What is a Skill or specific Skill Rune you wish was more viable (how would you improve it)?

  • #1
    For me I love the idea and visuals of the Explosive Toads. I loved it in beta and sadly I can't see it replacing something like zombie bears right now. Sometimes I throw it on there for fun, but the drawbacks are obvious. I guess they serve their purpose, but I just really love the art assets and concept so it would be cool to have seen the toads serve a stronger function as a skill set.

    Also, Toad of Hugeness as a pet (rather than a stationary critter) would be pretty damn sweet.


    Edit:
    Functional might be a better word than viable.

    How would you alter the function of something might be more of an interesting discussion as viable could be simple numbers tweaking.
  • #2
    wall of zombies! love it but it just sucks ^^
    http://eu.battle.net...15/hero/3537963
    NoSignToLife


    always happy to help/inform
    ingame or here ;)
  • #3
    -Blizzard: I want to spam it as I could in D2. It doesn't fit my playstyle now, don't like it in D3, I really gave it a try (actually more than one) but don't like it. Please Blizzard (the company), give Blizzard (the spell) a rune to be weaker but stackable. Thanks.

    -Arcane Orb: I mentioned this somewhere else (actually, wasn't there a similar thread lately?) - I loved that spell while leveling up, but it's somehow not as cool for high-end builds as it was pre-60. Just give it more power or so.
  • #4
    Multiple Hydras. "Only one Hydra may be active at a time" was the worst patch note I've ever read.
  • #5
    I'll have to agree with all the above posts, specifically Zombie wall the most since WD is my main. If those changes were applied to the wiz I'd probably consider the wiz to be my main.
    Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
  • #6
    Most WD skills. Give them all more damage... ghost bomb and locust swarm for instance... I don't wanna have to cast them 600 times in order to kill stuff... ghost bomb needs more damage on the explosion radius, say 75 - 100% we swaapon damage, and locust swarm needs any combination of; damage, time, time and damage, burn for the duration regardless of how far you move... just to name a coupl... I could go into other classes too but I don't wanna make my post huge... honestly though WD skills need a bit of a damage boost I feel
    WD - mostly other chars are toilet... my pride and joy ;D http://us.battle.net/d3/en/profile/SirBoneselot-1182/hero/1672627
  • #7
    Agreed! The problem with many skills is that the mechanic isn't interesting or good enough.

    Here are some skills and runes that I think should be improved:
    • Fan of knives - too little, damage, a cooldown + it's almost a melee skill that doesn't suit demon hunters that well.
    • The monk "combo system" does not work as well as you might think (when the idea comes from fighting platformers). It takes too much effort trying to time the punches right when your screen is covered with demons and effects everywhere.
    • Crippling wave and Way of the thousand fists are too "clunky" and needs to be shortened (like they did with corpse spider and firebomb's animation)
    • Inner Sanctuary should somehow be improved. The idea is cool but with the inferno nerf it doesn't have its spot on the skillbar. Monsters who stands where the sanctuary is put will run away in fear. I don't like that they run away, they should just be pushed outside the ring...
    • Mass confusion - Mass Hallucination. A worthless rune. They ghost giant does waaaay too little damage and is outshined by Paranoia and Mass Hysteria.
    • Toad of Hugeness really needs to be alot more useful :) Needs to do more damage, can swallow elites and so on. It should basically be a mix between the hex (CC) and the garg (running dps). I think it should be considered a summon and so should the Spider Queen.
    • Arcane orb generally needs a mechanics buff somehow. I don't have any ideas myself right now.
    • Energy Twister is not attractive enough (design wise) except for wicked wind. It's too slow and unpredictable. Maybe if they moved faster and could travel a longer distance maybe then they would be viable!
    • Hydra absolutely needs to be multiple! Would be awesome with 2-3 hydras :D
    • Meteor needs a damage buff and mechanics change. Meteor shower is cool, but the other ones are not really attractive IMO.
    • Arcane torrents - Power stone. A 2% chance of arcane power orbs to drop. You could simply run "Power Hungry" passive and gain back lots more at a faster rate.
    • Electrocute - Arc lighting and Desintegrate - Entropy are both unpractical... Why would you want a cone shaped channeling spell. It leaves you woundrable and it has a limited range.
    • Electrocute - Lightning blast is really bad. I'd like it to create a "chain lightning" on the enemies close to the target. Or simply travel between targets.


