Big Bad Voodoo now increases attack and movespeed by 20% up from 15%.
Hex (30 Mana): Runed
Jinx - Level (25) - Hex'd targets now take 24% additional damage.
I plan on taking both these abilties, The buff to Big Bad Voodoo is nice as i'll be playing co-op so its a buff for upto 4 players.
Sad about the runed Hex nerf but I guess it was needed as 50% runed was quite an amount, Still quite a hefty nerf though. However since I will be using Vision Quest it will still be nice a damage % increase for the group as its going to be constantly active.
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
It would really come down to how hard things hit in Inferno.
It would really come down to how hard things hit in Inferno.
kind of but not really. it heals both you and your dogs so you both need healing regardless. 10% transferred from you to your dogs isnt going to be game changing, but tons of healing to them and a bit of healing to you could be. like i said with the 30% dmg reduction nerf its no longer better than the healing rune. which is great because i always wanted to use the healing one anyways
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
A little bit of math to go with that. My 24.3 DPS axe has an average weapon damage of 18, assuming intelligence affects dogs damage then it goes up to 39 damage. 9% of 39 damage is 3.51, assuming the game rounds the value up to 4. Then I heal for 4 hp everytime all 4 of my dogs hit. I already have over 1200 life. The conversion doesn't bode well.
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
A little bit of math to go with that. My 24.3 DPS axe has an average weapon damage of 18, assuming intelligence affects dogs damage then it goes up to 39 damage. 9% of 39 damage is 3.51, assuming the game rounds the value up to 4. Then I heal for 4 hp everytime all 4 of my dogs hit. I already have over 1200 life. The conversion doesn't bode well.
you have 1200 life and only 39 dps? did u just stack tons of vit? lol. i have on average around 800 life when i have around 50 dps. and actually that sounds about right for the beginning of the game. if you look at the healing from haunt or other healing spells/effects. its pretty low like 2-4. but again this scales with your damage, so if you stacks more dps you will get healed for more. this isnt meant to be insane healing, just extra healing.
some more math. as seen in some blizzcon playthroughs, people are hitting the monsters for 5,000 dmg. and thats not even a crit. rounding up, 10% of 5000 is 500. so 500 HP everytime your dogs attack. and 1000 HP healed to your dogs? thats awesome. people are speculating based on monk healing numbers that we will have around 50,000 life. so 500 hp is 1% of that. so if it was worded "your dogs heal you for 1% of your max health per hit" would you feel better about it then? i know thats not how its calculated, but you get what i mean. and who knows if those classes were stacking damage.
lets assume mobs can hit u for like 30,000 dmg. so 10% dmg reduction is 3,000. this is transferred to your dogs. oh shit that was it, your dogs are now dead (not saying your dogs have that little life, just in this scenario it was enough to kill them) now u have to run away and now you dont have dmg reduction OR healing. your pets need survivability just like you do.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
A little bit of math to go with that. My 24.3 DPS axe has an average weapon damage of 18, assuming intelligence affects dogs damage then it goes up to 39 damage. 9% of 39 damage is 3.51, assuming the game rounds the value up to 4. Then I heal for 4 hp everytime all 4 of my dogs hit. I already have over 1200 life. The conversion doesn't bode well.
you have 1200 life and only 39 dps? did u just stack tons of vit? lol. i have on average around 800 life when i have around 50 dps. and actually that sounds about right for the beginning of the game. if you look at the healing from haunt or other healing spells/effects. its pretty low like 2-4. but again this scales with your damage, so if you stacks more dps you will get healed for more. this isnt meant to be insane healing, just extra healing.
some more math. as seen in some blizzcon playthroughs, people are hitting the monsters for 5,000 dmg. and thats not even a crit. rounding up, 10% of 5000 is 500. so 500 HP everytime your dogs attack. and 1000 HP healed to your dogs? thats awesome. people are speculating based on monk healing numbers that we will have around 50,000 life. so 500 hp is 1% of that. so if it was worded "your dogs heal you for 1% of your max health per hit" would you feel better about it then? i know thats not how its calculated, but you get what i mean. and who knows if those classes were stacking damage.
lets assume mobs can hit u for like 30,000 dmg. so 10% dmg reduction is 3,000. this is transferred to your dogs. oh shit that was it, your dogs are now dead (not saying your dogs have that little life, just in this scenario it was enough to kill them) now u have to run away and now you dont have dmg reduction OR healing. your pets need survivability just like you do.
