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Health Globe

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'''[[File:Orbs-prog-health-neph1.JPG|thumb|330px|Progress, Nephalem, and Health Orbs seen in a [[Greater Rift]].]]Health Globes''' or Health Orbs are orbs red, floating globes of life energy that can "[[drop ]]" from some slain monstersor fall from Bosses at set intervals of their life (usually 25/50/75%). Characters Health globes are "used" when a character passes through or near one, and instantly refill their 15% of a character's maximum hit points by walking over health globes. The benefit of health globes are shared to every player All characters in the party in the immediate 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 necessaryalso enjoy the life gain.
Health globes are the main source of life replenishment in Diablo III, along with [[Image:Health Orbs1.jpg|right|thumb|Two health orbs after battle. potions]] and various [[http://www.diii.net/gallery/showphoto.php?photo=1369&cat=546&size=big Full picturehealing]]properties from items or skills.]]In early builds of Diablo III there were Health Globes are also featured in many skill and item [[Mana Globeprocs]]s, but these were removed in mid-2009, and Health Globes now provide will grant various bonuses along with their healing effect. (Such as [[manaReaper's Wraps]] bonuses to characters using manabracers refilling 25-30% of a character's resource when a health globe is consumed.)
The official Diablo III website includes a flavorful explanation As of [[Patch 2.1.0]] in late 2014, here are the healing values for small and large health orbs:[http://usdiablo.blizzardincgamers.com/diablo3blog/worldcomments/systemsdiablo-3-ptr-2-1-0-patch-notes-5-august/health.xml health system].
==Why They Exist==[[Image:*The amount of Life restored by Health Orb2Globes from Rare monsters has been reduced from 30% to 15%.jpg|left|thumb|One health orb in the middle *The amount of a frayLife restored by Health Globes from Champion and Minion monsters has been reduced from 20% to 15%.  Players may also see also yellow [http://www.diii.net/gallery/showphoto.php?photo=1368&cat=546&size=big Full picture].[Nephalem Orbs]]While there isn't a given reason anywhere 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 purple [[healthProgress Orbs]] or only in [[manaGreater Rifts]] 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==
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.
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 chances for a health orb to drop vary by monster type. These odds may be increased by special bonuses on some skills and items. * 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 rate]] is quite lowa health globe as well.* Larger bosses, such as Guardians and Act Bosses, but generally drop a health orb at 25/50/75% hit points. Health globes only add hit points up to a character's maximum life and provide no benefit or bonus above that level. A health globe has no healing effect when used by a character with full health, though if a character has a proc triggere by the sheer number of monsters coming health orb that will still function even at playersfull health. Since health orbs are shared throughout the party in close proximity, there should rarely be a lack of full health character can heal a low health party member by hitting a health orb nearby. Each health orb is consumed completely when used, vanishing from the world. Health orbscannot 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 orb drops become few boost. Players often save them by avoiding them and far betweenleaving 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. [[potionFile:Cupcake-whimsyshire1.jpg|thumb|300px|Cupcake health potionsorbs in Whimsyshire.]] Health orbs come in two sizes, though it can still be useddifficulty to discern between them without zooming in on the view. This is most easily seen with the comical, cupcake-graphic for health orbs dropped by the cute monsters found in [[Whimsyshire]] (or sometimes in other tilesets in [[Rifts]].)  ==Healing Changes in Patch 2.1.0== [[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. However Vitality was made to grant larger amounts of hit points, the healing from health potions have 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/] :: 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 Health Globes 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 significant non-channeled attack    ==Gameplay and Challenge== [[CooldownFile:Health-orbs3.jpg|thumb|cooldown period200px|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 usesme 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. Additional tweaks "I don't have also been promisedhealth, 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>
::''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>
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==
===Drop Rates===During an Boss monsters drop health orbs at intervals, to give players a way to sustain the battle. This was part of the developers' plans from the earliest days. [[Jay Wilson]] commented on this in 2009, [http://wwwuk.gamereactorpc.euign.com/grtvarticles/?id=2936 interview101/1017305p2.html] with Gamereactor (@2:45) at GC2008, ["[Jay Wilsonbosses]] stated that they intend for would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop at about a every 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>"
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.
===Boss Battles===During [[Boss]] battles, or battles <blue>When you do battle with [[stronger foes like "rare]]s " and [["champion]]s" monsters, [[Jay Wilson]] said "you're likely to see medium-sized health globes emerge as they would drop reach certain health globes at percentages or are stripped of their defenses before death. Medium globes restore a sizable percentage of your health. Rares in particular are almost guaranteed , and you'll need the extra boost to drop about every 25%survive when dealing with these formidable enemies."<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}}</refbr>
Major 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, you might have to split your attention between weakening a dangerous boss and slaying its irritating but ultimately less-dangerous minions in order to get enough health globes to stay standing. In another fight, the boss itself might drop health globes when it takes damage, or you might have to hunt for hidden caches of globes in the midst of battle.</blue>
==Appearance==
[[Image:newhealthglobe.png|thumb|right|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.
==Arena Health Orbs==
==Health Globes and Mana==In the [[GamesCom 2009 demoFile:Health-orbs-tutorial-pvp1.jpg|thumb|300px|Health orb Arena sequence.]], [[Mana Globe]]s have been removed. At During testing of the end of one videoPvP Arena at Blizzcon demos in 2010, health orbs appeared in pre-set points every 30 seconds after the [[Wizard]] regains a large amount start of [[mana]] by picking up a Health Globeround. This is because they now get mana - as well as health - from Health Globes if they invested in [[Stability Control]] 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 healing pets. This dynamic can be seen in the three-shot series to the right, where the blue team Witch Doctor]]s also receive mana benefits from gets an orb that grants a health globes if they have invested in certain mana recovery skillsbonus 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.
==Controversy==There has been some small level of controversy about these Health Orbs as some players do not like were a strategic factor in the idea of "power-ups" in Arena matches; getting them was obviously a [[RPG]] game. It is nowhere near benefit, but it was also helpful to grab them even if you weren't low on health, simply to deny the levels of heal to the [[art controversy]], but some people are genuinely upsetenemy team.
In either That the health orb spawn points were right in the middle of the arena (at least on the one map available at Blizzcon 2010) 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 wayto win, since the pursuers tended to be in the middle and would therefore score some health orbs, while the character running for it is highly unlikely that [[Blizzard Entertainment|Blizzard]] will change Health Orbs significantly at this pointhad no chance to heal up as they hid.
Blizzard commented on this via @Diablo in April 2011.[http://diablo.incgamers.com/blog/comments/diablo-on-synergies-health-orobs-in-the-arena-and-d1s-story/]
 
