I was hoping he'd defend what he said with something along the lines of, "He was being a jerk and I said so. How are Torchlight's sales going, big guy? As good as our horribly flawed game? Yeah...didn't think so."
I think this country (in particular) needs to stop being so fucking apologetic. Dude shot his mouth off about DIablo 3 and the Diablo 3 team put it up his ass. None of them should be sorry for what they said. You can't expect to throw a punch and then another and then another and not eventually expect a reprisal.
I don't have any personal feelings about Jay Wilson at all, but give the dude a fucking break. If somebody's running off at the mouth out of sour grapes, he needs to be told to shut the hell up. Good on you, Jay.
1) IGN launched Tristam music to make it more awesome ? - for me it is more pathetic
2) IGn showed what is available what we already seen on the batlenet on skills chart of a monk ? - this is another failure
What Sarinis said^
I saw what I've already seen so many times. Putting in Diablo 2 music makes no sense because that music style always represented rogues or the wilderness. NOT monks.
I'm thinking he'll be using grasp of the dead and sacrofice (every new dog) will keep him busy clicking.
And releasing big cooldown abilities at once sound pretty fun to me. (fetish stuff)
I'm not doubting Blizzard's designing. But seeing how much freedom we have, how exactly are we going to prevent players from complaining about other classes advantages like "rock paper scissors". Oh god you should see Rift. They have about just as much custimization as this game does (In another way).
Wouldn't it be great if there was a game mode for more Blizzard controlled balance? You join arena with blizzard-given builds you have to use. And yes, that sort of breaks the whole point of the rune system. But we need something to actually play without getting riled up over what other classes "keep using overpowered X ability" and blah blah blah no matter how many times blizzard tries to fix everything.
I'm not saying "hey, give up balancing freestyle arena and just give us mandatory builds" I know how much Blizzard wants the pvp just to be fun and thats it. But how can it be fun if its not balanced enough?
funnily guild war already has something like this, a lot of skills work differently in pvp compared to pve, since diablo 3 already took the guild war skill system might as well do that to balance pvp.
Guild wars 1 was unbalanced for a long time. It's well balanced right now, but it took a really long time. About the time people left the game. Diablo 3 took it as their own idea because blizzard has learned so much from WoW. They pve players are like "quit balancing for pvp" haha. It was a funny thread. Too much flame though.
Your only escape is Horrify which has 20 sec cooldown but a 9 second effect from your rune. I don't think that's fair. NERF.
Mass Hysteria should count as an escape ability (Or even a table turner). I'm not so worried with escaping. This is more about taking over the feild during 4 player vs. mob. Hence the Big Bad Voodoo. Horrify, however, helps too. Though I already have enough feild control.
Grave Injustice might help. I don't know how many creatures I'd kill in my party in 60 seconds of a cooldown. Probably an average of 15 in inferno at most I predict. Including the time on my CD taken down, it makes the ability overall even less significant. Especially for bosses.
I like how you're specializing in the health orbs. You're planning on being very aggressive and bursty while your only defence is more health orbs and horrify. (and maybe your zombie dogs help defend you but it won't matter in inferno I bet). Besides that, you're relying on heavy damage. I would think you're constantly getting surrounded by enemies.
My witch doctor philosophy is taking control of the feild. With hex, mass paranoia for CC. Big bad voodoo to boost up the team as a whole (I'm expecting to play with 3 other players). My spam attack is haunt while I keep Manitou up. http://us.battle.net/d3/en/calculator/witch-doctor#cjidQP!aUi!aYaaZc
This build is mostly for when I'm supporting my mob and weakening the enemy mob.
As for the other guy.... you truly are investing in keeping distance. I can't imagine your rotation unless you can cast all that stuff at a fast pace. Haunting, darting, AoE CC AoE damage, slow grasping.... sounds pretty good. Your stradegy just kinda makes my head hurt.
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^^^ This is how I kinda feel about it.
2) IGn showed what is available what we already seen on the batlenet on skills chart of a monk ? - this is another failure
What Sarinis said^
I saw what I've already seen so many times. Putting in Diablo 2 music makes no sense because that music style always represented rogues or the wilderness. NOT monks.
And releasing big cooldown abilities at once sound pretty fun to me. (fetish stuff)
Wouldn't it be great if there was a game mode for more Blizzard controlled balance? You join arena with blizzard-given builds you have to use. And yes, that sort of breaks the whole point of the rune system. But we need something to actually play without getting riled up over what other classes "keep using overpowered X ability" and blah blah blah no matter how many times blizzard tries to fix everything.
I'm not saying "hey, give up balancing freestyle arena and just give us mandatory builds" I know how much Blizzard wants the pvp just to be fun and thats it. But how can it be fun if its not balanced enough?
So shouldn't there be a "balanced arena" mode?
Guild wars 1 was unbalanced for a long time. It's well balanced right now, but it took a really long time. About the time people left the game. Diablo 3 took it as their own idea because blizzard has learned so much from WoW. They pve players are like "quit balancing for pvp" haha. It was a funny thread. Too much flame though.
Thats the only explanation for the severance rune.
Mass Hysteria should count as an escape ability (Or even a table turner). I'm not so worried with escaping. This is more about taking over the feild during 4 player vs. mob. Hence the Big Bad Voodoo. Horrify, however, helps too. Though I already have enough feild control.
Grave Injustice might help. I don't know how many creatures I'd kill in my party in 60 seconds of a cooldown. Probably an average of 15 in inferno at most I predict. Including the time on my CD taken down, it makes the ability overall even less significant. Especially for bosses.
http://us.battle.net/d3/en/calculator/witch-doctor#dPQjgc!aUi!bbZYaa Fixed.
My witch doctor philosophy is taking control of the feild. With hex, mass paranoia for CC. Big bad voodoo to boost up the team as a whole (I'm expecting to play with 3 other players). My spam attack is haunt while I keep Manitou up.
http://us.battle.net/d3/en/calculator/witch-doctor#cjidQP!aUi!aYaaZc
This build is mostly for when I'm supporting my mob and weakening the enemy mob.
As for the other guy.... you truly are investing in keeping distance. I can't imagine your rotation unless you can cast all that stuff at a fast pace. Haunting, darting, AoE CC AoE damage, slow grasping.... sounds pretty good. Your stradegy just kinda makes my head hurt.