My DPS is 77.25. Weapon damage and DPS are not the same thing. If mobs hit for 30,000 damage and 3,000 kills my pets, then no amount of healing is going to do them any good either now is it?
My DPS is 77.25. Weapon damage and DPS are not the same thing. If mobs hit for 30,000 damage and 3,000 kills my pets, then no amount of healing is going to do them any good either now is it?
i didnt say 3k was their max health. i specifically said just in this scenario they were almost dead. healing for BOTH you and them is more important then just a small dmg reduction that merely TRANSFERS a small amount of dmg from you to them. honestly dont see how your even attempting to argue that 10% reduction is in any way better. from any stand point its superior. before when it was 40% it was better. not anymore, get over it.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
My DPS is 77.25. Weapon damage and DPS are not the same thing. If mobs hit for 30,000 damage and 3,000 kills my pets, then no amount of healing is going to do them any good either now is it?
i didnt say 3k was their max health. i specifically said just in this scenario they were almost dead. healing for BOTH you and them is more important then just a small dmg reduction that merely TRANSFERS a small amount of dmg from you to them. honestly dont see how your even attempting to argue that 10% reduction is in any way better. from any stand point its superior. before when it was 40% it was better. not anymore, get over it.
If a mob hits for 30k and my pet heals for 1k, are my pets going to live? Are they going to live longer than if they weren't healing for 1k? Maybe by 1 hit at some point.
Both of the runes are bad. I'd rather the one that gives me a chance at not being 1 shot, which the developers have already said that if you don't devote a ton of your resources into defense, will happen.
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
Yah and dont forget about the healing to the dogs themselves... They are your tanks after all.
It would really come down to how hard things hit in Inferno.
If Zombie dogs cant stay alive in inferno, then a huge portion of the WD class is borked.
Pets are the backbone of the WD!
To contemplate scenarios where they get 1 shotted is just absurd...How would the game play out? You take on one pull, all your dogs get one shotted, and you narrowly win. And then what? Wait till the CD on zombie dogs comes back? You would have to, cuz if you can just barely do it with them, noway in hell your gonna do it w/o them.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
Yah and dont forget about the healing to the dogs themselves... They are your tanks after all.
It would really come down to how hard things hit in Inferno.
If Zombie dogs cant stay alive in inferno, then a huge portion of the WD class is borked.
Pets are the backbone of the WD!
I think it's a given that Zombie Dogs won't survive in Inferno, I think it will be much more about surviving for however long you have left on that 60 second cooldown.
I think it's a given that Zombie Dogs won't survive in Inferno, I think it will be much more about surviving for however long you have left on that 60 second cooldown.
You realize what your are saying right? If they can't survive, then there is no way you can do more than one pull every minute, cuz you got to wait on the CD.
Ohh and you also have to accept that blizzard lied, and that petless WD isnt even going to be remotely viable. And 1 min per group, hardly the fast action paced adventure they promised.
So logic demands that they either stay alive, or the WD is a usless class.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I think it's a given that Zombie Dogs won't survive in Inferno, I think it will be much more about surviving for however long you have left on that 60 second cooldown.
You realize what your are saying right? If they can't survive, then there is no way you can do more than one pull every minute, cuz you got to wait on the CD.
Ohh and you also have to accept that blizzard lied, and that petless WD isnt even going to be remotely viable. And 1 min per group, hardly the fact action paced adventure they promised.
So logic demands that they either stay alive, or the WD is a usless class.
this^.
your effing high if you think they wont survive. they must of been extremely invincible with that 60% bonus thats why it was nerfed. but with junlge fortitude, healing rune and zombie handler i have no doubt that your pets will be borderline invincible even in inferno. and they will also be a must for solo play unless u want to be super gimped and spend most of your time doing CC and kiting taking 10x longer to kill shit
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I think it's a given that Zombie Dogs won't survive in Inferno, I think it will be much more about surviving for however long you have left on that 60 second cooldown.
You realize what your are saying right? If they can't survive, then there is no way you can do more than one pull every minute, cuz you got to wait on the CD.
There's no question they won't survive. Thinking otherwise is foolish.
Ohh and you also have to accept that blizzard lied, and that petless WD isnt even going to be remotely viable. And 1 min per group, hardly the fact action paced adventure they promised.
The two are not mutually exclusive
So logic demands that they either stay alive, or the WD is a usless class.
