Skills that should be taken out of the game.

  • #1
    What skills do you guys think should be taken out of the game? I personally love the idea of zombie dogs but if they're going to nerf them to the ground then i dont see why to have them.
  • #2
    The nerfs and buffs different skills and classes are going to get are probably going to fluctuate a lot early on. The game is still in beta, and who knows what will be overpowered in the full game. Hopefully come release your demonic puppies will still be able to kick some ass (especially if some of those runes are as cool as they sound.)
  • #3
    I don't really see any skills that should be taken out of the game.

    Personally, I don't much like the witch doctor's "spider urns" but I'm sure there's others out there that like them. That's the nice thing about how Diablo 3 works: if you don't like it just switch to something that you do like.
  • #4
    A little early to talk about nerfs when we haven't even played he game yet, lol. Let's just leave those complaints until full release, there's already enough for people to be upset about.

    Only thing I'd remove is the rune skill on weapon throw that has a barb throwing bodies. It looks terrible. Comical really.

    Hard to say which skill is useless at the moment. Chakram could be replaced with something more fun. It's just seems so awkward and I don't see many people using it, but we'll see how it does with runes. That's sort of the thing, if you don't like a base skill there's always a chance a rune could make it your thing.

    But barbarians shouldn't throw bodies. That's stupid.
  • #5
    Magic weapon
    Spectral Blade
    Basic Attacks
    Frozen Mist (Rune for Frost nova)
    Teleporting Wave (Wave of Force rune)
    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!
  • #6
    Leave my Witch Doctor and his dogs alone!!!!
  • #7
    Quote from Synnical77

    I don't really see any skills that should be taken out of the game.

    Personally, I don't much like the witch doctor's "spider urns" but I'm sure there's others out there that like them. That's the nice thing about how Diablo 3 works: if you don't like it just switch to something that you do like.

    i love spiders :P. but yes i 100% agree. one skill YOU may see as worthless one person may see as their main squeeze.

    "one mans trash is another mans treasure"
    Quote from jaclashflash

    Magic weapon
    Spectral Blade
    Basic Attacks
    Frozen Mist (Rune for Frost nova)
    Teleporting Wave (Wave of Force rune)


    i agree a melee sorc is no longer viable and should either be buffed or removed.

    but why wave of force rune for teleport? thats kind of random....
    "once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
  • #8
    According to the description it teleports mobs around randomly, which I take to mean that they can end up just about anywhere, even behind you. Even if they didn't relocate behind you, you would still need to figure out where each of the mobs went to again.
    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!
  • #9
    Quote from GladHeHasBeta

    Quote from Synnical77

    I don't really see any skills that should be taken out of the game.

    Personally, I don't much like the witch doctor's "spider urns" but I'm sure there's others out there that like them. That's the nice thing about how Diablo 3 works: if you don't like it just switch to something that you do like.

    i love spiders :P. but yes i 100% agree. one skill YOU may see as worthless one person may see as their main squeeze.

    "one mans trash is another mans treasure"
    Quote from jaclashflash

    Magic weapon
    Spectral Blade
    Basic Attacks
    Frozen Mist (Rune for Frost nova)
    Teleporting Wave (Wave of Force rune)


    i agree a melee sorc is no longer viable and should either be buffed or removed.

    but why wave of force rune for teleport? thats kind of random....


    I don't know why you think it's not viable anymore. What has changed ? Magic Weapon enhance the damage all your physical damage abilities: Spectral Blades, Explosive Blast and Wave of Force. I believe the runed effects will proc on spectral blades too. I think the melee wizard is quite a interesting character - http://us.battle.net/d3/pt/calculator/wizard#dhcWbT!Ugh!baZabZ

    I don't think any skill should be removed, but many should be reworked. My list:

    Barbarian: Bash, Sprint
    Monk: His whole combo system=
    Witch Doctor: Hex
    Wizard: Magic Weapon, all his 3 Armor abilities (screw the active-passive thing !)
    "In time the hissing of her sanity
    Faded out her voice and soiled her name
    And like marked pages in a diary
    Everything seemed clean that is unstained
    The incoherent talk of ordinary days
    Why would we really need to live?
    Decide what is clear and what's within a haze
    What you should take and what to give" - Opeth
  • #10
    Quote from jaclashflash

    According to the description it teleports mobs around randomly, which I take to mean that they can end up just about anywhere, even behind you. Even if they didn't relocate behind you, you would still need to figure out where each of the mobs went to again.


    could make it a lot more interesting by doing that a lot. i think it could be fun
    "once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
  • #11
    I haven't seen any skills in beta videos that look silly to me. And as we have not seen many of the skills to call out a useless/overpowered ability right now wouldn't be right. As far as skill graphics are concerned though I would still like to see the Monk's bell... changed. Correct me if I'm wrong but does it still look out of place?
  • #12
    Ask again after release when people actually have some idea of what these skills can really do.
  • #13
    All of the fake passives, unless they do something better than just "double strength for three seconds" or something that lame.

    Magic Weapon
    Ice, Storm, Energy Armor
    Mantras
    War Cry, Battle Rage

    The on-activate effect is an okay start, but they can do better. I like the idea of Revenge, a conditional skill you can only use when something else happens. More skills like those (but not too many). But mainly, fake passives are fake and boring. Get rid of them!
  • #14
    I think War Cry it's ok because it generates rage. Imo it's like a active skill (generates rage instantly) with a passive bonus +100% armor).

    Battle Rage is not very pasive either. The duration is not that big and the barbarian keep loosing all his rage between fights. Theres a real cost envolved in using that skill (you sacrifice one special attack in order to boost all the attacks you will do in the rest of the fight). Thats a fair choice imo. But i still think that skill needed a reduced duration (maybe 15 seconds?) and improved effect.
    "In time the hissing of her sanity
    Faded out her voice and soiled her name
    And like marked pages in a diary
    Everything seemed clean that is unstained
    The incoherent talk of ordinary days
    Why would we really need to live?
    Decide what is clear and what's within a haze
    What you should take and what to give" - Opeth
  • #15
    Keep all skills in the game and don't remove them without a perfect reason.
    The strong must rule if we are to survive.
  • #16
    I completely agree that fake passives are lame. Passive/Activatable abilities should have a TOTALLY DIFFERENT effect on activation. Look at League of Legends - there are a ton of "activatable passives" in that game and most are fairly interesting.

    I don't agree with spiders, frogs, spectral blade, etc being useless. Oddball abilities promote niche builds - certain D2 abilities like Charged Bolt and Poison Dagger were garbage for most builds but pretty darn fun for very specific builds.
  • #17
    The Demon Hunter passive grenadier. "Increase hatred generated from grenades by 2, and reduce hatred cost of cluster arrow by 10. Upon death you drop a giant grenade that deals 450% weapon damage." The increase in hatred is nice, the reduce cluster of arrow not so much I would prefer maybe a reduce in a discipline for trap drops but whatever no passive is perfect. My biggest gripe is this passives best bonus is dependent on if you DIE. How could you look forward to having this passive on? The consolation that if you get owned you will dole out some damage in death?Just not exciting. Also if you're a hardcore player why would you use a passive that does something after you die that isn't a resurrection!? Demon Hunter still my first choice and probably why i noticed this and it hasn't deterred me from picking the skill its just crazy to me is all.
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