The "Healer" NPC in Diablo 3 should restore your resource pool too

I feel that the “Healer” NPC is Diablo 3 is way too underutilized, and because your character manages to restore their HP so fast on their own.

So I wonder maybe the “Healer” NPC will be more useful if he can also restore your resource pool, and reset the cooldown of the spell for your character. Some classes that can’t regen his own resource pool would like that service.

If you think that reset the spell cooldown can be abused for GR push, then just disabled the “healer” NPC when GR is opened.

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I like this better than the shopkeeper one.

I would also like to suggest, as I think it’s in a similar line as this, a target dummy in town. When testing out rotation, keybind and such in WoW, target dummy is an excellent tool for that. I think it’s about time D3 has it too. There is a similar one in Challenge Rift, but I’d like a one that can withstand some amount of damage. Make a story about Horadrim capturing a demon for testing spells and experiment it on, I don’t know. I think target dummy will be good for testing spells, builds, new set, cube comps, checking out numbers, etc.

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People still use the healers? O_o

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They don’t. That is why I am asking buff for the “healer” NPC.

A good use of the Healer NPC would be to reset failing GR portals and close the Red portal that shouldn’t exist.

They should be moved near the Obelisks in each town if they do that.

My two cents.

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Or add the former as a dialogue option to Orek since he’s in charge of the obelisk…and the Red portal should just close itself.

I’m sorry. That sort of buff isn’t going to make me use the healer anymore than I do now…

Fill your health and your resource? lol Really?

Let me rush to town and get right on that.

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More about the cooldown actually. And yes, it should be disabled when GR is active. It could be useful when farming certain stuff (achievement, mob, item, anything). I mentioned target dummy in this because, along with cd reset, it could be a good tool in testing out builds and different settings.

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Is there really time in a GR to portal back to town, run over to the healer, then run back to the portal?

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Instead of the healer NPC, how about we update how entering a GR works?

Upon entering a GR, the character enters with all cooldowns reset but the charges are not. This is why N6M4 DH (as an example) have to wait about 20 seconds before entering a GR when entering a game, just to build up the 3 sentry charges. Also, resources are not topped-off as Barbs (with decaying resources will know).

Proposed QoL update to GRs:

  • Entering a GR heals the player to full life and resources
  • Entering a GR resets the player’s cooldowns and grants max skill charges
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I’d say, just in case it could be exploited. I’m a solo player so I know little about how group plays, but I could see it working in group play. In terms of solo play, I was more thinking about necro. Most classes, builds aim for perma-(long cd buff, spell). Even if they can’t, it’s less of a big deal for them. Not necro. Bludd even when playing HC necro demonstrated some of TP maneuver whenever his cheatdeath proc-ed (with LotD - Frozen Land rune).

It takes like 6 seconds to tp to town, then it takes 5-10 seconds to run over to the healer, then 5-10 seconds to run back to the tp. In 16-26 seconds to use the healer to restore your resource, it would naturally fill back up in less time than that. They could add this, but 99.99% of the player base would never use it.

The healer was antiquated before D3V was released. The amount of time to get back to town to use them has always been far too long for them to be useful. This is pretty much the same for every NPC in town that isn’t the blacksmith, mystic, jeweler, and Kadala. The only time any other NPC is useful is at the start of the season when you are level 8 and you go to the 4 so-and-so The Fence vendors to try to get damage rings.

Apparently you missed the sarcasm.

My point exactly. Thank you.

Reason, why lot of players are having problem with resources is because rarely a meta build today runs “generator” skills. The intention when Diablo 3 first came out was that builds use a generator and spender in their skill bar.

And yet, if these builds are properly setup, you won’t run out of resources anyway.

Most of these “meta” builds as you call them run resource reductions, and/or have special gear that negate the need for constant upkeep of your resource. There are builds that don’t use any resource at all too.

Which all circles back to why a change like this is even needed in the first place?

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I knew it was a sarcasm. But you and others continuously never mention the cooldown reset part suggested by OP. Resource part, I agree with you. No one will use him even if he does replenish resource.

Also, yes, I know even if the healer does reset cooldown, majority of classes won’t use it. I mentioned this in my other post. I’m more thinking about corpse lance necro build, which relies heavily on LotD to do anything.
And people are assuming healer’s position will stay the same, stationed in a remote place of town. His position could change if this suggestion is implemented, you know.

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I would use it because Singular Mage Necro doesn’t have a way to generate the Essence on its own unless I use Land of the Dead. Maybe it is a useless feature for the class who has auto-regen resources or have a generator but it works on the class that doesn’t use a generator or incapable of regen its own resources like Essenced and Wrath.

Another reason why I suggest Cooldown reset for The Healer NPC because apparently you can’t switch your armory setup if there is one skill is in cooldown.

I know this again from playing Necro in this season. After I used LoD skill accidentally, I can’t switch my armory setup so it either forces me to logout from the game or waits or tweaks the skill and item setup manually.

Also, I said put a restriction of it when open GR is because you can never underestimate the “creativity” of the players.

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