No, that would be an opinion. Logically the WD can solo the game and at the same time the dogs will die.
You have the gargantuan at higher levels. perhaps when you get to harder difficulties you will replace the dogs with the gargantuan. Surely there will be a way. they would not create a class that would get nuked instantly because that is just plain stupid. We will be getting better gear as the game goes on and replaying end game bosses even on normal will give us better gear to keep surviving. I dont think people should be saying a class is useless or not worth having without having any solid evidence. Of course no one (except the developers) can say for sure what is viable and what isnt
Blizzard has clearly stated that the petless WD is a gimp flavor build, and although it would be more challenging could still do inferno.
Blizzard also said that the game was going to be faced pace action. This is pretty obvious...
If we conclude that the pet WD's pets die instantly, and he can only just barely win each fight. Then that means there would be no chance for a petless WD to succeed in the same situation. It would also mean that the WD would have to wait, note not fast paced, for his pets CD to reset so he could move along to the next group.
You have the gargantuan at higher levels. perhaps when you get to harder difficulties you will replace the dogs with the gargantuan. Surely there will be a way. they would not create a class that would get nuked instantly because that is just plain stupid. We will be getting better gear as the game goes on and replaying end game bosses even on normal will give us better gear to keep surviving. I dont think people should be saying a class is useless or not worth having without having any solid evidence. Of course no one (except the developers) can say for sure what is viable and what isnt
Exactly, these blizz fan boys have taken the concept of inferno being challenging and turned it into this notion of a difficulty that's nearly impossible.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
my first 100,000G on release says i can go through inferno without any instances of all 4 dogs dying. ill video it for proof.
sure maybe a dog will get swarmed n die here n there. but with 4 dogs - gargantuan - templar - and yourself all spread out its highly unlikely you will ever be in a situation where your meat shields die before your CD is up except on an end act boss. and even then with the right skills i dont see it happening. theres nothing pointing to them dying even remotely easily.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
This discussion reminds me of my very first character in Diablo2, a summoning druid. This character did good on normal, and OK on nightmare, but when I got to hell it was a completely different story. The creatures in hell would literally one shot my wolves, and 2-3 shot my bear every single time. The only means for me to kill things was to continue to spam pets as a diversion as I tried desperately to use my weak spells to kill the mobs. Well needless to say it took forever to kill even the weakest of monsters, and near impossible to kill anything else. The character was a complete and utter failure, and with much regret was demoted to mule status fairly quickly after reaching Hell. Sadly, no one told me that the summoning druid wasn't a viable spec, and there was no way for me to know it either.
Anyways, back to D3.
The WD in a lot of ways is exactly like that summon druid. He relies on pets to soak up dmg, and for some extent deal dmg, whilst he safely sits back and shoots his spells. Now could a summoning druid in D2 kill things w/o pets? Sure to some extent, but not really effectively. So I just have to ask the people in this thread, what makes you think this will be any different? If the WD, a class largely balanced around using pets, has his pets die instantly, then how do you expect him to be viable in inferno?
You may argue that you have some better tools to fight w/o pets, and that is likely true. However, my summoning druid didnt have a cooldown on his pets either. Even if all my pets died, I could easily get them back, and I wouldn't have dared made a pull w/o max pets out. After all, even if they did got one shotted, they acted as meat shields to slow down the enemy some.
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
This discussion reminds me of my very first character in Diablo2, a summoning druid. This character did good on normal, and OK on nightmare, but when I got to hell it was a completely different story. The creatures in hell would literally one shot my wolves, and 2-3 shot my bear every single time. The only means for me to kill things was to continue to spam pets as a diversion as I tried desperately to use my weak spells to kill the mobs. Well needless to say it took forever to kill even the weakest of monsters, and near impossible to kill anything else. The character was a complete and utter failure, and with much regret was demoted to mule status fairly quickly after reaching Hell. Sadly, no one told me that the summoning druid wasn't a viable spec, and there was no way for me to know it either.
Anyways, back to D3.
The WD in a lot of ways is exactly like that summon druid. He relies on pets to soak up dmg, and for some extent deal dmg, whilst he safely sits back and shoots his spells. Now could a summoning druid in D2 kill things w/o pets? Sure to some extent, but not really effectively. So I just have to ask the people in this thread, what makes you think this will be any different? If the WD, a class largely balanced around using pets, has his pets die instantly, then how do you expect him to be viable in inferno?
