Difference between revisions of "Health Globe"

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In early builds of Diablo III there were also [[Mana Globe]]s, but these were removed in mid-2009, and Health Globes now provide [[mana]] bonuses to characters using mana.
 
In early builds of Diablo III there were also [[Mana Globe]]s, but these were removed in mid-2009, and Health Globes now provide [[mana]] bonuses to characters using mana.
  
 +
The official Diablo III website includes a flavorful explanation of the [http://us.blizzard.com/diablo3/world/systems/health.xml health system].
  
==Why they Exist==
+
==Why They Exist==
 
[[Image:Health Orb2.jpg|left|thumb|One health orb in the middle of a fray. [http://www.diii.net/gallery/showphoto.php?photo=1368&cat=546&size=big Full picture].]]
 
[[Image:Health Orb2.jpg|left|thumb|One health orb in the middle of a fray. [http://www.diii.net/gallery/showphoto.php?photo=1368&cat=546&size=big Full picture].]]
While there isn't a given reason in the lore (yet) for these power-ups floating in mid air like an arcade game, the reason for their existence in the gameplay is to increase speed of gameplay without relying so heavily on [[potion]]s. The development team wanted to keep Diablo III fast paced and filled with action, not waiting idle for [[health]] or [[mana]] to regenerate. [[Jay Wilson]] also said that the old potion-based combat, where potions basically were extra health and mana to your pools, they wanted it to be more interactive.<div style="clear:both;"></div>
+
While there isn't a given reason in the lore (yet) for these power-ups floating in mid air like an arcade game, the reason for their existence in the gameplay is to increase speed of gameplay without relying so heavily on [[potion]]s. The development team wanted to keep Diablo III fast paced and filled with action, not waiting idly for [[health]] or [[mana]] to regenerate. [[Jay Wilson]] also said that they wanted to change the old potion-based combat (where potions were basically extensions of your health and mana pools) to a system that encouraged a more tactical play style.<div style="clear:both;"></div>
  
  
 
==Game Mechanics==
 
==Game Mechanics==
These globes of health work as you would expect, when stepping on them, you will get an increase in health. The increase is over time, so not instant, and you only activate them if you are lacking health. The interesting thing about multiplayer and orbs is that they heal all party members in the vicinity, enabling any player to be a makeshift healer. Even if the person picking the orb up is at full health, it will heal others.
+
Health globes work as you would expect. After stepping on them, you get an increase in health. The increase occurs over time (not instantaneous) and you can only activate them if you are lacking health. The interesting thing about multiplayer and orbs is that they heal all party members in the vicinity, enabling any player to become a makeshift healer. Even if the person picking up the orb is at full health, other members of the party will be healed.
  
The [[drop rate]] is quite low, but with the amount of monsters coming at players, there should rarely be a lack of orbs, and when they are far between, there is always potions. Additional tweaks have also been promised.
+
The [[drop rate]] is quite low, but with the sheer number of monsters coming at players, there should rarely be a lack of orbs. If health orb drops become few and far between, [[potion|health potions]] can still be used. However, health potions have a significant [[Cooldown|cooldown period]] between uses. Additional tweaks have also been promised.
  
[http://www.diii.net/n/688738/bashiok-on-health-orbs-and-pvp Source]
+
::''We're also playing around with some alternate functionality for when/how they're picked up while you're at full health, as well as some visual tweaks. Regardless we're going to make sure it's as fun and balanced as possible.'' <ref>{{cite web |url=http://diablo.incgamers.com/blog/comments/bashiok-on-health-orbs-and-pvp |title=Bashiok on Health Orbs and PvP |author=[[Flux]] |date=2008-08-28}}</ref>
::''We're also playing around with some alternate functionality for when/how they're picked up while you're at full health, as well as some visual tweaks. Regardless we're going to make sure it's as fun and balanced as possible.''
 
  
Health orbs heal on a % basis; if they fill say, 25% of a character's hit points, then a Barbarian would get more actual health from one than a Witch Doctor, even though both would see their health globe fill the same amount.
+
Health globes restore health on a percentage basis. If the globe is meant to fill 25% of a character's hit points, then a Barbarian would recover more health (in absolute terms) from one than a Witch Doctor would.  Regardless, both would see their health fill the same relative amount.
  
