Hey guys, today I explain and showcase the new Demon Hunter Season 4 exclusive weapon - Demon's Demise - which spreads Spike Trap/Sticky Trap to nearby enemies and ticks indefinitely. I spent some time trying to make this work as a supplement to Nat's set (since there are no other damage multipliers for it), but unfortunately it's about as useful as the S4 Barb weapon for the reasons I explain and show. Enjoy & discuss!
with a week left I'm guessing dhs are being left in the dust compared to ep monk and barb. I'm gonna have fun playing 2 classes ive never played in the game. support barb and ep monk.
I'm finding that almost all the classes are reasonably balanced right now. Obviously there's some who are a tier or two ahead of the rest, but in my eyes, that's perfectly fine. Play the class you're happy with playing. If you're competitive, you should focus on competing with your class, not all classes. The game is fun! Have fun! I'm personally looking forward to playing my two favourite classes. Demon Hunter and Monk. I'm thankful both complement each other very much. Demon Hunter currently has so many builds that look so fun, I can't wait to play it. And I loved the play style of the monk in Season 1, can't wait to play U6. I had lots of fun with it on the PTR. Also it has great utilities in groups, so that will be useful.
Rollback Post to RevisionRollBack
The hardest thing in this world, is to live in it.
DH isn't 'left in the dust' at all. Standard Nat's build is still SUPER strong and UE6 + Yangs is getting close, maybe even neck and neck with the right rift. It's just that the S4 weapon is garbage, but you can say the same about the barb weapon.
DH isn't 'left in the dust' at all. Standard Nat's build is still SUPER strong and UE6 + Yangs is getting close, maybe even neck and neck with the right rift. It's just that the S4 weapon is garbage, but you can say the same about the barb weapon.
well my point is for the leaderboards.....i always love dh but...i dont think itll be the top 10-1000 anymore...this last season shown us anything..it showed 2gg krder 1 wd 1 crus....i welcome something new. even if its mellee..i mean itll be a paragon game again...1000-1500 or no go..:(
And it's always been that way they made the process more streamlined so people can actually focus on trying to progress.
Competitive leaderboard requires a lot of committement and time to play.
Back on topic: the weapon itself isn't bad. Makes a decent damaging skill into soemthing usable. The main issue is that the skill is missing a set that enhances its capabilties; very likely a good candidate for Shadow set rework (traps/caltrops/grenades).
And it's always been that way they made the process more streamlined so people can actually focus on trying to progress.
Competitive leaderboard requires a lot of committement and time to play.
Back on topic: the weapon itself isn't bad. Makes a decent damaging skill into soemthing usable. The main issue is that the skill is missing a set that enhances its capabilties; very likely a good candidate for Shadow set rework (traps/caltrops/grenades).
Yup, it's the lack of multipliers to make it respectable in any way. As I mentioned though, it would actually be pretty good if each 'original' trap provided a separate tick, rather than all the traps being on the same 1s rotation. That way it would make sense to have a bunch of traps out, as each one would have a separate, stackable tick rate. Don't think it's changing though, along with the barb weapon.
To simply solve the issue, since all Spike Trap runes involve having 3 of them layed on ground, Sticky Trap could just have 3 charges so you can spread 3 of them around at the same time.
Damage numbers look fine, and the weapon iteself makes the damage of a single Sticky Trap huge; it just needs more consistency in dealing damage.
Also the rune itself is really good for AoE but doesn't deliver much on single target because traps don't stack (but don't remember if they changed it).
No, the traps don't stack. So let's say we took those 'fine' 150m tick damage numbers and doubled them ... now we have 300m ticks. How is that fine though? Barb gets much higher auto ticks on WW nados AND they scale with attack speed. Problem is the spike traps neither stack nor scale with aps.
IIRC rearming time should scale with AS, but a) it's no use and next patch rearming time will be next to zero.
The ground traps compared to Sticky Trap are good-ish for single target, they only need the right multipliers (read: a dedicated set).Sticky Trap is the only rune that's completely made for AoE thrash mobs, and the weapon makes it even more into that niche.
It would work (even with current damage) if the supposed set bonus made it free - simply put it's not worth the cost atm.
Yes, it needs to scale in some way, and that's the sad part. There's a case to be made for Demise + Helltrapper IF the traps would at the very least stack with each other, but that's asking too much. Posted this on D3 forums as well, got some crap for it (mainly for not testing with Trapper), but someone has yet to prove otherwise, regardless of whether you get 'free' spreads or not. Damage just isn't there to justify it.
DH isn't 'left in the dust' at all. Standard Nat's build is still SUPER strong and UE6 + Yangs is getting close, maybe even neck and neck with the right rift. It's just that the S4 weapon is garbage, but you can say the same about the barb weapon.
Thanks for your analysis (as always). It is a shame the new weapon is rubbish. As much as I have to give kudos to Blizzard for this criminally addictive game I remain genuinely mystified as to how they can introduce new items that so clearly fail to offer viable utility apart from the pure novelty factor. Honestly, I can only conclude their vision and ambition significantly outstrips the available resource they have to properly implement their ideas.
