Poison Dart: Descent single target dmg, but the primary problem is that it's not spammable on a single target without a large loss in dmg, as DoTs don't stack.
Splinters: Great single target, and cheap. Numbing Dart: Sucks PvM, maybe usable in PvP but seems lackluster compared to Haunt - grasping spirit. Spined Dart: One would have to use this about 10 times to gain enough mana to cast one high dmg spell. Flaming Dart: Why would anyone even use this over splinters unless they just wanted fire dmg? Snake to the face: Only seems useful in PvP.
Corpse Spiders: Descent single target dmg, but their effectiveness is based completely on the mobs health and how well you aim.
Blazing Spiders: 31% more Damage is fairly good. Spider Queen: No info Leaping Spiders:They get into position quicker, and do more dmg. This drastically helps to offset the aim and mob HP problem that plagues this skill. Widowmaker: Could potentially return quite a bit of mana. Medusa Spiders: Seems rather crappy. Even if spammed it would seemingly only be effective at slowing a few mobs. Far too much chance involved.
Plague of Toads: Medium ranged skill that has a small aoe component.
Explosive Toads: More damage, and explosions. Toad of Hugeness: CC's one mob and does mediocre dmg. Hex seems infinitely better. Rain of Toads: What is the area? Addling Toads: 15% chance to make your opponents fight for you for 4 seconds. Toad Affinity: Crap. How much could you spam this to care enough about the mana cost?
Firebomb:Cheap long ranged AoE, but doesn't do much dmg.
Flash Fire: Removes the small area of effect feature, but allows it to jump to multiple targets, thus making it quite powerful in medium to large groups. Up to 385% weapon dmg on 7+ targets. Roll the Bones: Allow the skull to bounce up to two times. Even if it doesn't direct itself at other targets, it should be quite good at mobs in a line. Fire Pit: +24% dmg if they stand there for 3 seconds....crap. Pyrogeist: Turn a spammable single target dmg ability into a mediocre non-spammable single target dmg ability... Ghost Bomb:+20% dmg in a huge aoe. Now look at firepit, scratch your head and laugh.
Grasp of the Dead: Great AoE slow with a decent radius and dmg.
Unbreakable Grasp: Increased Slow Amount, good stuff. Groping Eels: 30% more dmg, good stuff. Death is life: 5% chance is pretty low, but there is some synergy with certain builds that could make it worthwhile. Desperate Grasp: -2 seconds from cooldown. At higher level of play this might become useful. Rain of Corpses: Lose your slow component, but does massive dmg in that area. The only problem is that WD's rather lack a replacement aoe slow.
Firebats: Solid Frontal cone damage, but requires you to fight quite close.
Dire Bats: Lost the front cone, but gain a arge damage increase, and large range increase. Vampire Bats: Max health and dmg output is unknown, thus making this skill an unknown. Plague Bats: Slow dmg increases usually mean that you will rarely be able to build up to the max, as you need to remain mobile. Though there seems to be some builds that prefer mid range combat. Hungry Bats: Great single target dmg with homing capability. Cloud of Bats: Bats spawn on you, so you have to be close to danger to do similar dmg....
Haunt: Dot that does a ton of single target dmg, its just too bad the runes seem so mediocre.
Consuming Spirit: Gain 155 life per second, but what is max health and dmg output of mobs? It also doesn't scale, maybe OP when leveling? Resentful Spirit: 0% dmg for 0 seconds.... Lingering Spirit: If there is no target, the spirit lingers for 10 seconds. What are the odds I will be in the same area after the mobs die fighting? Seem pretty slim. Also, I don't believe the duration resets when it jumps. Grasping Spirit: 30% slow. Great in PvP. Draining Spirit: You gain about as much mana as it costs, but its not all that expensive.
Locust Swarm: Does massive amounts of dmg, and jumps to multiple targets, but cost a shitload of mana.
Pestilence: Jumps twice instead of once, thus exponentially increasing the speed at which they spread on large groups. Devouring Swarm: Could potentially offset the huge cost, but only on medium sized groups. Cloud of Insects: They swarm takes time to spread, effectively giving you sufficient time to kill the guys in the front. By the time you get to the guys in the back the likely haven't been diseased very long. Increasing the duration in most situations would seem to accomplish littel to nothing. Diseased Swarm: They have to be killed by the locust to spawn the cloud, and the cloud doesn't do all that much dmg. Searing Locusts: 30% dmg increase, good stuff.
Rabid Dogs: Dots don't stack, and the dmg increase is pathetic anyways. Final Gift: They can't possibly die often enough for this to be terribly useful. Life Link: Not bad for PvP, but inferior to leeching beasts for PvM. Burning Dogs: 2% dmg, enough said. Leeching Beasts: They don't hit hard, but it helps to keep them and you alive. They are solely tanks after the changes, and this is the only rune that reflects that.
Horrify: Mass AoE CC, but it causes the mobs to run in all directions, this eliminating capabilities with AoE.
Phobia: +2 seconds on fear. Maybe useful on higher levels. Stalker: +20% increased run speed. meh. You would likely get further away with the extra 2 seconds, but it would help you get away assuming some mobs didn't get feared. Face of Death: Doubles the diameter, making it fear almost everything. Frightening Aspect: 100% armor after casting for 8 seconds. Seens lackluster compared to the other defensive options. The mobs should be feared for 4 seconds + run time equates to this being near useless. Ruthless Terror: Terrible. This spell is situational in iteslf and has a CD, thus the average mana gain is nothing extraordinary.
Spirit Walk: Why would this really ever be useful? And in the rare situations it would be useful, other defensive skills would be better.
Jaunt: Increases the duration to 50%. Honored Guest: Regen 30% of mana Umbral Shock: 85% dmg after spirit walk ends...Aren't you supposed to be putting range between you and them? Isn't that the point? Severance: 100% weapon dmg when you run through enemies. Meh, how often would you want to run through mobs? Healing Journey: Regen 14% of max life.
Hex: Fetish that periodically CC's, and causes them to take more dmg.
Hedge Magic: Periodically heals allies for 1861. Is this a lot? Does it heal pets over you? Jinx: Increases the dmg chickens take to 20%. Not bad, assuming they can chicken champions. Angry Chicken: So the enemy turns into a chicken and has a chance to die? Painful Transformation: 12% dmg ensures this can't be good, no matter how long they stay as chickens. Unstable Form: Hexed enemies explode when they die. This is decent considering they take more dmg than the other mobs around.
Soul Harvest: Great dmg buff, however, its tricky to apply and diminishes in value with gear.
Swallow Your Soul: Just bad. The buff last 30 seconds, and an extra tad of mana over that time frame is not even remotely worth it. Siphon: 2171 life per target...Sounds good, but how much is that compared to your max? Langush: 60% slow added to harvested enemies. Might make the buff less dangerous to apply, but nothing amazing. Soul to Waste: Doubles the duration, thus you need to use it far less. The problem is a lot of your time is actually spent running between areas, so the added duration doesn't do a heck of a lot. Vengeful Spirit: 70% wpn dmg. Not a lot of dmg, but not bad considering you get it for buffing yourself.
Sacrifice: Large dmg, but you lose your tanky dogs.
Black Blood: Huge slow in a large area, and for a long duration. Next of Kin: Only really useful for a build built around sacrifice. Pride: Gain Gain 300 mana per dog. Almost certainly restores almost all your mana. For the Master: 6200 Life per dog. Likely nearly a full heal. Provoke the Pack: 5% dmg boost per dog for 30 seconds is fair. Doesn't seem worth it to lose your pets for a damage buff.
Mass Confusion: Forces your enemy to fight themselves for 12 seconds. 1 min CD
Unstable Realm: -15 Sec from CD. Pretty good. Devolutiong: Not bad, particularly useful for a sacrifice build. Mass Hysteria: More CC, good. Paranoia: +20% dmg Mass Hallucination: 22% wpn dmg per second spirit rampages, but how big/fast is it.
Leprous Zombie: How long does the vapor stay, regardless it seems to kinda suck. Undeath: Potentially triples the range. Not bad. Wave of Zombies: 3* 72 = 216% Hardly even a dmg increse & hard to aim. Explosive Beasts: 236% dmg explosive + AoE + fast + longer range Zombies Bears: Huge dmg boost, but short range.
Spirit Barrage: Rather expensive, but not much bang for the buck.
The Spirit is Wiling: Reduces mana cost by almost half, but the dmg isn't much better than splinters, so why even bother? Well of Souls: Not bad, extra 90% wpn dmg to random targets. Phantasm: Mediocre AoE DoT. Phlebotomize: Good amount of lifesteal. Manitou: Not bad, passive dmg is good.
Acid Rain: Larger Area. Lob Blob Bomb: Slightly more DoT dmg Slow Burn: Slightly more DoT dmg Kiss of Death: Need to be in close to do basically the same dmg....maybe even in a smaller area. Corpse Bomb: More dmg, and its instant.
Wall of Zombies: Good defensive skill, with good dmg, but rather long CD now.
Barricade: Double the size, double the protection. Unrelenting Grip: Great slow component. Creepers: Does it make holes in the wall? Are they invincible pets for 5 seconds? Sounds good. Pile On: Lose all the defense, but huge dmg CD. Dead Rush: So zombie chargers that split up and go in all directions?
Humongoid: Cleave would be a huge dmg increase on average. Relentless Giant: Huge Increase in his power when you need him the most. Wrathful Protector: Absolutely terrible. Turn your best Pet into a bad dps CD. Big Stinker: Decent dmg, would work well with bad medicine. Bruiser: Periodically stuns, but how often?
Big Bad Voodoo: 20% Atk and movement speed boost for whole group. Primarily for group play.
Jungle Drums: +10 second duration Rain Dance: Huge mana regen. Slam Dance: 30% dmg increase Ghost Trance: 5% heal per second Boogie Man: Good for spawing dogs for sacrifice build or on boss fight.
Fetish Army: Summon 5 annoying fetishes. 20% wpn dmg each for 20 seconds. 2000% wpn dmg assuming they don't die.
Fetish Ambush: 250% wpn dmg to nearby enemies when they are summoned. Sounds good, but do you want to be surrounded by mobs in your face? Sounds like a bad game plan to me. Devoted following: -30 second CD. Ok, but it needs to be worth a skill slot for me to care. Legion of Daggers: Summons 8 feishes. Potential 3200% wpn dmg. Tiki Torches: Summons 2 fetishes that AoE. Meh, the legion of daggers yields 60% more, this is only 30%. Chances they AoE enough to merit the loss in #s and dmg seems slim. Head Hunters: Summons 2 ranged fetishs. Meh, the melee ones seem pretty quick.
I love that everyone's argument against soulbinding is "it's from WoW" even though there are tons of reasons why it would make the game better, the biggest of which are that the economy would be much more stable and inflation would be vastly reduced.
As if soul binding is a WoW-only mechanic, and as if it mattered if it was.
Ignorance and blind hate trump logic and reason every time.
Sorry, but hell no. The item hunt - and by extension the item trading, is one of, if not the biggest replayability feature in Diablo, since D1.
Don't be fooled, there won't be a flood of legendaries. The lower levels may be easier to find, but the top rarest ones will be next to impossible to find. And as far as those lower level legendaries go, they can be salvaged for legendary matts.
It's all good.
What good does it do to salvage low level legendaries? Won't you get low level materials?
Each time an item changes hands through the gold auction house, it removes gold from the economy because of the fees.
Each time an item changes hands through the RMAH, it generates revenue for Blizzard because of the fees.
That would only be true to an extent. Eventually item inflation will continually drop the value of the items over time.
Its hard to say if the inflation would outweigh the possible additional sales or not.
They initially had the most legendary items be Bind on Equip. This for all the concerns expressed by you. After some time though, they decided to remove this, because the amount of items this really takes out of the economy is extremely limited. Thus, it's not very functional as an item sink, but very functional as a source of frustration.
They now rely on artisans to take items out. If this proofs to not be enough, in time, they'll probably introduce a different feature to sink items.
I think this is a case where we should let Blizzard work their magic, and allow ourselves to be amazed at a solution we had not foreseen. =)
BoE is obviously an amazing item sink, idk how anyone could make the argument that its not. That is absolutely absurd.... Every item you equip is gone, and every item you sell is gone. People don't buy your items to put in their stash and look at it.... Between BoE items and salvaging, there would be pretty much no excess items in the market place.
This was either reverted because it worked too WELL, or because of QQ.
I am leaning towards QQ.
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Yellow = Ok
Red = Bad
Green = Not enough Info
Poison Dart
Poison Dart: Descent single target dmg, but the primary problem is that it's not spammable on a single target without a large loss in dmg, as DoTs don't stack.
Splinters: Great single target, and cheap.
Numbing Dart: Sucks PvM, maybe usable in PvP but seems lackluster compared to Haunt - grasping spirit.
Spined Dart: One would have to use this about 10 times to gain enough mana to cast one high dmg spell.
Flaming Dart: Why would anyone even use this over splinters unless they just wanted fire dmg?
Snake to the face: Only seems useful in PvP.
Corpse Spiders
Corpse Spiders: Descent single target dmg, but their effectiveness is based completely on the mobs health and how well you aim.
Blazing Spiders: 31% more Damage is fairly good.
Spider Queen: No info
Leaping Spiders:They get into position quicker, and do more dmg. This drastically helps to offset the aim and mob HP problem that plagues this skill.
Widowmaker: Could potentially return quite a bit of mana.
Medusa Spiders: Seems rather crappy. Even if spammed it would seemingly only be effective at slowing a few mobs. Far too much chance involved.
Plague of Toads
Plague of Toads: Medium ranged skill that has a small aoe component.
Explosive Toads: More damage, and explosions.
Toad of Hugeness: CC's one mob and does mediocre dmg. Hex seems infinitely better.
Rain of Toads: What is the area?
Addling Toads: 15% chance to make your opponents fight for you for 4 seconds.
Toad Affinity: Crap. How much could you spam this to care enough about the mana cost?
Firebomb
Firebomb: Cheap long ranged AoE, but doesn't do much dmg.
Flash Fire: Removes the small area of effect feature, but allows it to jump to multiple targets, thus making it quite powerful in medium to large groups. Up to 385% weapon dmg on 7+ targets.
Roll the Bones: Allow the skull to bounce up to two times. Even if it doesn't direct itself at other targets, it should be quite good at mobs in a line.
Fire Pit: +24% dmg if they stand there for 3 seconds....crap.
Pyrogeist: Turn a spammable single target dmg ability into a mediocre non-spammable single target dmg ability...
Ghost Bomb:+20% dmg in a huge aoe. Now look at firepit, scratch your head and laugh.
Grasp of the Dead
Grasp of the Dead: Great AoE slow with a decent radius and dmg.
Unbreakable Grasp: Increased Slow Amount, good stuff.
Groping Eels: 30% more dmg, good stuff.
Death is life: 5% chance is pretty low, but there is some synergy with certain builds that could make it worthwhile.
Desperate Grasp: -2 seconds from cooldown. At higher level of play this might become useful.
Rain of Corpses: Lose your slow component, but does massive dmg in that area. The only problem is that WD's rather lack a replacement aoe slow.
Firebats
Firebats: Solid Frontal cone damage, but requires you to fight quite close.
Dire Bats: Lost the front cone, but gain a arge damage increase, and large range increase.
Vampire Bats: Max health and dmg output is unknown, thus making this skill an unknown.
Plague Bats: Slow dmg increases usually mean that you will rarely be able to build up to the max, as you need to remain mobile. Though there seems to be some builds that prefer mid range combat.
Hungry Bats: Great single target dmg with homing capability.
Cloud of Bats: Bats spawn on you, so you have to be close to danger to do similar dmg....
Haunt
Haunt: Dot that does a ton of single target dmg, its just too bad the runes seem so mediocre.
Consuming Spirit: Gain 155 life per second, but what is max health and dmg output of mobs? It also doesn't scale, maybe OP when leveling?
Resentful Spirit: 0% dmg for 0 seconds....
Lingering Spirit: If there is no target, the spirit lingers for 10 seconds. What are the odds I will be in the same area after the mobs die fighting? Seem pretty slim. Also, I don't believe the duration resets when it jumps.
Grasping Spirit: 30% slow. Great in PvP.
Draining Spirit: You gain about as much mana as it costs, but its not all that expensive.
Locust Swarm
Locust Swarm: Does massive amounts of dmg, and jumps to multiple targets, but cost a shitload of mana.
Pestilence: Jumps twice instead of once, thus exponentially increasing the speed at which they spread on large groups.
Devouring Swarm: Could potentially offset the huge cost, but only on medium sized groups.
Cloud of Insects: They swarm takes time to spread, effectively giving you sufficient time to kill the guys in the front. By the time you get to the guys in the back the likely haven't been diseased very long. Increasing the duration in most situations would seem to accomplish littel to nothing.
Diseased Swarm: They have to be killed by the locust to spawn the cloud, and the cloud doesn't do all that much dmg.
Searing Locusts: 30% dmg increase, good stuff.
Summon Zombie Dogs
Zombie Dogs: Good little tanks.
Rabid Dogs: Dots don't stack, and the dmg increase is pathetic anyways.
Final Gift: They can't possibly die often enough for this to be terribly useful.
Life Link: Not bad for PvP, but inferior to leeching beasts for PvM.
Burning Dogs: 2% dmg, enough said.
Leeching Beasts: They don't hit hard, but it helps to keep them and you alive. They are solely tanks after the changes, and this is the only rune that reflects that.
Horrify
Horrify: Mass AoE CC, but it causes the mobs to run in all directions, this eliminating capabilities with AoE.
Phobia: +2 seconds on fear. Maybe useful on higher levels.
Stalker: +20% increased run speed. meh. You would likely get further away with the extra 2 seconds, but it would help you get away assuming some mobs didn't get feared.
Face of Death: Doubles the diameter, making it fear almost everything.
Frightening Aspect: 100% armor after casting for 8 seconds. Seens lackluster compared to the other defensive options. The mobs should be feared for 4 seconds + run time equates to this being near useless.
Ruthless Terror: Terrible. This spell is situational in iteslf and has a CD, thus the average mana gain is nothing extraordinary.
Spirit Walk
Spirit Walk: Why would this really ever be useful? And in the rare situations it would be useful, other defensive skills would be better.
Jaunt: Increases the duration to 50%.
Honored Guest: Regen 30% of mana
Umbral Shock: 85% dmg after spirit walk ends...Aren't you supposed to be putting range between you and them? Isn't that the point?
Severance: 100% weapon dmg when you run through enemies. Meh, how often would you want to run through mobs?
Healing Journey: Regen 14% of max life.
Hex
Hex: Fetish that periodically CC's, and causes them to take more dmg.
Hedge Magic: Periodically heals allies for 1861. Is this a lot? Does it heal pets over you?
Jinx: Increases the dmg chickens take to 20%. Not bad, assuming they can chicken champions.
Angry Chicken: So the enemy turns into a chicken and has a chance to die?
Painful Transformation: 12% dmg ensures this can't be good, no matter how long they stay as chickens.
Unstable Form: Hexed enemies explode when they die. This is decent considering they take more dmg than the other mobs around.
Soul Harvest
Soul Harvest: Great dmg buff, however, its tricky to apply and diminishes in value with gear.
Swallow Your Soul: Just bad. The buff last 30 seconds, and an extra tad of mana over that time frame is not even remotely worth it.
Siphon: 2171 life per target...Sounds good, but how much is that compared to your max?
Langush: 60% slow added to harvested enemies. Might make the buff less dangerous to apply, but nothing amazing.
Soul to Waste: Doubles the duration, thus you need to use it far less. The problem is a lot of your time is actually spent running between areas, so the added duration doesn't do a heck of a lot.
Vengeful Spirit: 70% wpn dmg. Not a lot of dmg, but not bad considering you get it for buffing yourself.
Sacrifice
Sacrifice: Large dmg, but you lose your tanky dogs.
Black Blood: Huge slow in a large area, and for a long duration.
Next of Kin: Only really useful for a build built around sacrifice.
Pride: Gain Gain 300 mana per dog. Almost certainly restores almost all your mana.
For the Master: 6200 Life per dog. Likely nearly a full heal.
Provoke the Pack: 5% dmg boost per dog for 30 seconds is fair. Doesn't seem worth it to lose your pets for a damage buff.
Mass Confusion
Mass Confusion: Forces your enemy to fight themselves for 12 seconds. 1 min CD
Unstable Realm: -15 Sec from CD. Pretty good.
Devolutiong: Not bad, particularly useful for a sacrifice build.
Mass Hysteria: More CC, good.
Paranoia: +20% dmg
Mass Hallucination: 22% wpn dmg per second spirit rampages, but how big/fast is it.
Zombie Charger
Zombie Charger:
Leprous Zombie: How long does the vapor stay, regardless it seems to kinda suck.
Undeath: Potentially triples the range. Not bad.
Wave of Zombies: 3* 72 = 216% Hardly even a dmg increse & hard to aim.
Explosive Beasts: 236% dmg explosive + AoE + fast + longer range
Zombies Bears: Huge dmg boost, but short range.
Spirit Barrage
Spirit Barrage: Rather expensive, but not much bang for the buck.
The Spirit is Wiling: Reduces mana cost by almost half, but the dmg isn't much better than splinters, so why even bother?
Well of Souls: Not bad, extra 90% wpn dmg to random targets.
Phantasm: Mediocre AoE DoT.
Phlebotomize: Good amount of lifesteal.
Manitou: Not bad, passive dmg is good.
Acid Cloud
Acid Cloud: Huge Cost, large area, mediocre dmg.
Acid Rain: Larger Area.
Lob Blob Bomb: Slightly more DoT dmg
Slow Burn: Slightly more DoT dmg
Kiss of Death: Need to be in close to do basically the same dmg....maybe even in a smaller area.
Corpse Bomb: More dmg, and its instant.
Wall of Zombies
Wall of Zombies: Good defensive skill, with good dmg, but rather long CD now.
Barricade: Double the size, double the protection.
Unrelenting Grip: Great slow component.
Creepers: Does it make holes in the wall? Are they invincible pets for 5 seconds? Sounds good.
Pile On: Lose all the defense, but huge dmg CD.
Dead Rush: So zombie chargers that split up and go in all directions?
Gargantuan
Gargantuan: Awesome tank pet.
Humongoid: Cleave would be a huge dmg increase on average.
Relentless Giant: Huge Increase in his power when you need him the most.
Wrathful Protector: Absolutely terrible. Turn your best Pet into a bad dps CD.
Big Stinker: Decent dmg, would work well with bad medicine.
Bruiser: Periodically stuns, but how often?
Big Bad Voodoo
Big Bad Voodoo: 20% Atk and movement speed boost for whole group. Primarily for group play.
Jungle Drums: +10 second duration
Rain Dance: Huge mana regen.
Slam Dance: 30% dmg increase
Ghost Trance: 5% heal per second
Boogie Man: Good for spawing dogs for sacrifice build or on boss fight.
Fetish Army
Fetish Army: Summon 5 annoying fetishes. 20% wpn dmg each for 20 seconds. 2000% wpn dmg assuming they don't die.
Fetish Ambush: 250% wpn dmg to nearby enemies when they are summoned. Sounds good, but do you want to be surrounded by mobs in your face? Sounds like a bad game plan to me.
Devoted following: -30 second CD. Ok, but it needs to be worth a skill slot for me to care.
Legion of Daggers: Summons 8 feishes. Potential 3200% wpn dmg.
Tiki Torches: Summons 2 fetishes that AoE. Meh, the legion of daggers yields 60% more, this is only 30%. Chances they AoE enough to merit the loss in #s and dmg seems slim.
Head Hunters: Summons 2 ranged fetishs. Meh, the melee ones seem pretty quick.
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Idk, I think I could use siphon life and GotD on CD pretty consistently.
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Nothing but kids and trolls.
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What good does it do to salvage low level legendaries? Won't you get low level materials?
That would only be true to an extent. Eventually item inflation will continually drop the value of the items over time.
Its hard to say if the inflation would outweigh the possible additional sales or not.
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This was either reverted because it worked too WELL, or because of QQ.
I am leaning towards QQ.
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Thats what everyone who didn't make it through MC says.
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That sounds like something you would say if you were hitting on a girl, but you were completely wasted.
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You are just jealous, because you couldn't hack it in WoW.
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I had no idea that the
spirit of Diablo was
a used, dirty, sweaty,
stinking jockstrap.
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