    edit: added more bad runes and skills.
    Make your peace...Quickly!
  • #8
    Meteor. It was my favorite in D2, and is awesome in D3... but it's so impractical. Needs to be re-worked in lots of ways.
  • #9
    Quote from Ashy_Larry

    Most WD skills. Give them all more damage... ghost bomb and locust swarm for instance... I don't wanna have to cast them 600 times in order to kill stuff... ghost bomb needs more damage on the explosion radius, say 75 - 100% we swaapon damage, and locust swarm needs any combination of; damage, time, time and damage, burn for the duration regardless of how far you move... just to name a coupl... I could go into other classes too but I don't wanna make my post huge... honestly though WD skills need a bit of a damage boost I feel


    I disagree on some points. The witchdoctor have very high effective dps unlike some other classes. Ghostbomb fills it purpose and buffing only that runes would make the other ones stand in its shadow...But I guess Locust swarm needs some kind of buff. On lower levels it used to erase hordes of monsters, but in inferno, it merely takes a part of their health. There are some obvious worhtless runes out there...like Electrocute- and Desintegrate's "cone shaped" runes...
    Make your peace...Quickly!
  • #10
    Most primaries need work IMO. One thing universal across all my toons, I very rarely get excited about using primaries. Some of them are decent and workable, most of them are a total snoozefest.

    @elendiro
    Truth. The WD doesn't necessarily need help with damage, but with a lot of the utility abilities out there, and I still believe either Vision Quest should be baked into the primaries or primaries need to have zero mana cost. The problem with the WD utility spells is that they're either very useful (Mass Confusion - Paranoia, for example) or completely worthless. Horrify, as an example, is almost never used for the fear effect, but for the 100% armor boost or the movement speed boost. The base spell is pretty atrocious and it requires some farily-OP runes to make it attractive.
    66.0k elite kills :: 1.97m total kills :: p244
    Planet Express <PlanEx>
    (V) (°,,°) (V)
  • #11
    The issue is some of these runes are for leveling, but eventually, getting to inferno and additional MPs is where most of them are useless... you can't use straight ghost bomb to kill stuff... high MPs is firebats or zbears or nothing. I wanna use my skills, not one or two of them
    WD - mostly other chars are toilet... my pride and joy ;D http://us.battle.net/d3/en/profile/SirBoneselot-1182/hero/1672627
  • #12
    I would just like to point out that all spells cant be grossly over-offensive. Because of the other gameplay option (Hardcore) extreme defensiveness can be one of your greatest assets, and that is why I think we see such defensive skills still in the game. That being said, it doesn't mean they can't have some sort of rethinking. I just think that the defensiveness portion shouldn't be compromised.
  • #13
    Teleport-ive been playing with a barb recently and its quite clear that leap is far more effective in terms of its range and ability to avoid obstacles than Teleport is especially in areas with lots of walls i find that teleport just does not work very well.its the wizards only kiting ability and since wizards do allot of kiting it needs to be improved.

    Teleport - Allow teleporting through walls and increase its range and accuracy.

    Arcane orb, Arcane nova - Should originate from wizard as source ala novas in diablo 1, 2.

    alott of wizard passives also need work to offer more build synergies.
  • #14
    I'd like to see Ancient Spear a little bit adjusted. The cooldown is to long imo and even with no escape it's quite unreliable if you use something other than Harpoon. Maybe they could add a on hit chance to it to lower the cd similar to Overpower.

