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Health Globe

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'''[[Image:Health Orbs1.jpg|left|thumb|120px|Two health orbs.]]Health Globes''' (AKA Orbs) are orbs red, floating globes of life energy that can "[[drop ]]" from some slain monstersor spawn in certain locations (including in the [[Arena]]). Characters refill their Health globes are "used" when a character passes through or near one, and grant the same full bonus of healing (hit points by walking over health globes. The benefit of health globes are shared ) to every player all friendly characters and minions in the areaimmediate vicinity. Health globes persist forever, and if not consumed after Each orb refills a battle will float in space indefinitely, allowing players to save them character's health globe for latera set percentage of their maximum hit points, if necessarywith the same bonus granted whether a character uses the orb themselves or shares the benefit from a friendly player activating it.
[[Image:Health Orbs1.jpg|right|thumb|Two health orbs after battleglobes are the main source of life replenishment in Diablo III. There are some hit point refilling bonuses on equipment (such as [[http://www.diii.net/gallery/showphoto.php?photo=1369&cat=546&size=big Full pictureLAEK]].), but nothing like the omnipresent and overpowered life [[leech]]In early builds of Diablo III there were II. There are also [[Mana Globe]]shealing potions which grant instant life replenishment, but these were removed they are only for use in mid-2009emergencies, and Health Globes now provide since they have a considerable [[manacool down]] bonuses to characters using manatime between uses.
The official During the early development of Diablo III website includes a flavorful explanation of there were blue [[Mana Globe]]s as well as red Health Globes, but these were removed in mid-2009, and the [http://us.blizzard.com/diablo3/world/systems/classes were given skills that could enable them to gain mana from healthglobes.xml health systemAs only the [[Witch Doctor]] still uses mana, that is the only class with such bonus, now granted by [[Witch Doctor traits|traits]].
==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].]]
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==
The health gain varies with the type of health globe, but it is always some percentage (25%, 33%, 40%, etc) of a character's maximum hit points. The hit points are not added on instantly, but fill up gradually, over a few seconds. Health globes are thus not an instant cure for death, and a character very low on hit points and in a battle should drink a potion for the instant life boost, since they could still die to an attack taken right after using a health orb.
 
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 for them 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 [[traits]] 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.
 
The healing effect of a health orb is shared by all friendly players and pets in the immediate area (a radius of perhaps 10 yards; characters who are at the far corners 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, and they can be used by anyone.
==Game Mechanics==Each health orb is consumed completely when used, vanishing from the world. Health globes work as you would expect. After stepping on themorbs can not be moved; they simply float where they spawned, you get an increase in health. The increase occurs over but if no player uses one they will remain floating there for some time (not instantaneous) , and you can only activate them if you are lacking be returned to for a later healthboost. Health orbs come in various quality levels. The interesting thing about multiplayer ones dropped by normal monsters are lower quality and will refill just 25% of a character's hit points. Other orbs is will refill more; the ones that spawned in the [[Arena]] demo at Blizzcon 2010 were worth 40% of a character or minion's hit points, and Blizzard has hinted that they heal all party members there may even be 100% health orbs out there, dropped only by the most powerful monsters.[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 vicinityworld of Sanctuary. Of course, enabling any player to become that's probably wishful thinking.</blue><br><br> ==Gameplay and Challenge==[[Image:Health Orb2.jpg|Health orb.]]Health orbs are a makeshift healermajor part of Diablo III's gameplay design. Even if The [[D3 Team]] has worked to remove the person picking up the orb is at 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 healthof potions that can be used instantly and repeatedly, other members of or [[Town Portals]] for quick town returns. These changes allow the developers to make the game more consistently challenging; the party will be healedonly way things were hard in Diablo II was if a monster could kill a character in an instant, and that wasn't hard, it was cheesy.
The [[drop rate]] In Diablo III the goal is quite lowfor a more consistently challenging play experience, but with the sheer number of monsters coming at and for players, there should rarely be to have to stick it out in battles to earn a lack of orbs. If health orb drops become few and far betweenglobe, rather than just popping back to town. Jay Wilson spoke about this design philosophy in an interview from Blizzcon 2009. [[potion|health potions]] can still be usedhttp://pc. However, health potions have a significant [[Cooldown|cooldown period]] between usesign. Additional tweaks have also been promisedcom/articles/101/1017305p2.html]
::''<blue>Wechanged the health model, so that players don're also playing around with some alternate functionality for when/how t rely on potions. Instead they're picked can pick up while youhealth power-ups from enemies. It doesn're at full healtht change the basic way the game plays, as well as some visual tweaksbut it gives it a little bit more depth. Regardless weYou don're going t have one answer to make sure 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 as fun a really interesting situation for the player, but it works with the same complexity of interface and balanced as possiblegameplay that we had.'' <refbr>{{cite web |url=http://diablo...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.incgamersThe purpose of those is to take the edge off the loss of health.com/blog/comments/bashiok-on-"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-orbs-, it's not even a decision." That's a really interesting decision, and-pvp |title=Bashiok on Health Orbs and PvP |author=[[Flux]] |date=2008-08-28}}it makes potion use a fun part of the game.</refblue>
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.
==Boss Battles==
Boss monsters drop health orbs during the battle, generally at set percentages of their hit points. For instance, once you knocked a monster down to 75% of its maximum life, it would drop a globe or globes. [[Jay Wilson]] said 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%."
===Drop Rates===During an The [http://wwwus.gamereactorblizzard.eucom/grtvdiablo3/?id=2936 interview] with Gamereactor (@2world/systems/health.xml Systems:45) at GC2008, [[Jay WilsonHealth page]] stated that they intend for on the official Diablo III site includes some hypothetical examples of how health globes might have to drop at about be utilized in a 25-35% frequency. He also added that health globe drops would not affect treasure/loot drops.<ref>{{cite web |url=http://www.gamereactorboss battle.eu/grtv/?id=2936 |title=GC08 Diablo III Interview |author=Gamereactor |date=2008-09-02}}</ref>
<blue>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 sizable percentage of your health, but you'll need the extra boost to survive when dealing with these formidable enemies.<br>
===Boss Battles===During [[Boss]] battlesMajor boss fights make unique use of health globes. Each boss battle includes a custom-designed means of utilizing these globes to regain health. For example, in one fight, or battles with [[rare]]s you might have to split your attention between weakening a dangerous boss and [[champion]]sslaying its irritating but ultimately less-dangerous minions in order to get enough health globes to stay standing. In another fight, [[Jay Wilson]] said "they would the boss itself might drop health globes at percentages when it takes damage, or you might have to hunt for hidden caches of their health. Rares globes in particular are almost guaranteed to drop about every 25%the midst of battle."<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}}</refblue>
That the health orb spawn points were right in the middle of the arena forced the action into the center of the level. Many rounds ended with the last survivor of one team dodging attacks around the perimeter of the level, and while this could extend a round for some time, it was very seldom a way to win, since the pursuers tended to be in the middle and would therefore score some health orbs, while the character running for it had no chance to heal up as they hid.
 
