Looking through the skills and Haunt and Plague of Locusts seem to have the same mechanic, damaging x amount to monster and if they die from it, jumps to another. Only difference I see is that one is arcane and one is poison damage. Anyone have any comments about which might be more useful or if there is any other difference or point to taking one over the other? I guess to see what other skills you pick so you don't overpick in one specific elemental damage..
I guess I'll also need to see if the runes make any drastic change that might sway my lean to any one over the over.
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Locust swarm can attack multiple monsters at the same time, whereas Haunt (according to the description on D3 Wiki) only attacks one target at a time and moves to another only when that monster dies.
I'm hoping they don't keep too many skills with similar mechanics or similar results gameplay wise (AoE dmg, same area, almost same mana cost, with nothing to make them unique). D2 had plenty of those.
With all the MOBA's out there, there's plenty of new skill design ideas and plenty of unique gameplay twists that can be given (simple, but still unique and fun) to D3 skills, and I hope they follow that trend instead of giving us 10 fireball spells with different names and animations.
Looking through the skills and Haunt and Plague of Locusts seem to have the same mechanic, damaging x amount to monster and if they die from it, jumps to another. Only difference I see is that one is arcane and one is poison damage. Anyone have any comments about which might be more useful or if there is any other difference or point to taking one over the other? I guess to see what other skills you pick so you don't overpick in one specific elemental damage..
I guess I'll also need to see if the runes make any drastic change that might sway my lean to any one over the over.
I'm going to say that we shouldn't go off of rune-less skills. They're the same mechanic in the start, but they could end up being completely different.
Okay, they're really only similar, not the same. Haunt is a fire and forget spell. While it works similarly, I assume it's going to be great for an opening ability. In my mind, I feel you would haunt some guy in the back, and Locust Swarm the front. As Haunt kills a target, it would go to the next. What would probably make it even more efficient is mixing the two. Functioning similarly, when Locust Swarm kills a mob, it'll move on. It could also prove useful to throw Haunt on a boss and just use it as a nuking DoT, and using Locust Swarm as a mini-aoe.
Really there are so many possibilities I don't know if we can even have concerns, worries, or...well...hopes at this point.
Theorically the Wd suffers alot from this problem. He have too much simlar skills gameplay wise (acid cloud, pit of fire, spirit barrage and grasp of the dead looks like a bunch of field control AoEs. Plague of Toads and Fire Bats seens to much like just short ranged spells. Horrify and Mass Confusion looks like redudant crowd controlling abilities).
Obviously we don't have enough info to conclude anything. Those spells might have totally different effects. But i feel still unconfortable with so much AoE and DoTs. I will hate the WD if his gameplay consist in stacking 3~4 different DoTs on his enemies (like wow warlock at some point). It's a terrible desing based only in spamming instead of startegically picking the right attack.
Whoa, I don't know if I would call mass confusion and horrify redundant. One makes monsters attack each other (totally awesome, by the way), and the other makes monsters run away. If you mean they're redundant in that they're both crowd control, I guess, but that seems a little broad to me. The Witch Doctor has a lot of AoE and DoT spells, but he also has spells like firebomb, summons and sacrifice, hex, poison dart, and wall of zombies (oh man). I think there's tons of room for strategy with the witch doctor, given that he has abilities that control enemy movement in different ways, DoT spells, AoE spells, summons, and long and short distance direct damage spells. That seems like a lot of variety to me - compare that to the Monk (who also looks awesome) whose attack skills are basically all punching.
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I guess I'll also need to see if the runes make any drastic change that might sway my lean to any one over the over.
With all the MOBA's out there, there's plenty of new skill design ideas and plenty of unique gameplay twists that can be given (simple, but still unique and fun) to D3 skills, and I hope they follow that trend instead of giving us 10 fireball spells with different names and animations.
I'm going to say that we shouldn't go off of rune-less skills. They're the same mechanic in the start, but they could end up being completely different.
Okay, they're really only similar, not the same. Haunt is a fire and forget spell. While it works similarly, I assume it's going to be great for an opening ability. In my mind, I feel you would haunt some guy in the back, and Locust Swarm the front. As Haunt kills a target, it would go to the next. What would probably make it even more efficient is mixing the two. Functioning similarly, when Locust Swarm kills a mob, it'll move on. It could also prove useful to throw Haunt on a boss and just use it as a nuking DoT, and using Locust Swarm as a mini-aoe.
Really there are so many possibilities I don't know if we can even have concerns, worries, or...well...hopes at this point.
The only thing we can do is wait.
Obviously we don't have enough info to conclude anything. Those spells might have totally different effects. But i feel still unconfortable with so much AoE and DoTs. I will hate the WD if his gameplay consist in stacking 3~4 different DoTs on his enemies (like wow warlock at some point). It's a terrible desing based only in spamming instead of startegically picking the right attack.