Uszi said:
Lvl 64 Klutz said:
Because having to empty your inventory of potions every 15 minutes was so much better. I embrace the idea of healing orbs
I'm going to agree on the healing orb front. I think it needs a bit of tweeking as a concept, but I'll agree with the devs, that the "wars of attrition" against monsters, where fights were drawn out by clicking on an enemy and pounding a number for a potion at the same time. My honest opinion is that for this generation of games, the orb mechanic is better than the potion.
That's just the thing. They're going about it in completely the wrong way. The wars of attrition are bad and boring. The way to solve that isn't to streamline it. The way to make it fun isn't to add more enemies, and more enemies. It is to make the fights more interesting, more fun. Switching healing potions into healing orbs is just one step away from making the thing completely automatic. Every time you kill an enemy you're healed! Why not remove the town next and only give money for killing enemies. Hell remove picking up the money as well, just add it to the inventory. And shops are also boring, lets just upgrade equipment automatically when you get enough money.
For that matter, why do you have to click every enemy? Why can't we automate that too, so that the player always uses regular attacks on the closest enemy instead of just standing there. All players are going to use mostly the same skills as well, so we can let the game do that for you as well, and the developers know better than the players what skills to focus on, so we'll let them do the levelling up as well.
Whoops, our great game became a movie. Oh, well, it still rocks, and the main character plays much better than a player would, they'd just forget healing potions.
Okay, you can skip to down here if you want to.
The solution to making those wars of attrition interesting is to remove them. Make fighting more interesting without removing stuff from the world, without removing the logic of the world. There are two things that reepneed mention that I too would like to see implemented. Townportal as a spell (like it was in the first Diablo) and autoarranging of inventory. What I wouldn't want to see is streamlining of the gameplay at the cost of logic in the world, and breaking of the immersion. Unlimited inventory space? How do you explain that? You don't, you just think it's inconvient to have a logical fiction. Healing orbs? Please. Just change it instead, change it so you don't need to drink healing potions every 2 minutes. Make sure every gameplay element serves a purpose, thousands of enemies at a time, and healing oneself every 2 minutes doesn't serve much of a purpose, and it's quite boring. In a game that had a better solution, Silver, when you drank a potion, something you didn't do very often, you left yourself open. That was usually enough to almost kill you (since you only drank it when you feared for your life). There weren't hundreds of enemies at a time, but those that were were interesting to fight. It wasn't holding the left mouse button until it died and spam potions. Potions added to the experience, you had to time it just right, and it was logical. You didn't have an injection system in your armour, you actually drank the potion.