It's just a tooltip change to clarify what the skills do. If you look at them currently they say the same thing, just in slightly harder to understand wording. Caltrops: JS is still 45% Weapon Damage every second since 45 X 6 = 270 and Gas Grenades are still 75% weapon damage over 3 seconds since 25 X 3 = 75.
I think this will help with fast affix since you get the full duration? or is the damage only while in the caltrope?
"Enemies in the area also". I really hate the wording. I don't know why they say over 6 second now..
Because that's how long it lasts I believe. If the enemy stands in it the entire duration they get the full effect, but if they just pass right through it for 1 second they will get just one tick. It's going to work just the same as it is now.
I wouldn't call it lame. No one has been complaining that Jagged Spikes doesn't do enough damage. It's plenty strong as it is right now, especially since it can proc CC effects and Life on Hit.
Nothing was changed for caltrops: jagged spikes except the tooltip.
However if trail of cinders was datamined correctly.... 500% weapon damage per second seems a bit strong, dont u think?
I wouldn't call it lame. No one has been complaining that Jagged Spikes doesn't do enough damage. It's plenty strong as it is right now, especially since it can proc CC effects and Life on Hit.
It's not one of the skills that needed a buff.
I call it lame because I and I think a lot of people read it as a BUFF, but it's just a rewording by Blizz. That's why its lame. With 4PC Nata you can get near infinite caltrope which makes it total easymode.
Nothing was changed for caltrops: jagged spikes except the tooltip.
However if trail of cinders was datamined correctly.... 500% weapon damage per second seems a bit strong, dont u think?
NO, it's not a bit strong. Why not be godly? Arena balance? lmfao as if that ever existed in the Diablo series.
People are so worried about "balance". It's all about being OP. If you want the illusion of balance, go play WoW.
I wouldn't call it lame. No one has been complaining that Jagged Spikes doesn't do enough damage. It's plenty strong as it is right now, especially since it can proc CC effects and Life on Hit.
It's not one of the skills that needed a buff.
I call it lame because I and I think a lot of people read it as a BUFF, but it's just a rewording by Blizz. That's why its lame. With 4PC Nata you can get near infinite caltrope which makes it total easymode.
I'm sorry you're disappointed, yet certainly no one can be blamed for how you chose to interpret a language change in an unofficial datamined tooltip.
It's just a tooltip change to clarify what the skills do. If you look at them currently they say the same thing, just in slightly harder to understand wording. Caltrops: JS is still 45% Weapon Damage every second since 45 X 6 = 270 and Gas Grenades are still 75% weapon damage over 3 seconds since 25 X 3 = 75.
it could also be an insidious way to nerf proc chances to LoH, crit and CC (stun freeze etc) in order to destroy CaC Hunters which don't rely on specific legendaries (natalya and new items) to survive. It specifically targets LoH runes, gas grenades trail choking gas dark cloud jagged .. Fear the worst.
All I see there is an absence of new skill mechanics, old ones being eventually nerfed, and snazzy dmgs buffs which won't improve anything.
That's exactly what it is. They're actually nerfing the survivability of a class which is so frail that it must use Nat's set for a bonus which, when it went live, was considered a bug at first. Unbelievable. Blizzard's left and right hands have no clue what the other is doing, their patches invariably buff the strong, nerf the weak and change the balanced. Absolutely mindboggling.
Oh well, I'm looking forward to the WD changes. If summoning becomes a viable build I'll sell my DH's gear and just play the doc.
Jagged Spikes : Enemies in the area also take 270% (up from 45) weapon damage as Physical over 6 seconds.
That means guaranteed 270% weapon damage over 6 second? vs taking continuous damage while in the caltrope? Right?
profile: http://us.battle.net/d3/en/profile/vanboon-1499/hero/3962228
http://i.imgur.com/8AfIp.jpg 4/4pc natalyza dps: 73k (w/o ss), dex: 1967, health: 22k, resist: ~150, mf: 90%/261%
er 15x..
"Enemies in the area also". I really hate the wording. I don't know why they say over 6 second now..
profile: http://us.battle.net/d3/en/profile/vanboon-1499/hero/3962228
http://i.imgur.com/8AfIp.jpg 4/4pc natalyza dps: 73k (w/o ss), dex: 1967, health: 22k, resist: ~150, mf: 90%/261%
Because that's how long it lasts I believe. If the enemy stands in it the entire duration they get the full effect, but if they just pass right through it for 1 second they will get just one tick. It's going to work just the same as it is now.
profile: http://us.battle.net/d3/en/profile/vanboon-1499/hero/3962228
http://i.imgur.com/8AfIp.jpg 4/4pc natalyza dps: 73k (w/o ss), dex: 1967, health: 22k, resist: ~150, mf: 90%/261%
It's not one of the skills that needed a buff.
However if trail of cinders was datamined correctly.... 500% weapon damage per second seems a bit strong, dont u think?
I call it lame because I and I think a lot of people read it as a BUFF, but it's just a rewording by Blizz. That's why its lame. With 4PC Nata you can get near infinite caltrope which makes it total easymode.
profile: http://us.battle.net/d3/en/profile/vanboon-1499/hero/3962228
http://i.imgur.com/8AfIp.jpg 4/4pc natalyza dps: 73k (w/o ss), dex: 1967, health: 22k, resist: ~150, mf: 90%/261%
NO, it's not a bit strong. Why not be godly? Arena balance? lmfao as if that ever existed in the Diablo series.
People are so worried about "balance". It's all about being OP. If you want the illusion of balance, go play WoW.
I'm sorry you're disappointed, yet certainly no one can be blamed for how you chose to interpret a language change in an unofficial datamined tooltip.
Oh well, I'm looking forward to the WD changes. If summoning becomes a viable build I'll sell my DH's gear and just play the doc.