I play DH mostly, and I can tell you my main reason for not using certain skills is resource consumption. Cluster arrow costs 50 hatred, so I can shoot it twice when an elite takes around 20 hits to go down. So I shoot twice and am forced to retreat. It makes no sense to use this skill when elemental arrow does comparable damage for 10 hatred.
I also know some other classes like the monk suffer from this with certain skills costing 75 spirit. So, the question is, are they addressing this at all in 1.04 and just not mentioning it, or are they ignoring one of the most glaring issues with classes at the moment?
I don't mean to be a douchebag, but read the damned DH 1.0.4 preview. Don't ask us to regurgitate it for you. The news team does a pretty good job covering these things and it's kinda rude to not take advantage of their work.
The damage increase seems pretty insignificant if you ask me, nothing should cost more than 1/3 of your resource pool. Why are there so many apologists for a lousy resource system.
The D2 philosophy was perfect, by endgame you had pretty much free resource, you are supposed to feel like a god at the end...
RockmanDoom, you sound like a raging spoiled little brat.
Learn to: use Grenadier, get some equipment with Hatred per sec, and use Bat familiar and Templar follower.
Cluster with Loaded for Bear = 290% initial + 4x 100% bombs, EleArrow + Ball lightning = 77.5% per hit, hits most enemies 2-3 times. Neth Tentacles hits enemies once for 155%. So basically 10 hatred for half the damage. Now consider Cluster is an instant, does AoE on initial and secondary hits, and you can move while using it. Ele arrow you can stutter but makes it less effective due to stream directional changes which means less mobility. AKA different utiliy and design between skills, dislike Cluster, then go use something else.
Also, go play a Wizard and use hard hitting abiities like Meteor, that uses ~a third of your resource pool.
Maybe do some research or I don't know.....try some new things yourself??? Instead of swearing like an idiot.
After seeing the barb update (and before the DH preview was released), I was glad Blizzard decided to make drastic changes! I play primarily DH too, and I knew that our class can deal lots of DPS, so I was curious to see what Blizzard would decide to change.
After they released the DH preview, my gut feeling was..disappointment.
I'm not a theory-crafter and I'm not hardcore enough to test and perfect builds, but based only off the preview, I don't think they addressed the major flaws with our class.
Here is what I struggle with, and what I hope is addressed in 1.0.4:
The Smoke Screen nerf really upset me, but I can see how huge of an exploit it was. I've learned to adapt and play more evasively. I use Caltrops a lot more and clear/kite more thoroughly. However, the 1.5 seconds of Smoke Screen does not appear to be enough time for many mobs to drop aggro on me. In other words, I get chased, pop SS, and they continue to chase me. My latency is low, so maybe it has to do with the servers? Again, I'm no expert, but this is frustrating.
Another thing that truly is aggravating are the "Fast" mobs. Specifically, the mobs that are already fast to begin with are now lightning fast. Smoke Screen popped over and over with Preparation is still insufficient. Without a "tank", there is no way I can clear these mobs using my current gear. I know I could farm Act 1 over and over looking for gear bumps, or spend money on the AH, but the farming process is simply too taxing for someone as busy as I am. Maybe I'm not meant to progress past Act 2 Inferno! Alas!
I think my biggest complaint with the DH class at the moment is the resource cost of so many skills... I'm less inclined to use a skill if it costs half my resources. Maybe it's a mental thing? In other words, because of how much a DH has to move (kite) the mobs, I think I would rather have a lower dps/cost skill on my bar than a higher dps/cost one or one with a long cooldown.
I love the game (never really played D2), but I am a huge Blizzard fan and proudly support them. And while I can't complain for a non-subscription game that continues to receive updates, I think Blizzard appreciates our feedback because they truly do want to have a polished product for the community. I stopped playing for several weeks, but these new updates are exciting! I look forward to "end game" content, whatever it turns out to be, and I certainly will give the DH updates a chance.
Worst case scenario, I just swap over to my barb, because their DPS upgrades look sweet! (And they are natural tanks to boot
Leave the "gut feeling," fluff to Fox News. In the real world it is preferable to have measurable data before one draws a conclusion. The patch previews (incomplete previews which did not include all their work) were not patch notes and patch notes are not gameplay. In a week or so we'll have notes to pour over. After that we will have a patch to test in.
Until those points in time, judgments of what constitutes a good change or bad change are premature at best.
With elite pack hps going down it is something like a huge buff to all classes in a way. You will use less skils to kill them. They will nerf pack affixes too so less running more standing and spamming. We dont know limits and specifics of all legendaries they can provide a huge dps buff. And iconic skills as they name it, are getting devastating buffs.
In the end you wont waste that much of hatred as you are wasting now after 1.0.4.
Even if cluster arrow fails to please they wont leave it like that(i hope). From what i see with class changes they will make it work.
RockmanDoom, you sound like a raging spoiled little brat.
