Hi, first time poster here. I've been lurking around these forums for a good few months, but the hype has finally overwhelmed me. Demon Hunter will most likely be my first class since I historically play hunter/ranger/sniper archetypes. Anyway I've been watching a lot of F&F beta streams and also been looking at different game mechanics. In my opinion, demon hunter seems to be the least popular and most underpowered class. Just humor me for a moment as this is not for whining about a class I haven't played or a game that is still in development. Looking at the original leaked skills, there seemed to be a solution to all the problems in the form of the old Archery passive skill (reduces hatred cost by 50%). This would have been extremely powerful as a primary beta complaint is that the demon hunter runs out of hatred too quickly (the other being damage is low, more on this later). The main downside is that it would be considered mandatory by most players as being able to use twice the amount of skills in a given periods is almost a no-brainer. With recent info from the beta, we know that this passive no longer exists in it's previous form, but that a new hatred usage talent appeared. Enter 'Fundamentals'
Fundamentals
Unlocked at Level 17.
Increases the damage of your basic attacks by 100%. Your basic attacks restore 15 Hatred.
This passive is extremely powerful, solves a few demon hunter problems, but also has some not so nice side effects on gameplay. In the rest of the post, I will try to explain the good and bad points that I have found and the problems it partially/fully solves as well as the problems that arise. I must warn you that this will be a pretty long post, but I'll try to summarize at the bottom.
The Good!
Solves Hatred Regen Problems
This is the basic purpose of the talent. Regens much needed hatred. If you have looked through streams/screenshots, hatred regens at 600 a minute, which is 10 a second. Demon hunter abilities have a fixed cost and only through runes or items could you reduce usage or increase regeneration. Compared to the Wizard's Arcane Power, that regens at 750 a minute, or 12.5 a second. They both have the same pool of 100, but the Wizard has academic spells which reduce the cost every level. Without going into this further, it seems some basic regeneration/cost reduction method was needed.
Static Regen Balances Out One-Handed Crossbows
One of the other common complaints I see from streamers is the complaint of damage being low. The main problem is that they are playing with the iconic weapons, the single-handed crossbow. These weapons are a lot faster (roughly 2x, 1.8 vs 1) than the slowest counterpart the two-handed crossbow, but the damage is much lower (roughly 1/2). The rate of using abilities is also linked to the attack speed of the weapon. The overall effect is that with 1h xbow, you can do the same dps with abilities, but run out of hatred much faster and then need to waste more time to regen either running around or using basic attack. The main points for the weapons without Fundamentals are:
One-Handed Crossbow:
+Use abilities roughly twice as fast
-Deals roughly half the damage.
-Uses energy faster on weaker attacks (due to abilities twice as fast, damage being halved)
Two-Handed Crossbow:
+Deals twice the damage
-Shoots half as slow
+Uses energy slower on stronger attacks (more damage per hit)
In beta, 2h xbows have a slightly higher dps (not damage), but for the sake of this point I'm going to ignore that fact and assume for the moment that they are similar in dps to 1h xbow. I'm also not considering dual-wielding as that is another issue. If you look at these points, you will see that a 1-h xbow will dump all their hatred roughly twice as fast, doing equal total damage, but using twice the focus and having to wait on a static regen. I'll do a quick THEORETICAL example to help illustrate the difference. Assume there's a 1h xbow with 10 dps (5 dmg 2 attack/s) and a 2h xbow with 10 dps (10 dmg 1 attack/s). If we assumed they would cast Impale (rounded to 200% weapon damage for 20 hatred) until empty on hatred, it would be something like this:
1h xbow
Impale x5[2.5 sec], (5 dmg x 200% x 5) = 50 damage, 100 hatred used 25 regen
Wait 7.5 sec, 15 auto attacks for 75 damage (or run/kite), back to full hatred
25% time using hatred, 20 dps while using hatred
75% time regen hatred, 10 dps while regen hatred (or kiting)
2h xbow
Impale x5[5.0 sec], (10 dmg x200% x 5) = 100 damage, 100 hatred used, 50 regen
Wait 5.0 sec, 5 auto attacks for 50 damage (or run/kite), back to full hatred
50% time using hatred, 20 dps while using hatred
50% time regen hatred, 10 dps while regen hatred (or kiting)
Through this example, it's pretty clear that 2h xbow without fundamentals is vastly superior in almost every way. You are able to retain more hatred while doing the same dps when needed, and regen/kiting time is much shorter than 1h xbow. This is also ignoring the fact that 2h xbow also has a higher base dps. But, Fundamentals changes the balance. With 15 hatred regen per basic attack, a faster weapon will increase your regen substantially. I'm going to ignore the 200% bonus to auto attack for now, as future runed skills will put abilities over 200% damage but not now.
1h xbow
Impale x5[2.5 sec], (5 dmg x 200% x 5) = 50 damage, 100 hatred used 25 regen
Wait 7.5 sec, back to full hatred
OR
Auto attack (10h/s base regen + 15 h/attack * 2 attack/s= 40 h/s) for roughly 1.875 sec.
25% time using hatred, 20 dps while using hatred
75% time waiting for regen
OR
57% time using hatred, 20 dps while using hatred
43% time regen hatred through auto attack, doing 10(20 dps)
2h xbow
Impale x5[5.0 sec], (10 dmg x200% x 5) = 100 damage, 100 hatred used, 50 regen
Wait 5.0 sec, back to full hatred
OR
Auto attack (10h/s + 15h/a * 1a/s = 25 h/s) for roughly 2 sec.
