The OP asked about longer fights, such as against The Ancients in D2, and how players would survive them without the ability to stock up on health potions. Two answers: 1) Players can stock up on health potions in D3; they’re just not sold by NPCs and you can’t chug them; they fill over time and have a long cool down between uses. 2) Jay Wilson and others have previously said that boss monsters would cough up health orbs at regularly intervals, i.e. 75/50/25% hps, during long battles.
This system seems to have undergone some modifications, judging by Bashiok’s words today.
Boss Monsters also have a chance to drop health globes when critically hit, so a player isn’t left high and dry in long fights against single foes.
Bashiok: Rares and Champions have a chance to drop globes when hit.
Uniques/Bosses… ? Maybe! But their health replenishing mechanics (among other things) have a better chance of being a bit more creative since their lairs are specifically designed for them.
Ah, so that’s the terminology we’re using here.
Bashiok: As far as I know it right now the terms we’re using and what they mean:
Champions – small packs of tougher mobs that share affixes, increased health, damage, harder, etc.
Rares – affix-laden enemy, much tougher, comes with a group of minions that inherit their affixes and bonuses
Uniques – Unique boss monsters. Unique name/art/skills/lairs and are usually a part of the story/goal of a quest, if not the actual end-boss of an act. The Skeleton King and the Siegebreaker would both be uniques
Didn’t you say a long time ago that the Siege Breaker was Not a unique monster?
Bashiok: Thousand Pounder?
Maybe. I guess it just depends on what the ultimate use is for the models and such. Siege breaker will probably be unique. It’s too big to have a ton of them spawning all over the place.
I assume the chance is going to be quite low?
Bashiok: It’s actually higher.
Regular monsters have a chance to drop a small health globe on death, champions have a chance to drop a bigger health globe once during their life and again at death, and rares have a very high chance to drop an even bigger health globe every quarter of their life and then at death.
We’d never heard any mention of “bigger” health orbs before this; they were all one size. Presumably larger ones heal more, and probably grant that healing over some time, so you could take damage while it was filling and sort of tread water, healthwise?
Update: Bashiok tacked on three more replies, further clarifying matters after the break.
Bashiok: It’s not really new information. The BC’09 demo had champions and rares and a bunch of affixes. But yes, a rare can roll an Electrified and Multi-shot affix already, as well as a third… maybe Teleport! The most annoying of all affixes! At least as a lower level barbarian…
what if im unlucky and my chance to drop a globe doesnt happen, am i screwed? luck based whether i live or die is no fun. I hope it isnt like this. I think im pretty unlucky, if its like 20% to drop globe for example i’ll make 50 hits no globe happen if its possible believe me… 🙁
I like that at certain points of a bosses health 25% 50% etc there is a guarantee globe drop, now thats more controlled.
Bashiok: There are still health potions should you hit an unlucky streak, or more likely, you get yourself into a bad situation.
So what prevents a player from jumping into a horde of 100 monsters and spamming skills, being kept alive by tons of mana and health potions? Is there a cooldown?
Bashiok: Yes, potions have cooldowns.
Can you get Health Globes from other source than monsters?
Bashiok: Most likely.
There are fifteen known boss modifiers in D3, and several new types of Champions as well.
MSLE bosses were uniquely horrible (in pre-v1.10 versions of D2) due to a bug that caused the Multi-Shot mod to multiply the sparks emitted when the boss was hit. That bug was not inserted into D3 for nostalgia’s sake, so those bosses aren’t such a big deal this time around. (And LS is called “Electified” in D3 anyway. EMS? MSE?)
That said, would you like like there to be some uniquely awful modifier combos? I doubt anyone will miss MSLE or ESFE insta-kill buggy stuff, but it was fun knowing that some boss combos would be so horrible that they would distinctly spicin’ up the ac’ativities. Would you like to see some of those in Diablo 3? (Vampirific is the leading contender thus far, especially when paired with Teleporting, which brings flashbacks of the perpetually popping and healing, occasionally-unkillable Council Members in old school D2C.)