Learn to: use Grenadier, get some equipment with Hatred per sec, and use Bat familiar and Templar follower.
Cluster with Loaded for Bear = 290% initial + 4x 100% bombs, EleArrow + Ball lightning = 77.5% per hit, hits most enemies 2-3 times. Neth Tentacles hits enemies once for 155%. So basically 10 hatred for half the damage. Now consider Cluster is an instant, does AoE on initial and secondary hits, and you can move while using it. Ele arrow you can stutter but makes it less effective due to stream directional changes which means less mobility. AKA different utiliy and design between skills, dislike Cluster, then go use something else.
Also, go play a Wizard and use hard hitting abiities like Meteor, that uses ~a third of your resource pool.
Maybe do some research or I don't know.....try some new things yourself??? Instead of swearing like an idiot.
I use bat and I use a quiver with hate regen, sorry, but it is my opinion that cluster arrow uses too much hate to be useful.
Here is what I struggle with, and what I hope is addressed in 1.0.4:
The Smoke Screen nerf really upset me, but I can see how huge of an exploit it was. I've learned to adapt and play more evasively. I use Caltrops a lot more and clear/kite more thoroughly. However, the 1.5 seconds of Smoke Screen does not appear to be enough time for many mobs to drop aggro on me. In other words, I get chased, pop SS, and they continue to chase me. My latency is low, so maybe it has to do with the servers? Again, I'm no expert, but this is frustrating.
Another thing that truly is aggravating are the "Fast" mobs. Specifically, the mobs that are already fast to begin with are now lightning fast. Smoke Screen popped over and over with Preparation is still insufficient. Without a "tank", there is no way I can clear these mobs using my current gear. I know I could farm Act 1 over and over looking for gear bumps, or spend money on the AH, but the farming process is simply too taxing for someone as busy as I am. Maybe I'm not meant to progress past Act 2 Inferno! Alas!
I think my biggest complaint with the DH class at the moment is the resource cost of so many skills... I'm less inclined to use a skill if it costs half my resources. Maybe it's a mental thing? In other words, because of how much a DH has to move (kite) the mobs, I think I would rather have a lower dps/cost skill on my bar than a higher dps/cost one or one with a long cooldown.
Wow typcial DH talk just play end game as it should be played with some HP and ressi and that 1.5 secs of immortality will be more than enough for you, and if you dont want to go with how the game is designed at inferno just get 4P nats if you go glasscannon and you die all the time thats you thats the issue not the game. I think duration on smokescreen is just fine and in no way needs to be changed only thing that needs to be changed is the general mentality of the ppl who play the class.
The duration of the smokescreen is fine, but it's bugged. The spell initially was intended to drop aggro, but the time reduction hot fix created this problem where aggro doesn't drop. Also the spell cool down is longer than the initial spell, which wasn't the case before the hot fix. I'm sure we'll see these problems fix eventually. Even with 4pc nats problems like these doesn't disappear. So zeel you have no clue what you're talking about.
@Rockmandoom
Cluster bomb cost is fine, but to make it work more efficiently you need grenadier passive and bat.
I don't want to exacerbate a slagging match - and I've never played DH endgame so my comments aren't intended to be about specific DH skills - but surely the goal of "build diversity" is well-served by giving you a choice between high-damage high-resource-cost and lower-damage lower-resource-cost skills?
RockmanDoom has no desire to use a skill that costs 1/3 of his resource pool - and that's fair enough.
But as long as it dishes out competitive damage-per-hatred, surely it's good to have it as an option for those who do find it fun to unleash a couple of ludicrously heavy hits, and then run around and build hatred before they can do it again?
The key thing it, the damage-per-hatred must be competitive. And from what we saw in the class previews, that is certainly a factor that the devs are considering - "if you take the time to spend your resource, we want you to feel like you got a good return for it"
The D2 philosophy was perfect, by endgame you had pretty much free resource, you are supposed to feel like a god at the end...
Oh yeah infinite mana (every class used mana) based on a stat you should never put points into which you used to spam like 1-3 abilities, that's perfection alright.
Resource management makes a game more interactive and take more skill. D3's system isn't perfect but it's lightyears ahead of D2.
I don't want to exacerbate a slagging match - and I've never played DH endgame so my comments aren't intended to be about specific DH skills - but surely the goal of "build diversity" is well-served by giving you a choice between high-damage high-resource-cost and lower-damage lower-resource-cost skills?
IKR.
Some of the DH's high Hatred abilities didn't really do enough damage given their cost, I think some tweaking was called for. But yes Cluster Arrow is supposed to be "high damage high cost" versus more spammable hatred consumers.
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I also know some other classes like the monk suffer from this with certain skills costing 75 spirit. So, the question is, are they addressing this at all in 1.04 and just not mentioning it, or are they ignoring one of the most glaring issues with classes at the moment?
www.diablofans.com/news/1314-patch-104-class-preview-demon-hunter/
The D2 philosophy was perfect, by endgame you had pretty much free resource, you are supposed to feel like a god at the end...