    I can see how constantly interupting the mobs with Chain-Spearing could be exploited but this should be counterable somehow...
  • #15
    I would really like to see all primaries fixed up and made to feel a lot less like a chore. VERY few primaries are remotely interesting and I get that they're just basic attacks that generate resources (except for the WD) but they all seem so tedious that many builds revolve around massive resource generation to skip primaries altogether.
    66.0k elite kills :: 1.97m total kills :: p244
    Planet Express <PlanEx>
    (V) (°,,°) (V)
  • #16
    Multiple hydras... was so damn amazing in D2, but here is dumbed down for some reason.

    Also, a lot of WD skills need from a minor adjustment to a complete revamp.

    For example, in low MP levels, the cloud of bats rune is useless, in high level it's supposed to be good since the enemies last more but.. don't know. Solution -> you should be able to move around, just like ww or strafe. Or, to make it more unique, a way to attract enemies to you, like a magnet, dont know.

    The WD darts should somehow be reworked so they can bounce through enemies, or something like that. Right now there is no reason to use them. Also, I LOVE the spiders but they are totally useless. Imagine this, that the spiders don't die after they hit something, they just stay there hitting everything on screen for a period of time, let say, 5-8 seconds. Then with a good AS, you could potentially fill the screen with little spiders killing everything, like pseudo-pets.

    God, everytime I start thinking about how to improve this game, the only feeling I'm left with is impotence.
  • #17
    Quote from Indimix

    Multiple hydras... was so damn amazing in D2, but here is dumbed down for some reason.

    Also, a lot of WD skills need from a minor adjustment to a complete revamp.

    For example, in low MP levels, the cloud of bats rune is useless, in high level it's supposed to be good since the enemies last more but.. don't know. Solution -> you should be able to move around, just like ww or strafe. Or, to make it more unique, a way to attract enemies to you, like a magnet, dont know.

    The WD darts should somehow be reworked so they can bounce through enemies, or something like that. Right now there is no reason to use them. Also, I LOVE the spiders but they are totally useless. Imagine this, that the spiders don't die after they hit something, they just stay there hitting everything on screen for a period of time, let say, 5-8 seconds. Then with a good AS, you could potentially fill the screen with little spiders killing everything, like pseudo-pets.

    God, everytime I start thinking about how to improve this game, the only feeling I'm left with is impotence.


    If they acted as pets (blocked enemies) i'd say hell yes to using spiders.... also, grasp of the dead; if it slowed attack along with it'd current function, i'd use that as well...
    WD - mostly other chars are toilet... my pride and joy ;D http://us.battle.net/d3/en/profile/SirBoneselot-1182/hero/1672627
  • #18
    -Deadly Reach range should be constant and should outright do more damage than most Fists of Thunder rune variants. Same is true for Crippling Wave.
    -Way of the Hundred Fists is too slow and leaves you defenseless most of the time. None of the runes can cover for this weakness.
    -Pull out all the additional Spirit on Crit and put it on Exalted Soul.
    -Spinning Flame Kick on LTK would be nice if the flame pillar could hit multiple times.
    -Hand of Ytar on LTK can't shoot over walls or pits
    -Dashing Strike WotFS buff should happen even without a target. Hell, Dashing strike should have max range because it really isn't spammable with the difficulty of generating Spirit.
    -Very few of the Mantras actually beat or on par with MoC Overawe.


    Not enough Signature Fire skills on the Wizard. What the hell is that Fire Bolts? The Static Charge and Electrocute rune variations are unimaginative. Why not bring back the Elemental spell from D1? Although it sucked in damage compared to FireBall, it looked so awesome, homing too.
    sto lavorando
  • #19
    Quote from inkcheese

    Not enough Signature Fire skills on the Wizard. What the hell is that Fire Bolts?


    Oh man, this was a major gripe for me. The primaries should obviously be Fire/Cold/Lightning/Arcane. Instead we get two lightnings. That was clearly because the division of skills into "tiers" was done late into development.
  • #20
    They could easily have played with Damage types on the Wizard runes. "They weren't very imaginative" as Kulle said. I was actually irked when I tried out Fire Bolts and they weren't "fire bolts" at all; it's more of the Druids Firestorm though. Any rune of Magic Missile could've been Fire Bolt classic or even Fire Ball.
    sto lavorando
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