  
 
===Drop Rates===
 
===Drop Rates===
[[Jay Wilson]] said they were on [http://www.gamereactor.eu/grtv/?id=2936 about 25-35%].
+
During an [http://www.gamereactor.eu/grtv/?id=2936 interview] with Gamereactor (@2:45) at GC2008, [[Jay Wilson]] stated that they intend for health globes to drop at about a 25-35% frequency. He also added that health globe drops would not affect treasure/loot drops.<ref>{{cite web |url=http://www.gamereactor.eu/grtv/?id=2936 |title=GC08 Diablo III Interview |author=Gamereactor |date=2008-09-02}}</ref>
  
  
 
===Boss Battles===
 
===Boss Battles===
During [[Boss]] battles, or battles with [[rare]]s and [[champion]]s, [[Jay Wilson]] said "they would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%."[http://uk.pc.ign.com/articles/101/1017305p2.html]
+
During [[Boss]] battles, or battles with [[rare]]s and [[champion]]s, [[Jay Wilson]] said "they would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%."<ref>{{cite web |url=http://uk.pc.ign.com/articles/101/1017305p2.html |title=BlizzCon 09: Diablo III Q&A |author=Jeff Haynes and Gerald Villoria |date=2009-08-23}}</ref>
  
  
 
==Appearance==
 
==Appearance==
 
[[Image:newhealthglobe.png|thumb|right|A new globe as seen in the Wizard gameplay trailer.]]
 
[[Image:newhealthglobe.png|thumb|right|A new globe as seen in the Wizard gameplay trailer.]]
In the [[BlizzCon 2008]] build, the globes had changed slightly, getting some sort of ornamental graphic on the top and bottom, like a small golden crown.
+
In the [[BlizzCon 2008]] build, health globes experienced a slight visual change. Some sort of ornamental graphic on the top and bottom of the globes (like a small golden crown) were added.
  
  
 
==Health Globes and Mana==
 
==Health Globes and Mana==
In the [[GamesCom 2009 demo]], [[Mana Globe]]s have been removed. At the end of one video, the [[Wizard]] regains a large amount of [[mana]] by picking up a Health Globe. This is because they now get Mana as well as Health from Health Globes if they invested in [[Stability Control]].  
+
In the [[GamesCom 2009 demo]], [[Mana Globe]]s have been removed. At the end of one video, the [[Wizard]] regains a large amount of [[mana]] by picking up a Health Globe. This is because they now get mana - as well as health - from Health Globes if they invested in [[Stability Control]].  
  
[[Witch Doctor]]s also receive mana benefits from health globes, if they have invested into various of their mana+ skills.
+
[[Witch Doctor]]s also receive mana benefits from health globes if they have invested in certain mana recovery skills.
  
  
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==Development==
 
==Development==
The first Health Globe was shown at [[WWI 2008]] with the announcement of [[Diablo III]] and the [[Barbarian]]/[[Witch Doctor]]. It was originally just a read "blob" floating, but had received a graphics update by [[BlizzCon 2008|BlizzCon later in the year]] with a little golden crown on the top and end.
+
The first Health Globe was shown at [[WWI 2008]] with the announcement of [[Diablo III]] and the [[Barbarian]]/[[Witch Doctor]]. It was originally just a floating red "blob", but has since received a graphics update (as of [[BlizzCon 2008]]) with a little golden crown on the top and bottom.
  
By [[BlizzCon 2009]], the mechanics of the globe had been changed slightly as well with the disappearance of [[Mana Globe]]s, now giving [[mana]] to [[Wizard]]s using the [[Stability Control]] skill.  
+
By [[BlizzCon 2009]], the mechanics of the globe had been changed slightly as well (with the disappearance of [[Mana Globe]]s). In the [BlizzCon 2009] build, health globes gave [[mana]] to [[Wizard]]s using the [[Stability Control]] skill. [[Stability Control]] was removed from the game prior to Blizzcon 2010.
  
In January 2010[http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/], the Wizard got a confirmed new [[resource pool]] known only as [[instability]], which has since been removed, but the [[Witch Doctor]] might still be able to benefit from Health Globes when recuperating mana.
+
In January 2010, the Wizard got a confirmed new [[resource pool]] known only as [[instability]].<ref>{{cite web |url=http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/ |title=Monk Mana Resource System Progressing |author=[[Flux]] |date=2010-01-05}}</ref> [[Instability]] has since been removed and replaced with [[Arcane Power]]. The [[Witch Doctor]], however, might still be able to benefit from Health Globes when recuperating mana.
  
