Your analogy is nonsensical as well...Saying something is bad if it takes an hour to do damage doesnt really say anything about the mana per cast of hydra.
Damage per AP means NOTHING if the damage is extremely weak. You have to consider DPS to AP and not just damage to AP. What good are the Hydras if the mobs are dead before they get more than a few shots off? I'll just use FREE magic missle spread glyph instead if you're so worried about damage to AP. If I want utility there are plenty of other skills I can use instead. Sure there MAY be fringe cases where I'll swap for some turret CC to kite some huge mob that can be slowed.
It has nothing to do if I like it or not (btw, I do like it because I love turret skills and dragon-type creatures are awesome) but the math right now does NOT back it up and math is fact not opinion. About the only thing left that neither of us know yet is if the AI is still as crappy as it seems in the video.
Are you saying the skill was nerfed then? I'm still trying to figure out what your saying here. You sound like you agree in general this is a buff, which is the entirety of what I'm saying.
I'm hoping they reduce the level requirements for crafted equipment. When patch 15 hit, I was furious because I wasn't able to use all my nice crafted gear.
Like, what the fuck. Why would they let us unlock it if they won't let us actually craft it? It makes no sense.
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I hate the way you cling to ignorance and pass it off as innocence
Your analogy is nonsensical as well...Saying something is bad if it takes an hour to do damage doesnt really say anything about the mana per cast of hydra.
Damage per AP means NOTHING if the damage is extremely weak. You have to consider DPS to AP and not just damage to AP. What good are the Hydras if the mobs are dead before they get more than a few shots off? I'll just use FREE magic missle spread glyph instead if you're so worried about damage to AP. If I want utility there are plenty of other skills I can use instead. Sure there MAY be fringe cases where I'll swap for some turret CC to kite some huge mob that can be slowed.
It has nothing to do if I like it or not (btw, I do like it because I love turret skills and dragon-type creatures are awesome) but the math right now does NOT back it up and math is fact not opinion. About the only thing left that neither of us know yet is if the AI is still as crappy as it seems in the video.
Are you saying the skill was nerfed then? I'm still trying to figure out what your saying here. You sound like you agree in general this is a buff, which is the entirety of what I'm saying.
Robbing peter to pay paul. You're getting crap damage for good AP cost. Before it was decent damage for crap AP cost. It's neither. UNLESS you're specifically referring to fringe CC cases (that other skills can't handle on their own). Which would not be "easy to see" as you were questioning the other poster.
Your analogy is nonsensical as well...Saying something is bad if it takes an hour to do damage doesnt really say anything about the mana per cast of hydra.
Damage per AP means NOTHING if the damage is extremely weak. You have to consider DPS to AP and not just damage to AP. What good are the Hydras if the mobs are dead before they get more than a few shots off? I'll just use FREE magic missle spread glyph instead if you're so worried about damage to AP. If I want utility there are plenty of other skills I can use instead. Sure there MAY be fringe cases where I'll swap for some turret CC to kite some huge mob that can be slowed.
It has nothing to do if I like it or not (btw, I do like it because I love turret skills and dragon-type creatures are awesome) but the math right now does NOT back it up and math is fact not opinion. About the only thing left that neither of us know yet is if the AI is still as crappy as it seems in the video.
Are you saying the skill was nerfed then? I'm still trying to figure out what your saying here. You sound like you agree in general this is a buff, which is the entirety of what I'm saying.
Robbing peter to pay paul. You're getting crap damage for good AP cost. Before it was decent damage for crap AP cost. It's neither. UNLESS you're specifically referring to fringe CC cases (that other skills can't handle on their own). Which would not be "easy to see" as you were questioning the other poster.
It will deal less than 10% less damage and will costs 62% less AP.
I fail to see how the damage it dealt was significant enough to say "did decent damage and now deals crap damage".
Besides, do you not realize that the net gain in 25 AP when you cast it now directly translates into more damage from other spells? The total damage you deal when you use Hydra in any combat scenario is higher than before in every single way you slice it. There is no trade off here. It was a buff.
I won't be replying to you regarding this any longer as you are simply either too stuborn to admit you are wrong, or are too stupid to realize it. I'm personally inclined to believe the former, since that is basically how every debate over internet forums amounts to.
