I guess IRL you also shout in between someone's argument to call them stupid? You must make wonderful conversation partner. Start attacking my arguments instead of me, then I may try to refute yours.
Honestly, this forum really went down to battle.net level lately.
Whoa, we have a badass over here. Keep badmouthing me over internet tough boy and see how much I care. 155%wd over line of a melassa moving projectile with small hitbox is bad, Overpenetration with Impale does 250% and it's instant. The only thing that is better was lower hatred cost to spam it, but you would need 3 targets hit constantly to barely deal more damage than Evasive Fire which is generator. I'd rather use Scatter explosive traps and have actually something damaging than waste time spamming Nether Tickles, or Lightning Ball for something that will clear rooms in flash and deal same damage most of time (2 bolts per shot),
Edit for IaS:
It is percentage, that's why I don't see point bringing it to DH specifically. If we did 30% more dps than other classes before attack speed, we will continue to do 30% more damage past nerf. Flat numbers on character sheet means nothing, it's all relative.
Our higher damage also is possible only because of two things, being still able to play glass-cannonish, and multiple damage boosting passives. We have same gear and same scaling beside those as every other class in game, it's just that we can stack multiple dps passives to cross buff them, instead paying with not having single one that would decrease damage we take, be it by flat reduction, or boost to armor/resist.
How exactly ias nerf hurts DH more than other classes? It's flat dps gain for every single class. It's side effects that made it 'over the line' for Blizzard, like LoH, Spirit generation/knockbacking finishers or %proc items/spells. None of this applies to DH specifically since it was percentage that heavily depended on your base damage in first place.
But he did gave you his thoughts, and my are similar. First you 'balance' skill, then you add and leave way, way more gamebreaking set (triple of normal regen of hardest resource to gain in game). You either balance all things around, or let people be OP as they want. Unless you want to discuss how near permanent Gloom DHs are fine, all talk about balance in game is null.
Nether tentacle at this moment deal crappy damage over very narrow lane with next to no life regain due to Inferno scaling. Multishot is nice for trash, but it's close range (not being able to even hit whole length of screen) makes it questionable to use against jailer/mortar/waller/teleport/vortex, not to mention it may be next thing on chopping block, the 50% hatred cost reduction rune is pretty much mandatory if you ever want to use it.
Impale is single target, which make runing anything other than Overpenetration iffy. Single target in this game works only if you face act bosses and perhaps if you finished all minions somehow from champ pack leaving golden mob. Unless you have 100k dps+ unbuffed, you will kite mobs for hours trying to get enough Hatred to kill whole elite packs with it.
Comparing other classes is pointless, I don't care for them. I rerolled from WD when I found I am unable to play in a way that suits me (pet or dot spread build, while not dying whole time to unkiteble enemies due to limited kiting arsenal). If other classes are struggling, why nerf DH and not buff those classes instead? It only leads to the point where every single class is struggling, and then you have blanket nerf on Inferno itself.
We're far from broken, in fact, we may have the best working resource system in game, both hatred AND discipline, THE FUN HAS BEEN DOUBLED. WD struggle on mana (static mana regen on growing mana cost of spells, k...), Barbs are not spending fury, Monk have barely any worthwhile spenders beside Mantra Spam, and Wiz... I guess they work too. But that doesn't offset fact that Nether Tentacle nerf hurt, together with not getting any changes to underused skills (non-bat familiar, sentry, strafe).
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http://tinyurl.com/NTcalcA
I guess IRL you also shout in between someone's argument to call them stupid? You must make wonderful conversation partner. Start attacking my arguments instead of me, then I may try to refute yours.
Honestly, this forum really went down to battle.net level lately.
Edit for IaS:
It is percentage, that's why I don't see point bringing it to DH specifically. If we did 30% more dps than other classes before attack speed, we will continue to do 30% more damage past nerf. Flat numbers on character sheet means nothing, it's all relative.
Our higher damage also is possible only because of two things, being still able to play glass-cannonish, and multiple damage boosting passives. We have same gear and same scaling beside those as every other class in game, it's just that we can stack multiple dps passives to cross buff them, instead paying with not having single one that would decrease damage we take, be it by flat reduction, or boost to armor/resist.
Nether tentacle at this moment deal crappy damage over very narrow lane with next to no life regain due to Inferno scaling. Multishot is nice for trash, but it's close range (not being able to even hit whole length of screen) makes it questionable to use against jailer/mortar/waller/teleport/vortex, not to mention it may be next thing on chopping block, the 50% hatred cost reduction rune is pretty much mandatory if you ever want to use it.
Impale is single target, which make runing anything other than Overpenetration iffy. Single target in this game works only if you face act bosses and perhaps if you finished all minions somehow from champ pack leaving golden mob. Unless you have 100k dps+ unbuffed, you will kite mobs for hours trying to get enough Hatred to kill whole elite packs with it.
Comparing other classes is pointless, I don't care for them. I rerolled from WD when I found I am unable to play in a way that suits me (pet or dot spread build, while not dying whole time to unkiteble enemies due to limited kiting arsenal). If other classes are struggling, why nerf DH and not buff those classes instead? It only leads to the point where every single class is struggling, and then you have blanket nerf on Inferno itself.
We're far from broken, in fact, we may have the best working resource system in game, both hatred AND discipline, THE FUN HAS BEEN DOUBLED. WD struggle on mana (static mana regen on growing mana cost of spells, k...), Barbs are not spending fury, Monk have barely any worthwhile spenders beside Mantra Spam, and Wiz... I guess they work too. But that doesn't offset fact that Nether Tentacle nerf hurt, together with not getting any changes to underused skills (non-bat familiar, sentry, strafe).