==Appearance==
[[Image:newhealthglobe.png|left|thumb|100pxFreshly-dropped globe.]]A new globe as seen The appearance of health globes has improved during development. They were initially just red orbs, like a huge drop of blood floating in the Wizard gameplay trailerair.]]In the [[BlizzCon 2008]] buildOver time this look was stylized, and health globes experienced orbs now wear a golden frame, almost like a jewel setting or a slight visual change. Some sort of ornamental graphic crown on the top and bottom of the globes (like orb, a change that gives them a small golden crown) were addedmore oval shape
==Health Globes and Mana==
In the [[GamesCom 2009 demo]], [[Mana Globe]]s have been were removedin 2009, with some skills changed to give the Wizard and Witch Doctor mana from using health orbs. At the end of one video, Once the Wizard's [[Wizardresource]] regains a large amount of [[changed from mana]] , only the Witch Doctor continued to enjoy this benefit, which is triggered by picking up a Health Globe. This is because they now get mana - as well as health - from Health Globes if they points invested in the appropriate trait ([[Stability ControlSpirit Vessel]].  [[Witch Doctor]]s also receive mana benefits from health globes if they have invested in certain mana recovery skills, as of early 2011).
==Controversy==
There has been If the developers have sketched out some small level of controversy about these Health Orbs as some players do lore for health orbs, they have not like the idea of "powermade it public. An in-ups" in a [[RPG]] game. It is nowhere near the levels of the [[art controversy]]explanation for health orbs isn't essential, but some people are genuinely upsetafter all, there were no such things in Diablo I or Diablo II.
In either wayThere were some player complaints shortly after health globes were revealed, it is highly unlikely that [[Blizzard Entertainment|Blizzard]] will change Health Orbs significantly at 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 pointgameplay mechanic though, and this issue seems to have been put to bed, in terms of player complaints.
==DevelopmentHistory==
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.
Health Globes as well as [[Mana globe]]s were present in the Blizzcon 2008 demo, where fans first got a chance to play the game. By [[BlizzCon 2009]], the mechanics Mana Globes had been removed and the function of the globe Health Globes had been changed slightly as well (modified a bit, with the disappearance of a few [[Mana GlobeWizard skills]]s). In the (such as [[BlizzCon 2009Stability Control]] build, health globes gave ) and [[manaWitch Doctor skills]] to (such as [[WizardSpirit Vessel]]) modified to allow mana gains from the consumption of health globes. This changed further in early 2010, when the Wizard's using the new resource, [[Stability ControlInstability]] skillwas revealed. [http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/] This resource, later changed to [[Stability ControlArcane Power]] , was removed from not effected by health globes. The Witch Doctor, on the game prior other hand, continued to Blizzcon 2010gain mana from health globes.
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.
==References==
<font size="-3">
<references/>
* [[Wizard Gameplay Blizzcon 2008]]:Additional resources:* [[GamesCom 2009 demo]]::* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees, Blizzcon 2009]* [http://us.blizzard.com/diablo3/world/systems/health.xml Health Systems:* [[GamesCom 2009 demo]Diablo3.com]::* [[Wizard Gameplay Blizzcon 2008Witch Doctor traits]]</font>
[[Category:Basics]]