<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>
 
 
==Development History==
==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.
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 modified a bit, with a few [[Wizard skills]] (such as well [[Stability Control]]) and [[Witch Doctor skills]] (with such as [[Spirit Vessel]]) modified to allow mana gains from the disappearance consumption of health globes. This changed further in early 2010, when the Wizard's new resource, [[Instability]] was revealed. [http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/] This resource, later changed to [[Arcane Power]], was not affected by health globes. The Witch Doctor, on the other hand, continued to gain mana from health globes.  ===Health Globes and Mana=== [[Mana Globe]]s)were removed in 2009, with some skills changed to give the Wizard and Witch Doctor mana from using health orbs. In Currently, the Wizard, Demon Hunter and Witch Doctor can all receive [BlizzCon 2009[resource]] from the globes (through the [[Power Hungry]] build, health globes gave [[manaVengeance]] to and [[WizardGruesome Feast]]s passive skills, respectively). All classes can gain resource with each health globe when using the [[Stability ControlReaper's Wraps]] skillbracers.   ===Appearance=== [[Stability ControlImage:newhealthglobe.png|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 removed from stylized, and health orbs now wear a golden frame, almost like a jewel setting or a crown on the top and bottom of the game prior to Blizzcon 2010orb, a change that gives them a more oval shape.  ==Media== <gallery>Image:Health Orbs1.jpg|Two health orbs in early artwork.File:Health-orbs.jpg|two types of globes</gallery>
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]]
[[Category:Items]]
[[Category:Gameplay]]
[[Categorycategory:Controversieshealing]]