I don't know. I think the hitbox is as big as the shadow of it so yeah the hitbox is not that big but if you want the hitbox to be bigger then I think that the whole orb should be bigger which isn't really a bad idea since it is pretty small and looks like it wouldn't heal much but it heals about 22% of your Max HP so that's quite a lot actually.Ok, point taken. Then IMO the hit detection needs to be reevaluated then. This isn't a schmup where you need to pin point center mass in order to hit something. If I'm touching it then I'm touching it. I hate having to circle around the health orbs just to hit the correct pixel so I can finally pick them up.
Hahah, I've never had that happening to me and I've spent quite some time in the game. XD I guess that could be solved if the health orbs had a bigger pickup radius (just a little bit bigger) so that they can't get stuck on terrain.But there should be a change with HOs(health orbs) nonetheless.
Right now there is one big problem with HOs that consists of many smaller changes that need to be made.
- The amount of HOs at the same time is limited.
- HOs are dropped where the enemy died
Those are both valid mechanics. Who'd want 1000 HOs on screen which spawn all over the place.
But,
but,
butt
On longer farming sessions i happens (rare, like in 4 times in nearly 60 hours playtime) that the HOs dropped somewhere i couldn't go.
And no new HOs would spawn until you collect the ones already there.
View attachment 393
This picture is more of an example where they could land during battle.
It's pretty rare but it is annyoing if you have to restart your farming session just because the HO got stuck on a treestump
I wouldn't mind if anything that drops behind any trees, big rocks (or behind any other unmovable object in the scenario), would glow or have any other type of behavior that would mean "HEY YOU, I'm here for you to pick me up" thing lol
To double the current health orb pickup radius doesn't sound that bad to me. What I was afraid of was a radius more like the slime card pick up radius that would make picking up health orbs so easy that you wouldn't even have to try. I'm not that concerned about the difference for melee vs ranged characters when it comes to picking up health orbs since as a ranged character you wouldn't take much damage anyways and if a health orb dropped you could still kill the enemies from a safe distance before going over there so IMO it doesn't change much for a ranged character.I think the normal pickup radius should just be increased. Currently it feels awkward to pick up health orbs, even as melee.
@GoodStuff
I think even if you doubled the current health orb pick up radius there would still be the melee vs ranged disparity that you are talking about. A ranged character would still have to walk over to where the enemies are to pick up the orb. The current radius just makes it awkward for everyone. Also I think even if orbs gravitated towards you no matter where they were on the screen it would not "ruin the point of health orbs". I'd say the primary purpose of health orbs is to provide sustain in long fights (arena or farming situations mostly), I think any other purpose is secondary. Melee already has other clear advantages over ranged like not needing to use ammo (EP/arrows) for attacks and doing more damage.
What I was saying is that ranged players already has an easier time in fights because they don't have to be close to enemies so they take less damage. Since they take less damage and have the advantage of being ranged they don't need more help with picking up health orbs.I think the HO pickup range should be increased, but only just a few pixels so it's less awkward for those who have problems. For actual gravitation from a distance, it should be a card, although GoodStuff brings up a good point about balance that I'm too lazy to read. Perhaps they could add something that lets you collect or pull HOs (and maybe items) using projectiles or buddies, to give ranged players a better time (although that may not be what he meant at all).
Oh, just took the time to actually read it.What I was saying is that ranged players already has an easier time in fights because they don't have to be close to enemies so they take less damage. Since they take less damage and have the advantage of being ranged they don't need more help with picking up health orbs.