50% time using hatred, 20 dps while using hatred
50% time waiting for regen
OR
71% time using hatred, 20 dps while using hatred
29% time regen hatred through auto attack, doing 10(20 dps)
With fundamentals, the fixed regen has a larger benefit to the faster weapons, bringing the ability/regen difference from 25% to 14%. Now slower weapons still come out ahead due to the base passive regen, but this ability helps narrow the gap by a considerable margin. Unlike barbs and monks, DH will always have a passive regen on their resource which does not allow faster weapons to fully catch up until more static on hit effects are added. This example covers most of the abilities based on % weapon damage, but for abilities that aren't, the faster regen actually helps tip the scales for 1h xbows. A much shorter example here (with no math) shows that faster weapons with static regen will favor abilities with static damage.
1h xbow
Chakram/Grenade/Fan of Knives/Coompanion (X amount of time)
Auto attack (40h/s) for LESS TIME to regen full hatred
Result: LESS TIME or MORE NINJA STARS
2h xbow
Chakram/Grenade/Fan of Knives/Coompanion (X amount of time)
Auto attack (25h/s) for MORE TIME to regen full hatred
Result: MORE TIME or LESS NINJA STARS
While the attack rates and damage aren't fixed for all skills, you can clearly see the benefit of the faster crossbows and static damage skills. This is what I like the most about the fundamentals skill. It ends up balancing the weapon types and allows different weapon types to excel with different abilities. Whether inadvertently or not, this passive really alleviates a lot of issues and allows the iconic Demon Hunter weapon to be viable. On a side notes, I feel like a "ninja" build could be pretty fun and semi-effective with Chakram and Fan of Knives being fueled by the faster regen of 1h xbows.
More Damage!(through basic attacks)
The 100% damage increase to basic attacks is huge. It's just a big damage increase from almost every angle. It will be considered overpowered by many including me.
The Bad
Mandatory Passive Skill Means Less Customization
While I'm sure some will argue that this skill is not mandatory, I don't think any other passive will come as close as this one does. In my above examples, I didn't even consider the entirety of the talent, but from just the regen, it's almost unfeasible to pass this talent up. This leaves any meaningful build only 2 options for passive skills, which really sux :\.
Basic Attack Doing More Damage than Special Abilities
From the wording, there's almost no way around it. With fundamentals, your basic attack does 200% weapon damage. From all the skills under the level cap in beta, there is only one ability that does more than 200% damage (impale at 220%). Granted other skills can do more damage through aoe or a % proc, it still seems really stupid for your basic attack to do so much damage. This shifts the value of all your offensive abilities down by a lot. In a sense, the demon hunter no longer has offensive abilities, only aoe and utility. Runes may change this, but for the majority of abilities, I don't see them being better than basic attack for hitting single targets.
Only Class Forced to Use Basic Attack
The Monk and Barbarian have abilities to replace their basic attack which generates resources. The Wizard has academic spells which will cost little to no Arcane Power. The Witch Doctor has a seemingly endless supply of mana. The Demon Hunter uses Basic Attacks. The idea just doesn't seem as fun. Part of it is because of the name "basic attack", but there are other reasons. You could consider Spirit/Fury/Academic skills to be basic attacks, but there are many different spells in those categories. The variety of the other classes' "basic attacks" leads to more customization and dare I say, fun. You can punch or explode enemies. Bash in one skull or cleave them all down. Electrocute or whatever magic missile is supposed to do. It just adds a lot more flavor to the classes. The basic attack also has no flashy animations or special effects, which will lead Demon Hunters to seem more drab while other classes get to spam a plethora of "cooler" skills. If they added the regen effect to specific shots instead (say hungering arrow) this might solve the problem. Just slightly disappointing :QQ:.
Playstyle Based Around Constant DPS, Not Hit and Run
The regen of fundamentals puts Demon Hunters in between the melee characters and the casters. Monks and Barbarians must constantly hit targets to build resources and then spend them. Any time off and there is a potential damage opportunity slipping away. With the resource systems of the Witch Doctor and Wizard (less for Wizard when academics are very low cost), you actually can take time off while your resource is regenerating and lose little to no damage opportunities. The Demon Hunter has a relatively weak passive regen like the casters, but also a much stronger regen through basic attack like the melee. Sort of in the middle. Now you can make arguments for where the Demon Hunter should belong, the weapon damage camp or the ranged damage camp. I think that placing a focus on constant attack does not fit the theme of the Demon Hunter and that requiring the only class that needs to manage 2 resources to juggle active regeneration is unfair. You've seen the beta streams. You can hit hit hit, and then run for 10 seconds and hit hit hit again. Without fundamentals, regen is too low for an active playstyle, but requiring constant standing dps to use abilities and regen makes hit and run no longer a playstyle but a choice between higher and lower dps output. People will say, that's a choice that you should have to make, but this is not the case with the other 2 ranged classes who can dump abilities then move with little downside. It just doesn't make sense for the theme of the class while overpowered Wizards are just turreting instant-cast-no-travel-time-piercing-high-damage-no-cooldown skills (I'm looking at you disintegrate) and then are able to quickly move and regen. Just seems to me that the demon hunter mechanics makes it more difficult to play without providing any rewards. This is bordering on unfounded QQ so I'll just end it here.
If you read the entire post, I hope you gained some insight about the future of Demon Hunter gameplay. I'd like to hear any thoughts you might have. Here's a short summary for lazies.
TLDR
"Fundamentals" passive skill doubles basic attack damage and regens 15 hatred per basic attack.
The Good:
Buffs all demon hunters regen
Buffs 1h xbow more to make them viable
Buffs basic attacks to do twice the damage
The Bad:
'Fundamentals' is mandatory for all builds
Your basic attack is better than all your abilities
You're gonna be attacking basically while everyone else has fun
Can't effectively hit and run, just stand and basic attack
It's not like you're going to be standing at max range dpsing an immobile boss like in wow, you're gonna have crap crawling up the walls all around you, or in pvp people are going to be constantly riding you, such as the monk and barb.
