To me it all goes back to:
"We are trying to design the Witch Doctor class so that if we did bring back the Necromancer, there's room for him. We're looking out ahead of time at what our expansions are going to be, so we've got to keep room open for some of those other classes down the road."
I'm sure they can figure out a way to make the Necro distinct from the WD.
Necromancer focuses on Vitality - all spells cost a hefty amount of health / something to make health regen stats not stop things from being risky.
Resource pool is 'souls' starts small and grows with level. Each summoned construct uses an appropriate amount of his souls pool, being restored to the necromancer when the summon dies. Various constructs could have weaknesses to certain monster types or elements, to promote situational switching between summons.
Sets (which are basically talent trees/specs anyway) could revolve around +dmg per soul point not used, gains to soul pool for pet build, upgraded pet variants (skele becomes armoured big skeles etc.) a variant that uses soul pool points with each cast to empower bone spells, whatever.
They won't do this but it took about 3 minutes to think of a few ways to introduce the necromancer without it being the WD/exactly the same as the D2 necro.
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Nevermind I decided to be less stupid and made sure everything else was off / unequipped so I could see more clearly. Tested on zombies and cold dart (1m) spined dart (2m) same sort of result with cold spider vs blazing spider. So it does work just fine so long as it's the mana restore rune.
Well that gives me something to mess around with this season~ Spider Locust legion go!
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Tested as best I could on T13 zombies and Depth Diggers don't seem to do anything even when the primary skill restores mana. So that's that out(?) Sure wish Blizz would fix their crap if they're going to drop.
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I read that Depth Diggers don't work even if the spell gives mana back though I'm not sure if that's true or not? If I have time before the season starts I might try testing it out.
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TLDR obviously Arachyr is not amazing. Just musing on some things.
Arachyr buffs Spiders, Toads, Firebats, Locust, Hex, Piranhas.
Required to cast Hex every 15s.
- If not Chicken, thanks to 4p nerfs the only good rune left seems to be the fire explode one since we already get the frog?
- Locust can do a lot of aoe, but the problem is to fully buff it you need Vile offhand + WormWood in cube leaving a 1h to buff a single target skill, or use WW Vile in cube with nothing to boost a single target spell.
- To use Firebats as your main skill you need to use a 2H so no offhand usefulness AND WW in cube AND a belt rarer than god AND to cast haunt (and use shoulder offset) which seems kinda awkward??
- To use Chicken as single target damage you need majamanumamams using both weapon slots so no max locusts since Vile won't fit.
- Is there some way to make spiders or toads super powerful..? Simplicities doesn't look like it'd cut it and despite dropping Depth Diggers don't work, for wd/wiz right?
- If you decide to throw Arachyrs to the curb and do bat+swarm with LoN then you need to use 2 staves which means 100% less bonus?
Can anyone correct / fix any of these assumptions?
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The Thrill is easy with garg ring and like Jeram and an ancient weapon.
From memory Raiment set dungeon was super easy (you only need to do one right?) Inna's and Monkey were kinda irritating, Uliana's much harder. AFAIK Raiment is less squishy than before thanks to cyclone shoulders but still pretty squishy. They look like they do a ton of damage.
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Right but if you're counting on Trillions of DPS then you're doing high GRs... which is where I said the change matters. I'm not saying I don't think WD needs help all around, just that this change doesn't kill the class for all players.
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What they need to do is lower garg (esp cold rune unless it doesn't work the way it reads) so that they can boost the sets in general (if they're not going to bother actually fixing them)
Honestly this change won't make much difference to anything except super high GRs anyway, but everyone jumping on the wd bandwagon will probably get right off it after this.
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I'm not a fan of this change because it still leaves us stuck with the problem that gargs are just so much stronger than any other spells - unless there is some sort of ROE build that can now compete with HT garg? Jade maybe but HT steals the best bits of Arachyr and Zuni and does them better which is sad :/
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The Power Hungry change still makes me sad. It may not have been strong before, but it was an original concept amongst other skills. Now it's just a dumb version of a Zei's. So unbelievably uninspired.
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I mostly only play the start of the season, do the journey, and then quit again until the next season rolls around with a new fresh start, so I'd play without the stash incentive.
As a seasonal player, I also think having to play seasons to get the stash is unbelievably bad design. But then there are many ideas the D3 team comes up with which are beyond sane comprehension. 2.4.1 and 2.4.2 are incredibly uninspiring so I'm less inclined to play them than normal.
("check out all these shiny new legendaries!
we put a lot of effort into crafting them!
and made sure they're worthless!
play your way!
unless you want to complete the season journey!
then play the same builds that have been in place for the past year!
p.s. no wd builds could keep up with garg so we buffed garg!")
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I've been feeling like playing a barb lately, but they look kind of a mess right now.
So I'll probably just play WD again, because even though I did the same thing for the past two seasons now, ht garg is just so easy (and everything else is still meh this patch) and all I really want to do is get the stash and run.
That said I've seen some Jade builds doing well so that gives me hope of something fun to try.
Also WD because:
- Haunt is OP as hell for solo leveling (Fields of Misery~)
- HT 2pc is more than enough to cruise to 6pc quickly, and 6pc is enough for T10
- Find one ring, job done~
I really wish the other sets and skills were more powerful, but ht garg is so reliable and easy to play if you just want to finish off a crappy season quickly.
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