You may argue that you have some better tools to fight w/o pets, and that is likely true. However, my summoning druid didnt have a cooldown on his pets either. Even if all my pets died, I could easily get them back, and I wouldn't have dared made a pull w/o max pets out. After all, even if they did got one shotted, they acted as meat shields to slow down the enemy some.
comparing the epically fail pets of D2 to D3 is not an argument. there are LOADS of fail skills/system in D2 that were completely obliterated in D3 BECAUSE they were fail. the summoning druid was literally THE most fail skill tree in D2.... epic /facepalm for using that as your example.
this isnt D2. theres over a dozen massive changes, the most important one being the new skill system with infinitely more useful/viable skills.
but i will help actually help make the argument for you guys, because your obviously too slow to know how to make a good argument.
there are a lot of abilities pointing to the dogs dying. (omfg lol wtf) golden runed dogs, low chance to drop a HB (patch 13), if its such a low chance then it makes sense they die quicker i would think. alabaster confusion giving a super high chance to summon a dog when killing confused targets. the addition of the circle of life passive to summon dogs on deaths. alabaster big bad voodoo also high chance to summon a dog for enemies killed.
now why would blizz give all these abilties to quickly re summon your army if the dogs were so invincible?
and THATS how you make your argument.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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I plan on taking both these abilties, The buff to Big Bad Voodoo is nice as i'll be playing co-op so its a buff for upto 4 players.
Sad about the runed Hex nerf but I guess it was needed as 50% runed was quite an amount, Still quite a hefty nerf though. However since I will be using Vision Quest it will still be nice a damage % increase for the group as its going to be constantly active.
It would really come down to how hard things hit in Inferno.
kind of but not really. it heals both you and your dogs so you both need healing regardless. 10% transferred from you to your dogs isnt going to be game changing, but tons of healing to them and a bit of healing to you could be. like i said with the 30% dmg reduction nerf its no longer better than the healing rune. which is great because i always wanted to use the healing one anyways
A little bit of math to go with that. My 24.3 DPS axe has an average weapon damage of 18, assuming intelligence affects dogs damage then it goes up to 39 damage. 9% of 39 damage is 3.51, assuming the game rounds the value up to 4. Then I heal for 4 hp everytime all 4 of my dogs hit. I already have over 1200 life. The conversion doesn't bode well.
you have 1200 life and only 39 dps? did u just stack tons of vit? lol. i have on average around 800 life when i have around 50 dps. and actually that sounds about right for the beginning of the game. if you look at the healing from haunt or other healing spells/effects. its pretty low like 2-4. but again this scales with your damage, so if you stacks more dps you will get healed for more. this isnt meant to be insane healing, just extra healing.
some more math. as seen in some blizzcon playthroughs, people are hitting the monsters for 5,000 dmg. and thats not even a crit. rounding up, 10% of 5000 is 500. so 500 HP everytime your dogs attack. and 1000 HP healed to your dogs? thats awesome. people are speculating based on monk healing numbers that we will have around 50,000 life. so 500 hp is 1% of that. so if it was worded "your dogs heal you for 1% of your max health per hit" would you feel better about it then? i know thats not how its calculated, but you get what i mean. and who knows if those classes were stacking damage.
lets assume mobs can hit u for like 30,000 dmg. so 10% dmg reduction is 3,000. this is transferred to your dogs. oh shit that was it, your dogs are now dead (not saying your dogs have that little life, just in this scenario it was enough to kill them) now u have to run away and now you dont have dmg reduction OR healing. your pets need survivability just like you do.
My DPS is 77.25. Weapon damage and DPS are not the same thing. If mobs hit for 30,000 damage and 3,000 kills my pets, then no amount of healing is going to do them any good either now is it?
i didnt say 3k was their max health. i specifically said just in this scenario they were almost dead. healing for BOTH you and them is more important then just a small dmg reduction that merely TRANSFERS a small amount of dmg from you to them. honestly dont see how your even attempting to argue that 10% reduction is in any way better. from any stand point its superior. before when it was 40% it was better. not anymore, get over it.
If a mob hits for 30k and my pet heals for 1k, are my pets going to live? Are they going to live longer than if they weren't healing for 1k? Maybe by 1 hit at some point.
Both of the runes are bad. I'd rather the one that gives me a chance at not being 1 shot, which the developers have already said that if you don't devote a ton of your resources into defense, will happen.
