Q u o t e: When i first heard about Orbs, i hated it. Im still not entirely fond of it, though I can understand what made the developers choose to implement them.
The one thing i dont like is that i don't have control of my character. What if, for example, I dominate 2-3 waves of monsters, gaining a load of health orbs. Then I progress through the level, and get decimated by a few archers, and unfortunately, they drop no health orbs.
I have 2 choices, push forward, and hope for an orb, or make the decision to trek back and pick up one of the orbs that i didn't need earlier.
IMO, these are 2 very annoying choices. So how can you fix this? Well heres my suggestion:
Lets say you are at full health, and a 2 health orbs drop. Normally, you'd be forced to bypass them, so you don't waste them. Then you progress further into the dungeon, leaving those 2 very helpful items behind.
How about instead of simply leaving them behind, or collecting them and gaining nothing, you can collect them and save them for later, just like a potion. They would appear in a specific area on your UI, and you would use them just like you would a D2 potion (by clicking). HOWEVER. They wouldn't last forever, only for a short amount of time.
So you are at full health, and 2 orbs drop. You pick them both up. The Orb section of your UI lights up, and a 2 appears. Perhaps it could function similarly to the Barbs Fury system. It would slowly empty over time. When you decide to use it, it takes the remaining points and adds them to your health.
With this idea, you are encouraged to do well, and to quickly move from one area to another. You are also rewarded for doing well in fights, so when you move on to the next encounter, you have a little extra padding so you can take an extra risk.
Not only that, but the orbs wouldnt feel so wasteful if you are doing well.
I would prefer being able to pick up certain ingredients to create different types of potions, since I like the idea of potions being rare. Personally I'm not really worried about it either way, they will balance PvM mostly for casuals so I know getting through the game won't be a problem. The other aspects of the game mean more to me..
That being said, your idea isn't terrible, but like I said I like the idea of potions being rare...makes it a bit more challenging, and will also encourage the +regeneration stat that will probably be in the game.
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