Overhaul the health orb system

Discussion in 'General Archive' started by silverseas, Dec 16, 2017.

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  1. silverseas

    silverseas Count Count

    For the last week I've been leveling (or just procrastinating, whatever). I've partied with a whole bunch of people and depending on the power discrepancy of the party, health orbs inevitably will drop like rain for the one who is getting all the kills, or it is as dry as a desert for the ones who are predominantly playing a support style. The unequal distribution means it's pretty easy for the support styled player to end up dead, while the other player has a bunch of useless health orbs.

    I'd like to suggest decreasing the number of health orbs available and making them "shared." They can copy what [EDIT] and [EDIT] have done. When one player walks over the health orb, all players within a certain radius receive the healing.

    (Yes, I know you moderators are gonna edit my post, but I am just too lazy to think of ways to refer to those games, heh. :rolleyes:)
     
    Last edited by moderator: Dec 16, 2017
    EhtovK likes this.
  2. EhtovK

    EhtovK Old Hand

    Given that implementing new mechanics takes a lot of time in this game, I think a more even distribution of health orbs would be faster, easier, and would mitigate the issue greatly, even an 80-20 rate would be better than the 100-0 we have now.
     
  3. trakilaki

    trakilaki Living Forum Legend

    But you don't take into consideration the sets that are having buff activating when picking up the orbs.
    That would mean I can get the buff 100% running all the time .
     
  4. silverseas

    silverseas Count Count

    You're right that I didn't.

    But how is that any different from when I carry someone and my entire screen is a carpet of red orbs? o_O Couldn't you keep your buff running close to 100% then?

    (This is why I also suggested nerfing the quantity of orbs. If you only have 1/20 of the number of orbs you currently do, you'd have to be a lot wiser with your use. But it just benefits more than a single person.)
     
  5. EhtovK

    EhtovK Old Hand

    But, in order to micro-manage that, they'd have to remove that "property" of our toons absorbing all of the nearby healing spheres even if we only need 1 HP to be full, maybe adding a priority order (auto pick the weakest one first) and a micro-delay before it auto picks the next one, otherwise they will go to waste anyway.
     
  6. silverseas

    silverseas Count Count

    Or... you could position yourself better so you don't vacuum up the orbs when you don't need to. XD
     
  7. EhtovK

    EhtovK Old Hand

    In some scenarios, yes, but you'll see how health spheres clump together in some situations, like when you kill Vargulf with a tank, or even without a tank, you don't have the luxury of micro-managing how many steps you'll take to avoid healing spheres 'cause Vargulf will make short work of you. :p

    Another thing could be..., placing few healing spheres in the maps (like in some boss fights), having 2-3 stationary and regenerating healing spheres per map shouldn't make it too game breaking, right?
     
  8. Demon

    Demon Forum Mogul

    Another game feature, i think it will be implemented because is for team farm.
    You have +1.
     
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