Learn to: use Grenadier, get some equipment with Hatred per sec, and use Bat familiar and Templar follower.
Cluster with Loaded for Bear = 290% initial + 4x 100% bombs, EleArrow + Ball lightning = 77.5% per hit, hits most enemies 2-3 times. Neth Tentacles hits enemies once for 155%. So basically 10 hatred for half the damage. Now consider Cluster is an instant, does AoE on initial and secondary hits, and you can move while using it. Ele arrow you can stutter but makes it less effective due to stream directional changes which means less mobility. AKA different utiliy and design between skills, dislike Cluster, then go use something else.
Also, go play a Wizard and use hard hitting abiities like Meteor, that uses ~a third of your resource pool.
Maybe do some research or I don't know.....try some new things yourself??? Instead of swearing like an idiot.
After they released the DH preview, my gut feeling was..disappointment.
I'm not a theory-crafter and I'm not hardcore enough to test and perfect builds, but based only off the preview, I don't think they addressed the major flaws with our class.
Here is what I struggle with, and what I hope is addressed in 1.0.4:
The Smoke Screen nerf really upset me, but I can see how huge of an exploit it was. I've learned to adapt and play more evasively. I use Caltrops a lot more and clear/kite more thoroughly. However, the 1.5 seconds of Smoke Screen does not appear to be enough time for many mobs to drop aggro on me. In other words, I get chased, pop SS, and they continue to chase me. My latency is low, so maybe it has to do with the servers? Again, I'm no expert, but this is frustrating.
Another thing that truly is aggravating are the "Fast" mobs. Specifically, the mobs that are already fast to begin with are now lightning fast. Smoke Screen popped over and over with Preparation is still insufficient. Without a "tank", there is no way I can clear these mobs using my current gear. I know I could farm Act 1 over and over looking for gear bumps, or spend money on the AH, but the farming process is simply too taxing for someone as busy as I am. Maybe I'm not meant to progress past Act 2 Inferno! Alas!
I think my biggest complaint with the DH class at the moment is the resource cost of so many skills... I'm less inclined to use a skill if it costs half my resources. Maybe it's a mental thing? In other words, because of how much a DH has to move (kite) the mobs, I think I would rather have a lower dps/cost skill on my bar than a higher dps/cost one or one with a long cooldown.
I love the game (never really played D2), but I am a huge Blizzard fan and proudly support them. And while I can't complain for a non-subscription game that continues to receive updates, I think Blizzard appreciates our feedback because they truly do want to have a polished product for the community. I stopped playing for several weeks, but these new updates are exciting! I look forward to "end game" content, whatever it turns out to be, and I certainly will give the DH updates a chance.
Worst case scenario, I just swap over to my barb, because their DPS upgrades look sweet! (And they are natural tanks to boot
Until those points in time, judgments of what constitutes a good change or bad change are premature at best.
In the end you wont waste that much of hatred as you are wasting now after 1.0.4.
Even if cluster arrow fails to please they wont leave it like that(i hope). From what i see with class changes they will make it work.
I use bat and I use a quiver with hate regen, sorry, but it is my opinion that cluster arrow uses too much hate to be useful.
The duration of the smokescreen is fine, but it's bugged. The spell initially was intended to drop aggro, but the time reduction hot fix created this problem where aggro doesn't drop. Also the spell cool down is longer than the initial spell, which wasn't the case before the hot fix. I'm sure we'll see these problems fix eventually. Even with 4pc nats problems like these doesn't disappear. So zeel you have no clue what you're talking about.
@Rockmandoom
Cluster bomb cost is fine, but to make it work more efficiently you need grenadier passive and bat.
if you need help with skill setup or anything here's my profile:
http://us.battle.net...69/hero/3071538
RockmanDoom has no desire to use a skill that costs 1/3 of his resource pool - and that's fair enough.
But as long as it dishes out competitive damage-per-hatred, surely it's good to have it as an option for those who do find it fun to unleash a couple of ludicrously heavy hits, and then run around and build hatred before they can do it again?
The key thing it, the damage-per-hatred must be competitive. And from what we saw in the class previews, that is certainly a factor that the devs are considering - "if you take the time to spend your resource, we want you to feel like you got a good return for it"
Oh yeah infinite mana (every class used mana) based on a stat you should never put points into which you used to spam like 1-3 abilities, that's perfection alright.
Resource management makes a game more interactive and take more skill. D3's system isn't perfect but it's lightyears ahead of D2.
IKR.
Some of the DH's high Hatred abilities didn't really do enough damage given their cost, I think some tweaking was called for. But yes Cluster Arrow is supposed to be "high damage high cost" versus more spammable hatred consumers.