I'm hoping they reduce the level requirements for crafted equipment. When patch 15 hit, I was furious because I wasn't able to use all my nice crafted gear.
Like, what the fuck. Why would they let us unlock it if they won't let us actually craft it? It makes no sense.
I didn't like it either, but beta is beta. They allowed us to craft them so the stuff could be tested, and most likely went with increasing the level due to feeling the items were over-powered for the content. Which I would have to agree with because when I played my monk, I didn't bother with avoiding the Skeleton King's pillow punches nor his adds. All I did was spam Mantra of Evasion since it had such a great dodge proc and it wouldn't even put a dent in my spirit resource.
After patch 15, I was sad at first... until I got to enjoy the increased difficulty.
i have started with a Wizard and the game feels lot more hard!!! also with 0 MF i found a yellow armor from a scavenger, until this patch only from LK i had yelow drops.
The Lich King drops yellows now, eh?
S'alright, I know what you meant. It's been possible to have a rare item drop off a mob or from a container, too. Just not as likely.
. It seems to suck at targeting...appears to have a weak vision radius...and now has weak DPS. I'll take more DPS for higher AP over this change (unless they dramatically improved the targeting AI and vision radius). There's a lot of competition for slots and I'd easily just replace this with Magic Weapon or Familiar if I wanted "essentially free damage".
why would you want increased cost for increased damage if you think the aiming is so horrible that the essentially free cost for lower damage doesn't warrant a skill slot? so you can miss a bigger damage for more AP?
I started a new monk this morning and noticed something different.
-*-The rune thunderclap for fists of thunder is changed (at least I think so)
Now the first strike teleports you, not sure if its new, but I have not noticed it at least.
Second, the effect is now dark purple explosion around the hands of the monk.
edit: got this confused with the old bounding light rune. They just moved thunderclap down from 52. No wonder I thought it looked new
-*-I also saw a purplenamed mob I have never seen before. It was the model of a ghost only much, much bigger.The name eludes me now, but he had the tag "resurrectionist". Found him in one of the three crypts.
-*- Not all achievements have been reset as well.
-*- Monsters with knockback adds a few second of slow after knockback. Shows a hourglass on your debuffs for a few seconds. Not noticed this earlier
Rollback Post to RevisionRollBack
I can see what you see not. Vision milky, then eyes rot.
When you turn, they will be gone. Whispering their hidden song.
Then you see what cannot be. Shadows move where light should be.
Out of darkness, out of mind. Cast down into the Halls of the Blind
Decent change for the Demon Hunter. Glad to see the Sentry got its base time increased, and some of the Discipline skills got their costs reduced. DEFINITELY saw the Multishot 'nerf' incoming as its initial Hatred cost was just too low and made it the best ability for AOE spamming compared to Cluster Arrow or Rain of Vengeance. The 'Fire at Will' rune effect will still be a decent choice when you come to it, but...yeah...not bad overall.
Before we had a 40 AP hydra that did garbage damage and couldn't hit anything.
The devs said "wow nobody's using it, well that 40 AP is a huge kicker, let's lower that. But then if targets aren't moving it is too efficient so let's lower its damage."
Here's the problem: You can still only have one hydra. That means your DPS from this skill just went down when it was bad to begin with. Now you have a cheap skill that does worse damage and still can't hit anything, and the only redeeming quality is now you can cast more other spells while using its suckitude.
Yes, that 25 AP you save you can now cast other spells to increase your damage, but guess what? You could just use that last 15 AP and get even more damage.
Let's compare familiar, magic weapon, and hydra, the fire and forget "free damage" spells. Magic weapon just increases your damage, which makes it easy to control. You aim your spells and can force them to hit. Efficient. Familiar can not only fire at things you attack (making it aimable), but also increase your damage. Also efficient. Hydra forces you every time you want to cast it to place it within the game world, taking up precious time while also being uncontrollable in regards to which monster it attacks. As the game difficulty goes up, monsters will only get faster and make hydra worse and worse as it misses more.
Was it a hydra buff? Sure, but the buff is irrelevant because it doesn't address the issue that makes hydra terrible.
What happened to their mantra of making abilities awesome when they got to hydra? They could have made the spell way more impressive but still balanced, instead it's just weak and underwhelming looking and feeling. If you cast it, you don't even seem to notice it doing anything. Missed opportunity so far.