So you may not be using auto attack quite as much as you would think, but in retrospect I understand you would still need to use it a lot, especially as hand crossbows. I do think Fundamentals will be a requirement for the current hand crossbow system none the less. The more time you can spend using actual damage enhanced attacks the more damage you will deal, so a passive like this indirectly has not just a large influence on auto or basic attack, but the amount of time available for using higher damage attacks.
I have a question on the side. Can you choose to fire just one of your 1hand crossbows instead of two? Wouldn't this be beneficial to players with quick reactions? You could squeeze in more attacks in tight quarters and move sooner to avoid being hit if necessary.
I admit I haven't followed demon hunter too closely.
Interesting points raised here. However, from what I'm seeing on diablowiki.net, skills (and their % weapon damage) do scale with level. Where did you hear/read that they wouldn't? If they do indeed scale, I imagine that basic attacks with fundamentals would only be better damage for a couple levels seeing as how you can't get it until level 17, and your abilities % damage have probably scaled enough by then to make them better.
The slow Hatred regen is a good point. I'm sure, however, that at higher levels it's not such a big issue.
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Playing a Wizard. Looking for Demon Hunters to play with.
It's not like you're going to be standing at max range dpsing an immobile boss like in wow, you're gonna have crap crawling up the walls all around you, or in pvp people are going to be constantly riding you, such as the monk and barb.
So you may not be using auto attack quite as much as you would think, but in retrospect I understand you would still need to use it a lot, especially as hand crossbows. I do think Fundamentals will be a requirement for the current hand crossbow system none the less. The more time you can spend using actual damage enhanced attacks the more damage you will deal, so a passive like this indirectly has not just a large influence on auto or basic attack, but the amount of time available for using higher damage attacks.
I have a question on the side. Can you choose to fire just one of your 1hand crossbows instead of two? Wouldn't this be beneficial to players with quick reactions? You could squeeze in more attacks in tight quarters and move sooner to avoid being hit if necessary.
I admit I haven't followed demon hunter too closely.
I do agree with a lot of your points and I'm not sure my post is too clear. In one of the negatives of this Fundamentals skill, I'm saying that Fundamentals makes Basic Attack too strong, which makes it used over other abilities when you have the chance. Also because the solution for the regen problem is through auto attacking, it actually limits hit and run which was my fourth negative point. It kinda replaces a large portion of your abilities with basic attacks which seems not as fun. I'm actually not in the beta, so I don't know the exact answer to your question. From what I have seen, dual wielding alternates attacks, with no bonus or detriment to your attack speed or damage on each hand. This includes using abilities as well, but I can't be 100% sure. Dual wielding is another issue that covers almost all classes which I currently think has little to no benefit over 1h + shield.
Interesting points raised here. However, from what I'm seeing on diablowiki.net, skills (and their % weapon damage) do scale with level. Where did you hear/read that they wouldn't? If they do indeed scale, I imagine that basic attacks with fundamentals would only be better damage for a couple levels seeing as how you can't get it until level 17, and your abilities % damage have probably scaled enough by then to make them better.
The slow Hatred regen is a good point. I'm sure, however, that at higher levels it's not such a big issue.
Although I have no concrete evidence to say that there will be no scaling for abilities with weapon damage at level 60, all the abilities in beta with weapon damage did not scale at all from level 1-9(and most likely 13). None of the hatred costs have changed either (unlike Wizards) which lead me to believe that they will remain the same at 60.
Well this is a well written post possibly with a little too much napkin math but I won't complain. From what I gather is that 2h xbows will be far superior until level 18 and still beyond that. Seeing that you have obviously studied the majority of the DH dynamics I have a few questions:
- Have you come up with a basic set of glyphs/skills/passives?
- Will you ever use 2 x 1h xbows?
- Have you seen anything craftable that is awesome for the DH?
- How do you seen general gameplay going with talents such as vault, like when you talk about skills then some running etc.
Yes, I agree 2h xbows are far superior in every way until level 17 at the least.
-I haven't really come up with a spec yet, been watching streams and haven't fully looked over runes yet.
-From what I've seen so far, dual wielding alternates weapons, so unless I have two equally powerful 1h xbows with long duration proc effects, I don't see any benefit in dual wielding. On second thought, I might dual wield for looks/coolness, but nothing else XD.
-From streams I've seen, nothing special. Again, I'm not in the beta, I just wanted to finally make a post on Diablofans and hopefully get some interesting discussion in.
-Most of this covers the damage output side of demon hunter. The discipline resource and vault is completely separate so that could be fully utilized during kiting or regen periods. The resource is a bit limited however, so in most situations outside of extreme kiting, you will have to auto attack regardless of fundamentals passive or not.
There is a major flaw in your reasoning, that is, you assume that there are no other way to regain hatred but "Fundamentals". This leads you to believe that every Demon Hunter will have to get this passive, hence limiting the number of available options.
What would be safer to say is that every Demon Hunter will have to get a hatred recovery mechanism in order to get a working build, and it would be even safer to say that maybe dual wielding demon hunter only would have to do this. Remember that this recovery mechanism can come from this passive, but it can also come from runed skills, and as far as I can recall, there are quite a few options there. It might also be enough for a 2H build to rune his spam ability with reduced hatred cost and be good to go.
So... Much theorycrafting, and a well written post, but I can't see the point.
You're right that I haven't considered the unreleased possibilities in gear. I don't think that hoping some unreleased mechanic will pop up and fix problems is the right way to base all your thoughts on. I'm merely discussing the implications of such a passive. Furthermore, I'm also pointing out the downsides to the passive. I just think that at this point, a lot of people seem to not understand why demon hunters seem to not perform that well. This is sort of the light at the end of the tunnel.
There are a few runed skills that hope to provide some hatred regen, but most of them cost discipline which can be difficult to use constantly. There is some hope of creating a regenerative build where you utilize skills that generate hatred and discipline, but I think it would use up too many active skills as well as time to make an effective build.
Demon hunters need more hatred regeneration in some way, but Fundamentals is the only actual in game passive/active/rune for which we know the values for. Everything else is conjecture or pure speculation. Again, my post points out many negatives of such a passive. I also said that people may not consider this mandatory, but it will be very close as in almost but not quite.
The point of the post is to present my thoughts and promote discussion on new information about this passive skill which can and will change demon hunter gameplay and balancing if left in its' current state. I don't know what else to say.
My problem with this skill, that IMO most people will barely have time, to leasurely autoatack, and mostly use some runed skill, that allows him/her to restore his/her resource (no only hatred). I for myself prefer the runed Preparation. On the other hand I can see reason in using this skill, but that requires a realatively decent attackspeed, without loosing too much damage. Slowly spamming high damage spells and positioning yourself is more manageable, that small bursts of damage while you have to look out for danger.
It's not like you're going to be standing at max range dpsing an immobile boss like in wow, you're gonna have crap crawling up the walls all around you, or in pvp people are going to be constantly riding you, such as the monk and barb.
So you may not be using auto attack quite as much as you would think, but in retrospect I understand you would still need to use it a lot, especially as hand crossbows. I do think Fundamentals will be a requirement for the current hand crossbow system none the less. The more time you can spend using actual damage enhanced attacks the more damage you will deal, so a passive like this indirectly has not just a large influence on auto or basic attack, but the amount of time available for using higher damage attacks.
I have a question on the side. Can you choose to fire just one of your 1hand crossbows instead of two? Wouldn't this be beneficial to players with quick reactions? You could squeeze in more attacks in tight quarters and move sooner to avoid being hit if necessary.
I admit I haven't followed demon hunter too closely.
What he said, this game is not as weak sauce as wow. You will actually have to move.
there is also a passive that reduces hatred costs by 50% and another that increases hatred regen by 30% when your discipline is under some value (20% maybe?)
It certainly does seem powerful, i expect it to get tuned in some way not long after release.
I'd also like to include that, assuming one wants to have all 6 skills, basic attack and a health potion mapped to different buttons this will be impossible, as that requires 8 slots and there are only 7. Another really annoying flaw that will only affect the DH, again if Fundamentals is your passive of choice for the 'Hatred Problem'.
there is also a passive that reduces hatred costs by 50% and another that increases hatred regen by 30% when your discipline is under some value (20% maybe?)
It certainly does seem powerful, i expect it to get tuned in some way not long after release.
Those have been removed, check the skill calculator.
Also note that these is another passive which allows you to generate 10 Hatred and 1 Discipline from a Health Globe.. not very exciting though.
I wanted to add that I forgot runed Smoke Screen and runed Shadow Power as regeneration mechanisms. While Shadow Power could be set aside because of its long cooldown, Smoke Screen does not have one, as far as I know. Hence, it can be used as a discipline -> hatred convertor.
What is the CD on Shadow Power? The skill calculator doesn't show it having a CD at all.
A wild build appears, that doesn't require Fundamentals!
Also you have to keep in mind, the calculator is Max Level (60) with Rank 7 Runes. Obviously passives don't use runes, but at level 60 I think it's fair to have a passive double your basic damage, especially if that basic damage will only be dealt to one target at a time.
I'm sure when you first get the passive, it's something like 50% increased, and not as "staple" as you assume.
Edit: Also not 15 hatred per attack. Green means variable!
All it really does is it modifies the burst/sustained damage ratios a bit. Basically instead of having a data-map which shows a damage meter that runs a standard wave output for bursty-white damage; you end up with a more rounded map. Less burst damage over each 12 second cycle for a sustained output damage. (you still run out of hate at about... 56 seconds using a 4 burst+ 1 basic cycle, if you are doing an ability every 0.8 seconds. I'm currently basing it on a 0.8 second cast with the inclusion of 1 regen tick.)
It has the negative impact for non-boss fights. Basically for any fight that will last longer then 11 casts, you sacrifice some other ability that will increase damage output.
If you aren't a strategist; this is your skill. If you are, then dump it.
If you combine this with archery... then maybe. dual-bow increase critical hit; which in turn may make the numbers sweeter for your min values mid-game. End game? It probably remains a little bit low on account that you are looking for stats end game. A 50 damage bow will only yield a static 50 damage bonus end game wheras a 20% ATK(?) modifier will scale damage drastically when you are dealing with values in the 100's.
If a skill does 200% weapon damage then at end game, your modifier for a burst will only be 200 damage per shot with fundamentals.
Now... there is a question concerning wording. Thrill of the Hunt vs. Fundamentals. To me, there still seems to be some issues with typos and wordings and what-not. What constitutes a basic attack?
If you combine this with archery... then maybe. dual-bow increase critical hit; which in turn may make the numbers sweeter for your min values mid-game. End game? It probably remains a little bit low on account that you are looking for stats end game. A 50 damage bow will only yield a static 50 damage bonus end game wheras a 20% ATK(?) modifier will scale damage drastically when you are dealing with values in the 100's.
If a skill does 200% weapon damage then at end game, your modifier for a burst will only be 200 damage per shot with fundamentals.
Now... there is a question concerning wording. Thrill of the Hunt vs. Fundamentals. To me, there still seems to be some issues with typos and wordings and what-not. What constitutes a basic attack?
Good post.
Point of consideration: You are thinking that ONLY the actual damage value on the weapon gets doubled. The wording seems to imply that strike damage gets doubled. In other words, currently I take it to mean that your basic attack damage is doubled, which includes increased damage from the Attack stat or buffs.
People also need to consider the single target spammable entangling shot with Golden rune for 1 hate in lieu of excess hate regeneration. Sure, it's a pitiful 135% weapon damage, but it is 1 hate. (with a slow included.)
The thing about Demonhunter is that with 3 abilites, you can deal 1285% weapon damage to a single target which also includes a slow and an aoe. Depending on the exact mechanics, you can sub a single ability out and yield 2735% weapon damage, single target. Multiple opponents in this case drops single target dps a bit.
And this is without passive abilities or companion. No Marked for death either.
At level 24.
PantheraOnca:
It's extremely hard to define how a fundamentals build will be if we don't know what a basic attack is... For all we know, it could be the damage modifier for any skill that is not added from a rune.
I question the change in wording from the original guessed at that we used. If we look at a runed effect system; some abilities have the original bonus + ability bonus. In this case then fundamentals would only double one side of the damage equation. Using Entangling shot + obsidian rune - this means fundamentals change the value from 130%wd + 64 to 260%wd + 64. For some runed abilities, this results in reduced returns when compared to how other abilities may stack.
Right now by my calculations you can regenerate a total of 79.74 average Hatred/sec while normal attacking with dual xbows, Fundamentals, Shadow Power + Crimson and Marked For Death + Golden. That seems like way more than you could use, which I suspect may very well be the whole point since I haven't even begun to consider Willpower bonuses. The way I see it, attack rate may serve as a hard cap to the usefulness of regen, which is why extremely powerful regen abilities like Fundamentals are in the game. They're designed to give way more than enough regen with the knowledge that any over the limit is wasted.
For example, assuming you can keep up the Discipline regen, Grenadier + Shadow Power gives you enough Hatred to fire Cluster Arrow once a second for 33 seconds straight. I think once we see a formula for Willpower, these high regen rates may make more sense.
It's my secret build. DH skills are uniquely runed such that you can occasionally add two distinctly different ability types... Like fan of blades for instance. Depending on the rune, you end up with either a melee physical counter, a ranged counter, or a stun. The other options increase a specific effect that that skill already has. (in this case, only 2(?) runes offers a two separate abilities for one cast.)
Switching the same subbed ability from previously; I can use Impale + Obsidian rune for more damage, or indigo rune if you choose not to use vault.
Strill: there are some abilities that use 35 hate per cast. Even the build I'm looking at will likely require me to sub out an ability or two when I need a proper aoe sequence. The 3-shot combo plan uses a ton of hate all at once too, so i'll likely be adding entangling shot + golden. (multi-shot most likely.) You will also need to test which skill to cast first. Some of the prep abilities cost a fair bit of resource. Since Discipline is a slow regen, you may end up needing/wanting to cast that one first so that you can make benefit of more time to regen that blue fluid bar.
Most of the builds I'll be working with use 5 abilities so that I can swap out if I need a different ability for a second.
Questions should be asked for macros. (I'll be picking up a new razr mouse when the game comes out. 4-button is not enough imho.)
I read that if you try to use a skill and don't have enough Hatred, you'll automatically use Normal Attack. If that's the case then I can definitely see that as being viable and convenient so long as there's no delay between switching from skills to normal attack and back.
Fundamentals is seeming much more interesting if that's the case.
Entangling shot ->Bola-> strafe to 0 hate then vault for a quick jump back, and hopefully the fundamentals will kick in at least once. Then Chakrum/caltrops and another basic shot.
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Fundamentals
Unlocked at Level 17.
Increases the damage of your basic attacks by 100%. Your basic attacks restore 15 Hatred.
This passive is extremely powerful, solves a few demon hunter problems, but also has some not so nice side effects on gameplay. In the rest of the post, I will try to explain the good and bad points that I have found and the problems it partially/fully solves as well as the problems that arise. I must warn you that this will be a pretty long post, but I'll try to summarize at the bottom.
The Good!
Solves Hatred Regen Problems
This is the basic purpose of the talent. Regens much needed hatred. If you have looked through streams/screenshots, hatred regens at 600 a minute, which is 10 a second. Demon hunter abilities have a fixed cost and only through runes or items could you reduce usage or increase regeneration. Compared to the Wizard's Arcane Power, that regens at 750 a minute, or 12.5 a second. They both have the same pool of 100, but the Wizard has academic spells which reduce the cost every level. Without going into this further, it seems some basic regeneration/cost reduction method was needed.
Static Regen Balances Out One-Handed Crossbows
One of the other common complaints I see from streamers is the complaint of damage being low. The main problem is that they are playing with the iconic weapons, the single-handed crossbow. These weapons are a lot faster (roughly 2x, 1.8 vs 1) than the slowest counterpart the two-handed crossbow, but the damage is much lower (roughly 1/2). The rate of using abilities is also linked to the attack speed of the weapon. The overall effect is that with 1h xbow, you can do the same dps with abilities, but run out of hatred much faster and then need to waste more time to regen either running around or using basic attack. The main points for the weapons without Fundamentals are:
One-Handed Crossbow:
+Use abilities roughly twice as fast
-Deals roughly half the damage.
-Uses energy faster on weaker attacks (due to abilities twice as fast, damage being halved)
Two-Handed Crossbow:
+Deals twice the damage
-Shoots half as slow
+Uses energy slower on stronger attacks (more damage per hit)
In beta, 2h xbows have a slightly higher dps (not damage), but for the sake of this point I'm going to ignore that fact and assume for the moment that they are similar in dps to 1h xbow. I'm also not considering dual-wielding as that is another issue. If you look at these points, you will see that a 1-h xbow will dump all their hatred roughly twice as fast, doing equal total damage, but using twice the focus and having to wait on a static regen. I'll do a quick THEORETICAL example to help illustrate the difference. Assume there's a 1h xbow with 10 dps (5 dmg 2 attack/s) and a 2h xbow with 10 dps (10 dmg 1 attack/s). If we assumed they would cast Impale (rounded to 200% weapon damage for 20 hatred) until empty on hatred, it would be something like this:
1h xbow
Impale x5[2.5 sec], (5 dmg x 200% x 5) = 50 damage, 100 hatred used 25 regen
Wait 7.5 sec, 15 auto attacks for 75 damage (or run/kite), back to full hatred
25% time using hatred, 20 dps while using hatred
75% time regen hatred, 10 dps while regen hatred (or kiting)
2h xbow
Impale x5[5.0 sec], (10 dmg x200% x 5) = 100 damage, 100 hatred used, 50 regen
Wait 5.0 sec, 5 auto attacks for 50 damage (or run/kite), back to full hatred
50% time using hatred, 20 dps while using hatred
50% time regen hatred, 10 dps while regen hatred (or kiting)
Through this example, it's pretty clear that 2h xbow without fundamentals is vastly superior in almost every way. You are able to retain more hatred while doing the same dps when needed, and regen/kiting time is much shorter than 1h xbow. This is also ignoring the fact that 2h xbow also has a higher base dps. But, Fundamentals changes the balance. With 15 hatred regen per basic attack, a faster weapon will increase your regen substantially. I'm going to ignore the 200% bonus to auto attack for now, as future runed skills will put abilities over 200% damage but not now.
1h xbow
Impale x5[2.5 sec], (5 dmg x 200% x 5) = 50 damage, 100 hatred used 25 regen
Wait 7.5 sec, back to full hatred
OR
Auto attack (10h/s base regen + 15 h/attack * 2 attack/s= 40 h/s) for roughly 1.875 sec.
25% time using hatred, 20 dps while using hatred
75% time waiting for regen
OR
57% time using hatred, 20 dps while using hatred
43% time regen hatred through auto attack, doing 10(20 dps)
2h xbow
Impale x5[5.0 sec], (10 dmg x200% x 5) = 100 damage, 100 hatred used, 50 regen
Wait 5.0 sec, back to full hatred
OR
Auto attack (10h/s + 15h/a * 1a/s = 25 h/s) for roughly 2 sec.
50% time using hatred, 20 dps while using hatred
50% time waiting for regen
OR
71% time using hatred, 20 dps while using hatred
29% time regen hatred through auto attack, doing 10(20 dps)
With fundamentals, the fixed regen has a larger benefit to the faster weapons, bringing the ability/regen difference from 25% to 14%. Now slower weapons still come out ahead due to the base passive regen, but this ability helps narrow the gap by a considerable margin. Unlike barbs and monks, DH will always have a passive regen on their resource which does not allow faster weapons to fully catch up until more static on hit effects are added. This example covers most of the abilities based on % weapon damage, but for abilities that aren't, the faster regen actually helps tip the scales for 1h xbows. A much shorter example here (with no math) shows that faster weapons with static regen will favor abilities with static damage.
1h xbow
Chakram/Grenade/Fan of Knives/Coompanion (X amount of time)
Auto attack (40h/s) for LESS TIME to regen full hatred
Result: LESS TIME or MORE NINJA STARS
2h xbow
Chakram/Grenade/Fan of Knives/Coompanion (X amount of time)
Auto attack (25h/s) for MORE TIME to regen full hatred
Result: MORE TIME or LESS NINJA STARS
While the attack rates and damage aren't fixed for all skills, you can clearly see the benefit of the faster crossbows and static damage skills. This is what I like the most about the fundamentals skill. It ends up balancing the weapon types and allows different weapon types to excel with different abilities. Whether inadvertently or not, this passive really alleviates a lot of issues and allows the iconic Demon Hunter weapon to be viable. On a side notes, I feel like a "ninja" build could be pretty fun and semi-effective with Chakram and Fan of Knives being fueled by the faster regen of 1h xbows.
More Damage!(through basic attacks)
The 100% damage increase to basic attacks is huge. It's just a big damage increase from almost every angle. It will be considered overpowered by many including me.
The Bad
Mandatory Passive Skill Means Less Customization
While I'm sure some will argue that this skill is not mandatory, I don't think any other passive will come as close as this one does. In my above examples, I didn't even consider the entirety of the talent, but from just the regen, it's almost unfeasible to pass this talent up. This leaves any meaningful build only 2 options for passive skills, which really sux :\.
Basic Attack Doing More Damage than Special Abilities
From the wording, there's almost no way around it. With fundamentals, your basic attack does 200% weapon damage. From all the skills under the level cap in beta, there is only one ability that does more than 200% damage (impale at 220%). Granted other skills can do more damage through aoe or a % proc, it still seems really stupid for your basic attack to do so much damage. This shifts the value of all your offensive abilities down by a lot. In a sense, the demon hunter no longer has offensive abilities, only aoe and utility. Runes may change this, but for the majority of abilities, I don't see them being better than basic attack for hitting single targets.
Only Class Forced to Use Basic Attack
The Monk and Barbarian have abilities to replace their basic attack which generates resources. The Wizard has academic spells which will cost little to no Arcane Power. The Witch Doctor has a seemingly endless supply of mana. The Demon Hunter uses Basic Attacks. The idea just doesn't seem as fun. Part of it is because of the name "basic attack", but there are other reasons. You could consider Spirit/Fury/Academic skills to be basic attacks, but there are many different spells in those categories. The variety of the other classes' "basic attacks" leads to more customization and dare I say, fun. You can punch or explode enemies. Bash in one skull or cleave them all down. Electrocute or whatever magic missile is supposed to do. It just adds a lot more flavor to the classes. The basic attack also has no flashy animations or special effects, which will lead Demon Hunters to seem more drab while other classes get to spam a plethora of "cooler" skills. If they added the regen effect to specific shots instead (say hungering arrow) this might solve the problem. Just slightly disappointing :QQ:.
Playstyle Based Around Constant DPS, Not Hit and Run
The regen of fundamentals puts Demon Hunters in between the melee characters and the casters. Monks and Barbarians must constantly hit targets to build resources and then spend them. Any time off and there is a potential damage opportunity slipping away. With the resource systems of the Witch Doctor and Wizard (less for Wizard when academics are very low cost), you actually can take time off while your resource is regenerating and lose little to no damage opportunities. The Demon Hunter has a relatively weak passive regen like the casters, but also a much stronger regen through basic attack like the melee. Sort of in the middle. Now you can make arguments for where the Demon Hunter should belong, the weapon damage camp or the ranged damage camp. I think that placing a focus on constant attack does not fit the theme of the Demon Hunter and that requiring the only class that needs to manage 2 resources to juggle active regeneration is unfair. You've seen the beta streams. You can hit hit hit, and then run for 10 seconds and hit hit hit again. Without fundamentals, regen is too low for an active playstyle, but requiring constant standing dps to use abilities and regen makes hit and run no longer a playstyle but a choice between higher and lower dps output. People will say, that's a choice that you should have to make, but this is not the case with the other 2 ranged classes who can dump abilities then move with little downside. It just doesn't make sense for the theme of the class while overpowered Wizards are just turreting instant-cast-no-travel-time-piercing-high-damage-no-cooldown skills (I'm looking at you disintegrate) and then are able to quickly move and regen. Just seems to me that the demon hunter mechanics makes it more difficult to play without providing any rewards. This is bordering on unfounded QQ so I'll just end it here.
If you read the entire post, I hope you gained some insight about the future of Demon Hunter gameplay. I'd like to hear any thoughts you might have. Here's a short summary for lazies.
TLDR
"Fundamentals" passive skill doubles basic attack damage and regens 15 hatred per basic attack.
The Good:
Buffs all demon hunters regen
Buffs 1h xbow more to make them viable
Buffs basic attacks to do twice the damage
The Bad:
'Fundamentals' is mandatory for all builds
Your basic attack is better than all your abilities
You're gonna be attacking basically while everyone else has fun
Can't effectively hit and run, just stand and basic attack
Thanks for reading
It's not like you're going to be standing at max range dpsing an immobile boss like in wow, you're gonna have crap crawling up the walls all around you, or in pvp people are going to be constantly riding you, such as the monk and barb.
So you may not be using auto attack quite as much as you would think, but in retrospect I understand you would still need to use it a lot, especially as hand crossbows. I do think Fundamentals will be a requirement for the current hand crossbow system none the less. The more time you can spend using actual damage enhanced attacks the more damage you will deal, so a passive like this indirectly has not just a large influence on auto or basic attack, but the amount of time available for using higher damage attacks.
I have a question on the side. Can you choose to fire just one of your 1hand crossbows instead of two? Wouldn't this be beneficial to players with quick reactions? You could squeeze in more attacks in tight quarters and move sooner to avoid being hit if necessary.
I admit I haven't followed demon hunter too closely.
The slow Hatred regen is a good point. I'm sure, however, that at higher levels it's not such a big issue.
I do agree with a lot of your points and I'm not sure my post is too clear. In one of the negatives of this Fundamentals skill, I'm saying that Fundamentals makes Basic Attack too strong, which makes it used over other abilities when you have the chance. Also because the solution for the regen problem is through auto attacking, it actually limits hit and run which was my fourth negative point. It kinda replaces a large portion of your abilities with basic attacks which seems not as fun. I'm actually not in the beta, so I don't know the exact answer to your question. From what I have seen, dual wielding alternates attacks, with no bonus or detriment to your attack speed or damage on each hand. This includes using abilities as well, but I can't be 100% sure. Dual wielding is another issue that covers almost all classes which I currently think has little to no benefit over 1h + shield.
Although I have no concrete evidence to say that there will be no scaling for abilities with weapon damage at level 60, all the abilities in beta with weapon damage did not scale at all from level 1-9(and most likely 13). None of the hatred costs have changed either (unlike Wizards) which lead me to believe that they will remain the same at 60.
Yes, I agree 2h xbows are far superior in every way until level 17 at the least.
-I haven't really come up with a spec yet, been watching streams and haven't fully looked over runes yet.
-From what I've seen so far, dual wielding alternates weapons, so unless I have two equally powerful 1h xbows with long duration proc effects, I don't see any benefit in dual wielding. On second thought, I might dual wield for looks/coolness, but nothing else XD.
-From streams I've seen, nothing special. Again, I'm not in the beta, I just wanted to finally make a post on Diablofans and hopefully get some interesting discussion in.
-Most of this covers the damage output side of demon hunter. The discipline resource and vault is completely separate so that could be fully utilized during kiting or regen periods. The resource is a bit limited however, so in most situations outside of extreme kiting, you will have to auto attack regardless of fundamentals passive or not.
You're right that I haven't considered the unreleased possibilities in gear. I don't think that hoping some unreleased mechanic will pop up and fix problems is the right way to base all your thoughts on. I'm merely discussing the implications of such a passive. Furthermore, I'm also pointing out the downsides to the passive. I just think that at this point, a lot of people seem to not understand why demon hunters seem to not perform that well. This is sort of the light at the end of the tunnel.
There are a few runed skills that hope to provide some hatred regen, but most of them cost discipline which can be difficult to use constantly. There is some hope of creating a regenerative build where you utilize skills that generate hatred and discipline, but I think it would use up too many active skills as well as time to make an effective build.
Demon hunters need more hatred regeneration in some way, but Fundamentals is the only actual in game passive/active/rune for which we know the values for. Everything else is conjecture or pure speculation. Again, my post points out many negatives of such a passive. I also said that people may not consider this mandatory, but it will be very close as in almost but not quite.
The point of the post is to present my thoughts and promote discussion on new information about this passive skill which can and will change demon hunter gameplay and balancing if left in its' current state. I don't know what else to say.
What he said, this game is not as weak sauce as wow. You will actually have to move.
http://www.soundcloud.com/salerno
It certainly does seem powerful, i expect it to get tuned in some way not long after release.
Those have been removed, check the skill calculator.
Also note that these is another passive which allows you to generate 10 Hatred and 1 Discipline from a Health Globe.. not very exciting though.
What is the CD on Shadow Power? The skill calculator doesn't show it having a CD at all.
A wild build appears, that doesn't require Fundamentals!
Also you have to keep in mind, the calculator is Max Level (60) with Rank 7 Runes. Obviously passives don't use runes, but at level 60 I think it's fair to have a passive double your basic damage, especially if that basic damage will only be dealt to one target at a time.
I'm sure when you first get the passive, it's something like 50% increased, and not as "staple" as you assume.
Edit: Also not 15 hatred per attack. Green means variable!
It has the negative impact for non-boss fights. Basically for any fight that will last longer then 11 casts, you sacrifice some other ability that will increase damage output.
If you aren't a strategist; this is your skill. If you are, then dump it.
If you combine this with archery... then maybe. dual-bow increase critical hit; which in turn may make the numbers sweeter for your min values mid-game. End game? It probably remains a little bit low on account that you are looking for stats end game. A 50 damage bow will only yield a static 50 damage bonus end game wheras a 20% ATK(?) modifier will scale damage drastically when you are dealing with values in the 100's.
If a skill does 200% weapon damage then at end game, your modifier for a burst will only be 200 damage per shot with fundamentals.
Now... there is a question concerning wording. Thrill of the Hunt vs. Fundamentals. To me, there still seems to be some issues with typos and wordings and what-not. What constitutes a basic attack?
Good post.
Point of consideration: You are thinking that ONLY the actual damage value on the weapon gets doubled. The wording seems to imply that strike damage gets doubled. In other words, currently I take it to mean that your basic attack damage is doubled, which includes increased damage from the Attack stat or buffs.
Marked for Death
Golden Runestone - Mortal Enemy
Attacks by the Demon Hunter against the Marked target have a 40% chance to generate 35 Hatred. This effect cannot occur more than once every 1 second.
Smoke Screen
Obsidian Runestone - Breathe Deep
While invisible you also gain 45 Hatred per second.
Companion
Golden Runestone - Bat Companion
Summons a bat instead of a raven. The bat grants you 4.0 Hatred per second.
Shadow Power
Crimson Runestone - Night Bane
While active, gain 7 Hatred per second.
Preparation
Crimson Runestone - Punishment
Removes cooldown. Skill now costs 19 Discipline to cast but restores all Hatred instead of all Discipline.
Vengeance
Gain 10 Hatred and 1 Discipline whenever you are healed by a health globe.
Fundamentals
Increases the damage of your basic attacks by 100%. Your basic attacks restore 15 Hatred.
People also need to consider the single target spammable entangling shot with Golden rune for 1 hate in lieu of excess hate regeneration. Sure, it's a pitiful 135% weapon damage, but it is 1 hate. (with a slow included.)
The thing about Demonhunter is that with 3 abilites, you can deal 1285% weapon damage to a single target which also includes a slow and an aoe. Depending on the exact mechanics, you can sub a single ability out and yield 2735% weapon damage, single target. Multiple opponents in this case drops single target dps a bit.
And this is without passive abilities or companion. No Marked for death either.
At level 24.
PantheraOnca:
It's extremely hard to define how a fundamentals build will be if we don't know what a basic attack is... For all we know, it could be the damage modifier for any skill that is not added from a rune.
I question the change in wording from the original guessed at that we used. If we look at a runed effect system; some abilities have the original bonus + ability bonus. In this case then fundamentals would only double one side of the damage equation. Using Entangling shot + obsidian rune - this means fundamentals change the value from 130%wd + 64 to 260%wd + 64. For some runed abilities, this results in reduced returns when compared to how other abilities may stack.
For example, assuming you can keep up the Discipline regen, Grenadier + Shadow Power gives you enough Hatred to fire Cluster Arrow once a second for 33 seconds straight. I think once we see a formula for Willpower, these high regen rates may make more sense.
Willpower
Switching the same subbed ability from previously; I can use Impale + Obsidian rune for more damage, or indigo rune if you choose not to use vault.
Strill: there are some abilities that use 35 hate per cast. Even the build I'm looking at will likely require me to sub out an ability or two when I need a proper aoe sequence. The 3-shot combo plan uses a ton of hate all at once too, so i'll likely be adding entangling shot + golden. (multi-shot most likely.) You will also need to test which skill to cast first. Some of the prep abilities cost a fair bit of resource. Since Discipline is a slow regen, you may end up needing/wanting to cast that one first so that you can make benefit of more time to regen that blue fluid bar.
Most of the builds I'll be working with use 5 abilities so that I can swap out if I need a different ability for a second.
Questions should be asked for macros. (I'll be picking up a new razr mouse when the game comes out. 4-button is not enough imho.)
Fundamentals is seeming much more interesting if that's the case.
http://us.battle.net/d3/en/calculator/demon-hunter#bXPVda!XWc!YaYacc
Entangling shot ->Bola-> strafe to 0 hate then vault for a quick jump back, and hopefully the fundamentals will kick in at least once. Then Chakrum/caltrops and another basic shot.