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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.)
==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 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>
==Boss Battles==
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.
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>
==Arena Health Orbs==
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.
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==
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>
==References==
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<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]]