==Related Articles==
+
==References==
* [[Stability Control]]
+
<references/>
  
 
+
:Additional resources:
==References==
+
::* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]
* [http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/ Monk Mana Resource System Progressing]
+
::* [[GamesCom 2009 demo]]
* [http://www.diii.net/n/688738/bashiok-on-health-orbs-and-pvp Bashiok on Health Orbs and PvP]
+
::* [[Wizard Gameplay Blizzcon 2008]]
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]
 
* [http://uk.pc.ign.com/articles/101/1017305p2.html IGN: Globes and Boss Battles]
 
* [http://www.gamereactor.eu/grtv/?id=2936 Droprate about 25-35%]
 
* [[GamesCom 2009 demo]]
 
* [[Wizard Gameplay Blizzcon 2008]]
 
  
  

Revision as of 11:54, 7 January 2011

Health Globes are orbs of life energy that can drop from some slain monsters. Characters refill their hit points by walking over health globes. The benefit of health globes are shared to every player in the area. Health globes persist forever, and if not consumed after a battle will float in space indefinitely, allowing players to save them for later, if necessary.

Two health orbs after battle. Full picture.

In early builds of Diablo III there were also Mana Globes, but these were removed in mid-2009, and Health Globes now provide mana bonuses to characters using mana.

The official Diablo III website includes a flavorful explanation of the health system.

Why They Exist

One health orb in the middle of a fray. Full picture.
While there isn't a given reason in the lore (yet) for these power-ups floating in mid air like an arcade game, the reason for their existence in the gameplay is to increase speed of gameplay without relying so heavily on potions. The development team wanted to keep Diablo III fast paced and filled with action, not waiting idly for health or mana to regenerate. Jay Wilson also said that they wanted to change the old potion-based combat (where potions were basically extensions of your health and mana pools) to a system that encouraged a more tactical play style.


Game Mechanics

Health globes work as you would expect. After stepping on them, you get an increase in health. The increase occurs over time (not instantaneous) and you can only activate them if you are lacking health. The interesting thing about multiplayer and orbs is that they heal all party members in the vicinity, enabling any player to become a makeshift healer. Even if the person picking up the orb is at full health, other members of the party will be healed.

The drop rate is quite low, but with the sheer number of monsters coming at players, there should rarely be a lack of orbs. If health orb drops become few and far between, health potions can still be used. However, health potions have a significant cooldown period between uses. Additional tweaks have also been promised.

We're also playing around with some alternate functionality for when/how they're picked up while you're at full health, as well as some visual tweaks. Regardless we're going to make sure it's as fun and balanced as possible. [1]

Health globes restore health on a percentage basis. If the globe is meant to fill 25% of a character's hit points, then a Barbarian would recover more health (in absolute terms) from one than a Witch Doctor would. Regardless, both would see their health fill the same relative amount.


Drop Rates

During an interview with Gamereactor (@2:45) at GC2008, Jay Wilson stated that they intend for health globes to drop at about a 25-35% frequency. He also added that health globe drops would not affect treasure/loot drops.[2]


Boss Battles

During Boss battles, or battles with rares and champions, Jay Wilson said "they would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%."[3]


Appearance

A new globe as seen in the Wizard gameplay trailer.

In the BlizzCon 2008 build, health globes experienced a slight visual change. Some sort of ornamental graphic on the top and bottom of the globes (like a small golden crown) were added.


Health Globes and Mana

In the GamesCom 2009 demo, Mana Globes have been removed. At the end of one video, the Wizard regains a large amount of mana by picking up a Health Globe. This is because they now get mana - as well as health - from Health Globes if they invested in Stability Control.

Witch Doctors also receive mana benefits from health globes if they have invested in certain mana recovery skills.


Controversy

There has been some small level of controversy about these Health Orbs as some players do not like the idea of "power-ups" in a RPG game. It is nowhere near the levels of the art controversy, but some people are genuinely upset.

In either way, it is highly unlikely that Blizzard will change Health Orbs significantly at this point.


Development

The first Health Globe was shown at WWI 2008 with the announcement of Diablo III and the Barbarian/Witch Doctor. It was originally just a floating red "blob", but has since received a graphics update (as of BlizzCon 2008) with a little golden crown on the top and bottom.

By BlizzCon 2009, the mechanics of the globe had been changed slightly as well (with the disappearance of Mana Globes). In the [BlizzCon 2009] build, health globes gave mana to Wizards using the Stability Control skill. Stability Control was removed from the game prior to Blizzcon 2010.

In January 2010, the Wizard got a confirmed new resource pool known only as instability.[4] Instability has since been removed and replaced with Arcane Power. The Witch Doctor, however, might still be able to benefit from Health Globes when recuperating mana.

References

Additional resources: