In all the videos, and in concept, the Demon Hunter needs to constantly run from his enemies in order to do his work. What happens if you're in a tight space? Cornered? Slowed? Hunters in WoW have tight-space issues and Bowazons in D2 just simply sucked at everything (post .09 balance). Will the Demon Hunter be any different? Shoot, run, shoot, run. Takes 5 minutes to kill anything.
Well the demon hunter has that "kart wheel" ability (not sure what the name is), which basically the same as teleport. That should help in those situations. I think that all classes will have to use the hit and run strategy sometimes.
No way. The Amazon took a lot of fast fingerwork, but by Act V came around, I was able to function quickly in even the most confined spaces. The Demon Hunter has more traps and snaring effects than any class barring the wizard. Also, escape mechanics. Aside from being able to use Vault to reach more advantageous fighting positions, we will also have Smoke Screen, Caltrops, Entangling Shot and Fan of Knives as escape mechanics. If not that, the Demon Hunter can dictate places where the enemy just does not want to be, such as Spike Trap.
Bowazons suffered a bit in the damage compartment pre-level 30 in Diablo II, but she handled herself pretty well, even in Hell. We do not know the full scope of what the Demon Hunter will have, but we already know that she has more escape mechanics. Hopefully Companion will act as an updated Decoy/Valkyrie/Shadow Warrior. Also, the Templar will carry you through Normal difficulty, anyway.
Though I see your point. 1) we really just have no idea until we can get our hands on the full game. but honestly I think thats what makes the DH look so fun. Of course, this is just me =P
Escaping melee enemies and then shooting them down sort of sounds like the demon hunter functionality. Although I guess You could make a melee resistant DH. I Personally would be more concerned with skill SYNERGY. As in is making builds going to involve smart combos of skills and gear so 1+1>2? or are they going the independent-skill route of "insert best skills into your bar"
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Blizzard used to care about releasing Diablo III, then they all took an arrow in the knee...
I'm quite excited about the DH. It's a coinflip away from being my first D3 character. I think its abilities give it a lot of DPS and whatever time is lost running from enemies will be gained from not having to run TO enemies to fight them. I think that all the classes are balanced to kill a similar amount of stuff per unit of time, but I suspect that some may do better at some things than others. My guess is the DH will do fantastic against just about everything but won't be the fastest killer, but will be one of the most consistent.
Escaping melee enemies and then shooting them down sort of sounds like the demon hunter functionality. Although I guess You could make a melee resistant DH. I Personally would be more concerned with skill SYNERGY. As in is making builds going to involve smart combos of skills and gear so 1+1>2? or are they going the independent-skill route of "insert best skills into your bar"
im pretty sure SYNERGY has been removed because we dont have the skill trees.
it gonna have the wow system where you unlock new spells at a higher lvl but the spells you have scale up so that they can still be used at the high lvles when you have other higher skills
They're using synergy in a different sense. They went on to elaborate on it.
Escaping melee enemies and then shooting them down sort of sounds like the demon hunter functionality. Although I guess You could make a melee resistant DH. I Personally would be more concerned with skill SYNERGY. As in is making builds going to involve smart combos of skills and gear so 1+1>2? or are they going the independent-skill route of "insert best skills into your bar"
im pretty sure SYNERGY has been removed because we dont have the skill trees.
it gonna have the wow system where you unlock new spells at a higher lvl but the spells you have scale up so that they can still be used at the high lvles when you have other higher skills
The kind of synergy Im talking about isn't a skill tree. What I mean is: say I got two skills, seperatley they are relatively weak, but when I use one after another... then together they provide a powerful kick. One way to make this work would be skills with on-condition secondary effects: skill 1 does 20 damage and causes 5 seconds of poison. Skill 2 does 25 damage but an extra 75 damage if target is poisoned.
The secondary effects could even be randomly in-grained in skill runes (instead of putting +attributes on the runes). I would just like to see some form of synergy or method to create synergy between skills so it doesn't feel like the skill bar is simply a collection of independent skills rather it should be a cohesive group of uniquely picked skills that work together to define your character's build.
Rollback Post to RevisionRollBack
Blizzard used to care about releasing Diablo III, then they all took an arrow in the knee...
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Bowazons suffered a bit in the damage compartment pre-level 30 in Diablo II, but she handled herself pretty well, even in Hell. We do not know the full scope of what the Demon Hunter will have, but we already know that she has more escape mechanics. Hopefully Companion will act as an updated Decoy/Valkyrie/Shadow Warrior. Also, the Templar will carry you through Normal difficulty, anyway.
Only time will tell!
They're using synergy in a different sense. They went on to elaborate on it.
The kind of synergy Im talking about isn't a skill tree. What I mean is: say I got two skills, seperatley they are relatively weak, but when I use one after another... then together they provide a powerful kick. One way to make this work would be skills with on-condition secondary effects: skill 1 does 20 damage and causes 5 seconds of poison. Skill 2 does 25 damage but an extra 75 damage if target is poisoned.
The secondary effects could even be randomly in-grained in skill runes (instead of putting +attributes on the runes). I would just like to see some form of synergy or method to create synergy between skills so it doesn't feel like the skill bar is simply a collection of independent skills rather it should be a cohesive group of uniquely picked skills that work together to define your character's build.