. The purpose of those is to take the edge off the loss of health. "I don't have health, or I've got half health, do I want to use a health potion, or do I want to risk it? Ooh, I've got 10% health, it's not even a decision." That's a really interesting decision, and it makes potion use a fun part of the game.</blue>
 
During development there were hints of more powerful types of health orbs, but these did not make it into the final game.[http://us.blizzard.com/diablo3/world/systems/health.xml]
 
<blue>More powerful health globes, capable of completely restoring your health even at death's door, might exist somewhere in the world of Sanctuary. Of course, that's probably wishful thinking.</blue>
<br><br>
==Boss Battles==
Boss monsters drop health orbs during the battle, generally at set percentages of their hit points. For instanceintervals, once you knocked to give players a monster down way to 75% sustain the battle. This was part of its maximum life, it would drop a globe or globesthe developers' plans from the earliest days. [[Jay Wilson]] commented on this in 2009, [http://uk.pc.ign.com/articles/101/1017305p2.html] "[bosses] would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%."
The Systems: Health page on the official Diablo III site used to include some hypothetical examples of how health globes might have to be utilized in a boss battle.
[[File:Health-orbs-tutorial-pvp1.jpg|thumb|300px|Health orb Arena sequence.]]
Health orbs appear in During testing of the PvP Arena every so oftenat Blizzcon demos in 2010, on health orbs appeared in pre-set points. There were four such points in the arena map seen at Blizzcon 2010, all located around the center of the arena. Orbs appeared there, always on all 4 spots, every 30 seconds after the start of each a round. (Assuming the round wasn't already over They never appeared when players died.)
Health orbs grabbed in the arena grant their full benefit (at that time, 40% of max hit points) to all nearby members of the team, as well as minionshealing pets. This dynamic can be seen in the three-shot series to the right, where the blue team Witch Doctor gets an orb that grants a health bonus to his Mongrels, as well as the blue team Barbarian.
Characters and minions need to be nearby to share in this health bonus; a character off the visible screen will not partake of the healing bonus.
<blue><font color="#FFFFFF">Will the health globes in the Arena be on a timer and set locations or will it be more random in their appearance? --Scyberdragon</font><br>
They’re on timers right now, which actually makes for interesting gameplay. If they were random you’d probably hover there. With set timers you can go off and game people a little more knowing that they won’t spawn again for X time. --Diablo</blue>
 
==Controversy==
 
If the developers have sketched out some lore for health orbs, they have not made it public. An in-game explanation for health orbs isn't essential, but after all, there were no such things in Diablo I or Diablo II.
 
There were some player complaints shortly after health globes were revealed, as some players felt they were cheesy; too reminiscent of "power-ups" as found in fighting games or other RPGs. The developers never wavered in their support of this gameplay mechanic though, and this issue seems to have been put to bed, in terms of player complaints.
[[Mana Globe]]s were removed in 2009, with some skills changed to give the Wizard and Witch Doctor mana from using health orbs. Currently, the Wizard, Demon Hunter and Witch Doctor can all receive [[resource]] from the globes (through the [[Power Hungry]], [[Vengeance]] and [[Gruesome Feast]] passive skills, respectively).
 
All classes can gain resource with each health globe when using the [[Reaper's Wraps]] bracers.
===Appearance===
[[Image:newhealthglobe.png|left|frame|2010 look.]]
The appearance of health globes has improved during development. They were initially just red orbs, like a huge drop of blood floating in the air. Over time this look was stylized, and health orbs now wear a golden frame, almost like a jewel setting or a crown on the top and bottom of the orb, a change that gives them a more oval shape.
[[Category:Items]]
[[Category:Gameplay]]
[[Categorycategory:Controversieshealing]]