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Are you saying the skill was nerfed then? I'm still trying to figure out what your saying here. You sound like you agree in general this is a buff, which is the entirety of what I'm saying.
Like, what the fuck. Why would they let us unlock it if they won't let us actually craft it? It makes no sense.
I hate the way you cling to ignorance and pass it off as innocence
You are alone on that complaint. I love using spiders. I am glad Sacrifice got a little boost
Robbing peter to pay paul. You're getting crap damage for good AP cost. Before it was decent damage for crap AP cost. It's neither. UNLESS you're specifically referring to fringe CC cases (that other skills can't handle on their own). Which would not be "easy to see" as you were questioning the other poster.
It will deal less than 10% less damage and will costs 62% less AP.
I fail to see how the damage it dealt was significant enough to say "did decent damage and now deals crap damage".
Besides, do you not realize that the net gain in 25 AP when you cast it now directly translates into more damage from other spells? The total damage you deal when you use Hydra in any combat scenario is higher than before in every single way you slice it. There is no trade off here. It was a buff.
I won't be replying to you regarding this any longer as you are simply either too stuborn to admit you are wrong, or are too stupid to realize it. I'm personally inclined to believe the former, since that is basically how every debate over internet forums amounts to.
the beta is very boring in general, don't see how wiping characters makes much of a difference.
*sigh*
I didn't like it either, but beta is beta. They allowed us to craft them so the stuff could be tested, and most likely went with increasing the level due to feeling the items were over-powered for the content. Which I would have to agree with because when I played my monk, I didn't bother with avoiding the Skeleton King's pillow punches nor his adds. All I did was spam Mantra of Evasion since it had such a great dodge proc and it wouldn't even put a dent in my spirit resource.
After patch 15, I was sad at first... until I got to enjoy the increased difficulty.
The Lich King drops yellows now, eh?
S'alright, I know what you meant. It's been possible to have a rare item drop off a mob or from a container, too. Just not as likely.
why would you want increased cost for increased damage if you think the aiming is so horrible that the essentially free cost for lower damage doesn't warrant a skill slot? so you can miss a bigger damage for more AP?
-*-The rune thunderclap for fists of thunder is changed (at least I think so)
Now the first strike teleports you, not sure if its new, but I have not noticed it at least.
Second, the effect is now dark purple explosion around the hands of the monk.
edit: got this confused with the old bounding light rune. They just moved thunderclap down from 52. No wonder I thought it looked new
-*-I also saw a purplenamed mob I have never seen before. It was the model of a ghost only much, much bigger.The name eludes me now, but he had the tag "resurrectionist". Found him in one of the three crypts.
-*- Not all achievements have been reset as well.
-*- Monsters with knockback adds a few second of slow after knockback. Shows a hourglass on your debuffs for a few seconds. Not noticed this earlier
Before we had a 40 AP hydra that did garbage damage and couldn't hit anything.
The devs said "wow nobody's using it, well that 40 AP is a huge kicker, let's lower that. But then if targets aren't moving it is too efficient so let's lower its damage."
Here's the problem: You can still only have one hydra. That means your DPS from this skill just went down when it was bad to begin with. Now you have a cheap skill that does worse damage and still can't hit anything, and the only redeeming quality is now you can cast more other spells while using its suckitude.
Yes, that 25 AP you save you can now cast other spells to increase your damage, but guess what? You could just use that last 15 AP and get even more damage.
Let's compare familiar, magic weapon, and hydra, the fire and forget "free damage" spells. Magic weapon just increases your damage, which makes it easy to control. You aim your spells and can force them to hit. Efficient. Familiar can not only fire at things you attack (making it aimable), but also increase your damage. Also efficient. Hydra forces you every time you want to cast it to place it within the game world, taking up precious time while also being uncontrollable in regards to which monster it attacks. As the game difficulty goes up, monsters will only get faster and make hydra worse and worse as it misses more.
Was it a hydra buff? Sure, but the buff is irrelevant because it doesn't address the issue that makes hydra terrible.
What happened to their mantra of making abilities awesome when they got to hydra? They could have made the spell way more impressive but still balanced, instead it's just weak and underwhelming looking and feeling. If you cast it, you don't even seem to notice it doing anything. Missed opportunity so far.