I think the biggest issue with items is balancing around leaderboards. It's one thing to introduce a bunch of OP items for T10, as there's no competition of any sort, but when you have to normalize most things for competitive purposes and (as you said) there's not that much time to mix/max new items, some will be left in the dust.
Hey guys, today I explain and showcase the new Demon Hunter Season 4 exclusive weapon - Demon's Demise - which spreads Spike Trap/Sticky Trap to nearby enemies and ticks indefinitely. I spent some time trying to make this work as a supplement to Nat's set (since there are no other damage multipliers for it), but unfortunately it's about as useful as the S4 Barb weapon for the reasons I explain and show. Enjoy & discuss!
https://youtu.be/TJKelPxRecw
MeatHeadGaming - YouTube - Twitch - Facebook - Web
with a week left I'm guessing dhs are being left in the dust compared to ep monk and barb. I'm gonna have fun playing 2 classes ive never played in the game. support barb and ep monk.
I'm finding that almost all the classes are reasonably balanced right now. Obviously there's some who are a tier or two ahead of the rest, but in my eyes, that's perfectly fine. Play the class you're happy with playing. If you're competitive, you should focus on competing with your class, not all classes. The game is fun! Have fun! I'm personally looking forward to playing my two favourite classes. Demon Hunter and Monk. I'm thankful both complement each other very much. Demon Hunter currently has so many builds that look so fun, I can't wait to play it. And I loved the play style of the monk in Season 1, can't wait to play U6. I had lots of fun with it on the PTR. Also it has great utilities in groups, so that will be useful.
The hardest thing in this world, is to live in it.
DH isn't 'left in the dust' at all. Standard Nat's build is still SUPER strong and UE6 + Yangs is getting close, maybe even neck and neck with the right rift. It's just that the S4 weapon is garbage, but you can say the same about the barb weapon.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
well my point is for the leaderboards.....i always love dh but...i dont think itll be the top 10-1000 anymore...this last season shown us anything..it showed 2gg krder 1 wd 1 crus....i welcome something new. even if its mellee..i mean itll be a paragon game again...1000-1500 or no go..:(
Yes leaderboards will be even more of a grindfest now, because:
1) XP even easier to get now, as we will be speed farming 50-55.
2) No more trials, so much easier to fish for rift. Bad rift? Exit game and restart. Bad RG? Exit game and restart.
It won't be that hard to get ON leaderboards, but if you want top 100 or so you'll be spending a lot of hours every day doing the above.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
And it's always been that way they made the process more streamlined so people can actually focus on trying to progress.
Competitive leaderboard requires a lot of committement and time to play.
Back on topic: the weapon itself isn't bad. Makes a decent damaging skill into soemthing usable. The main issue is that the skill is missing a set that enhances its capabilties; very likely a good candidate for Shadow set rework (traps/caltrops/grenades).
Yup, it's the lack of multipliers to make it respectable in any way. As I mentioned though, it would actually be pretty good if each 'original' trap provided a separate tick, rather than all the traps being on the same 1s rotation. That way it would make sense to have a bunch of traps out, as each one would have a separate, stackable tick rate. Don't think it's changing though, along with the barb weapon.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
To simply solve the issue, since all Spike Trap runes involve having 3 of them layed on ground, Sticky Trap could just have 3 charges so you can spread 3 of them around at the same time.
Damage numbers look fine, and the weapon iteself makes the damage of a single Sticky Trap huge; it just needs more consistency in dealing damage.
Also the rune itself is really good for AoE but doesn't deliver much on single target because traps don't stack (but don't remember if they changed it).
No, the traps don't stack. So let's say we took those 'fine' 150m tick damage numbers and doubled them ... now we have 300m ticks. How is that fine though? Barb gets much higher auto ticks on WW nados AND they scale with attack speed. Problem is the spike traps neither stack nor scale with aps.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
IIRC rearming time should scale with AS, but a) it's no use and next patch rearming time will be next to zero.
The ground traps compared to Sticky Trap are good-ish for single target, they only need the right multipliers (read: a dedicated set).Sticky Trap is the only rune that's completely made for AoE thrash mobs, and the weapon makes it even more into that niche.
It would work (even with current damage) if the supposed set bonus made it free - simply put it's not worth the cost atm.
Yes, it needs to scale in some way, and that's the sad part. There's a case to be made for Demise + Helltrapper IF the traps would at the very least stack with each other, but that's asking too much. Posted this on D3 forums as well, got some crap for it (mainly for not testing with Trapper), but someone has yet to prove otherwise, regardless of whether you get 'free' spreads or not. Damage just isn't there to justify it.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
I think the biggest issue with items is balancing around leaderboards. It's one thing to introduce a bunch of OP items for T10, as there's no competition of any sort, but when you have to normalize most things for competitive purposes and (as you said) there's not that much time to mix/max new items, some will be left in the dust.
MeatHeadGaming - YouTube - Twitch - Facebook - Web