The Diablo series has long been big on healing. You can heal with potions and spells, or passively heal with item effects to regenerate health after some time, as well as heal as you're dishing out damage. Having all of these options sounds nice in the beginning, but when we reach Diablo 3, there seemed to be a bit of an overabundance.
Passive regeneration is readily accessible, who's left many abilities and game mechanics you could utilize to heal feel completely useless. While healing potions did exist in Diablo 3, these folks were far from much of your healing source. Your item passives were usually enough to maintain you alive, and potions continued cooldown after use, so they weren't very consistent.
Thankfully, healing in diablo 4 items for sale has improved in a big way, ramping up the challenge and causing us to have to pace and contemplate our healing hanging around.
First up, healing from item effects has become much more circumstantial. You can only passively regenerate health in Diablo 4 for anyone who is out of combat, and item effects that could heal you while fighting ask you to be doing something to trigger them like dealing damage or killing enemies. These item effects are a good idea, but powerful enemies like bosses can deal a lot more damage than you'll be able to recover as a result.
The reduced efficiency of item effects makes other types of healing, like class abilities, feel valuable again, while potions have - during the good ol' Diablo days - yet again become your companion. Instead of a weight-long cooldown, by using a potion will remove one from the limited stash and place it on the one-second cooldown.
Enemies will sometimes drop potions when defeated, and you may refill them at healing merchants or healing globes, but it is still important to maintain track of whether you may afford to train on a potion you aren't. This system works especially well in boss fights, where they drop potions when they fall below marked thresholds. You ought to balance staying alive by playing cautiously rather than taking a lot of damage while dealing enough problems to have enough potions. It feels very finely tuned.
Diablo 3 stood a system a lot like potion drops where enemies would drop an orb that instantly healed you, nonetheless, it felt significantly worse when you consumed it the second you touched it. This happened even though you were in full health (that you simply probably were because it was Diablo 3).
Making it essential for the player to regulate when they have to restore health is smart for Diablo, where resource management is a large part of the loop, and change appears as it leans into that. In most combat encounters in diablo 4 items for sale are against many more enemies, and each class has to deal with a resource bar to make use of abilities effectively. Sure, Diablo 4 most likely is not the hardest game on the planet, but a minimum of now it possesses a solid baseline of challenge thanks mainly to this change.