Yah and dont forget about the healing to the dogs themselves... They are your tanks after all.
If Zombie dogs cant stay alive in inferno, then a huge portion of the WD class is borked.
Pets are the backbone of the WD!
To contemplate scenarios where they get 1 shotted is just absurd...How would the game play out? You take on one pull, all your dogs get one shotted, and you narrowly win. And then what? Wait till the CD on zombie dogs comes back? You would have to, cuz if you can just barely do it with them, noway in hell your gonna do it w/o them.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Remember the WD has 0.1 ressistance
increasement from high INT, that makes WD harder to be killed by spell but easier to be killed by physical dmg.
They are making WD a ranged caster.
I think it's a given that Zombie Dogs won't survive in Inferno, I think it will be much more about surviving for however long you have left on that 60 second cooldown.
You realize what your are saying right? If they can't survive, then there is no way you can do more than one pull every minute, cuz you got to wait on the CD.
Ohh and you also have to accept that blizzard lied, and that petless WD isnt even going to be remotely viable. And 1 min per group, hardly the fast action paced adventure they promised.
So logic demands that they either stay alive, or the WD is a usless class.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
this^.
your effing high if you think they wont survive. they must of been extremely invincible with that 60% bonus thats why it was nerfed. but with junlge fortitude, healing rune and zombie handler i have no doubt that your pets will be borderline invincible even in inferno. and they will also be a must for solo play unless u want to be super gimped and spend most of your time doing CC and kiting taking 10x longer to kill shit
There's no question they won't survive. Thinking otherwise is foolish.
The two are not mutually exclusive
No, that would be an opinion. Logically the WD can solo the game and at the same time the dogs will die.
Blizzard also said that the game was going to be faced pace action. This is pretty obvious...
If we conclude that the pet WD's pets die instantly, and he can only just barely win each fight. Then that means there would be no chance for a petless WD to succeed in the same situation. It would also mean that the WD would have to wait, note not fast paced, for his pets CD to reset so he could move along to the next group.
No its logical reasoning, not opinion.
"Lolz, inferno is just too hard" does not merit rational thinking in my book.
Exactly, these blizz fan boys have taken the concept of inferno being challenging and turned it into this notion of a difficulty that's nearly impossible.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
my first 100,000G on release says i can go through inferno without any instances of all 4 dogs dying. ill video it for proof.
sure maybe a dog will get swarmed n die here n there. but with 4 dogs - gargantuan - templar - and yourself all spread out its highly unlikely you will ever be in a situation where your meat shields die before your CD is up except on an end act boss. and even then with the right skills i dont see it happening. theres nothing pointing to them dying even remotely easily.
Anyways, back to D3.
The WD in a lot of ways is exactly like that summon druid. He relies on pets to soak up dmg, and for some extent deal dmg, whilst he safely sits back and shoots his spells. Now could a summoning druid in D2 kill things w/o pets? Sure to some extent, but not really effectively. So I just have to ask the people in this thread, what makes you think this will be any different? If the WD, a class largely balanced around using pets, has his pets die instantly, then how do you expect him to be viable in inferno?
You may argue that you have some better tools to fight w/o pets, and that is likely true. However, my summoning druid didnt have a cooldown on his pets either. Even if all my pets died, I could easily get them back, and I wouldn't have dared made a pull w/o max pets out. After all, even if they did got one shotted, they acted as meat shields to slow down the enemy some.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
comparing the epically fail pets of D2 to D3 is not an argument. there are LOADS of fail skills/system in D2 that were completely obliterated in D3 BECAUSE they were fail. the summoning druid was literally THE most fail skill tree in D2.... epic /facepalm for using that as your example.
this isnt D2. theres over a dozen massive changes, the most important one being the new skill system with infinitely more useful/viable skills.
but i will help actually help make the argument for you guys, because your obviously too slow to know how to make a good argument.
there are a lot of abilities pointing to the dogs dying. (omfg lol wtf) golden runed dogs, low chance to drop a HB (patch 13), if its such a low chance then it makes sense they die quicker i would think. alabaster confusion giving a super high chance to summon a dog when killing confused targets. the addition of the circle of life passive to summon dogs on deaths. alabaster big bad voodoo also high chance to summon a dog for enemies killed.
now why would blizz give all these abilties to quickly re summon your army if the dogs were so invincible?
and THATS how you make your argument.