It wouldn't change the strategy much if the minions were something like those festering appendices that Baal sprawls, you know the do-almost-nothing-but-annoy type, that you could kill for the orbs.Griffith No More! said:It certainly would change the strategy, I usually like to make sure the room is clear before I engage a major boss, rather than deal with crowds.
Yes life/mana steal was practically a must for some classes, but I meant the monsters that burn your mana, though come to think of it they didn't even mention/show blue orbs just red ones...wait a minute, wasn't life/mana suck already an alternative to potions? I remember there was a time when my barb only carried potions for backup.
Of course, that was before my all-powerful, battle.net bullying lvl 80+ whirlwind barb with the ultra rare 400+ damage lance with life/mana suck and very fast attack speed got nerfed...
This is soo true, the transition from 1.9 to 1.10 was pretty painful it made "hell" almost unplayable in single mode... I was left with a zeal/fanaticism Paladin that continuously got his ass handed to him by zombies of all thingsAnyway, on that note, they'll fuck it up in the patches however it works, so I'm really not worried about it at all, I could take or leave the orbs, if it makes dungeon crawling smoother, fine, if it doesn't exactly help with the potion problems discussed above, I'll live with what I'm used to anyway already.
Hopefully the devs were a bit more prudent than that but hey it's still early days I'm sure they'll iron it out to some satisfactory solution.I guess I should have thought of variables such as boss battles before I danced around in celebration.