Don't get too excited. Before the servers went down I managed to create four of the five classes to browse the skills. Only the Witch Doctor of those four had their 1-13 skills re-arranged. The rest, if any, were post 13.
Barbarian
Demon Hunter
Monk
Witch Doctor
I didn't get to look at the Wizard...but....even then, I'm NOT happy with the WD changes. It makes early game less fun for the WD.
Plague of toads was a lot of fun. Especially the rune, explosive toads. Plague of toads is now @Lv11.
FIrebats is now @Lv5. With the drastic increase in mana though - that kind of sucks. Soul Harvest is @Lv9 - so we did get a new skill. That's all I remember off the top of my head, really.
Edit: And somebody said Wizard didn't change much if at all :(...
I made a wiz and noticed 0 changes, I think the only change was RoF was moved to lvl 2... That's about all I noticed didn't get to see any runes cause I got cut off at level 3.
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Not even Death will save you from Diablo Bunny's Cuteness!
I found toads to be pretty annoying, if firebats have been bumped up and toads pushed back I'm totally fine with that. I hated his old early game.
That'd be fine if they didn't drastically increase the mana cost. If I remember right it was around 55 or so mana? You'd run out of mana in 3 or 4 seconds. The mana cost for grasp of the dead was increased by about 50 @ just level 2, iirc. Personally, I thought the early game was alright.
You had Wizard running around one-shotting everything. To do that as a WD you had to go up and hope your toads hit them. Firebats sucked - and while the damage buff is nice, the mana cost is NOT. It HURTS early game because we CAN'T stack a lot of +mana regen yet.
Even haunt went up by like 40 mana at such a low level.
I don't think mana costs are %mana now.... I saw them at different values than the DFans patch notes were showing.
Edit: And before anybody comes in here spouting about retail - I believe the same thing. Even so, it's quite obvious the problems they're balancing around are end-game problems. This means that early game will suffer. I feel the same way towards Monk. I feel like Monk early game will suffer terribly due to the fact that we don't have access to +spirit regeneration. Once we get that, it'll become leagues easier to maintain damage.
Edit: And from what I have gotten to play of the WD in patch 15 (not very much), I'll probably just go back to a Barb. Cleave w/ rune > WD AoE tbh. They need to get the WD better AoE. We have amazing single target using Haunt and Splinters. That's cool, but it's a pita to clear crowds.
They're obviously trying to make the game as good as they can, and to do that they need lots of data concerning the people they're trying to make it as good as it can be for.
The problem is that they're trying to appeal to such a broad audience (too broad). How do you please greeks and trojans?
By cloning Helena?
Pfffttt both kings would want both clones... think about the threesom!
I found toads to be pretty annoying, if firebats have been bumped up and toads pushed back I'm totally fine with that. I hated his old early game.
That'd be fine if they didn't drastically increase the mana cost. If I remember right it was around 55 or so mana? You'd run out of mana in 3 or 4 seconds. The mana cost for grasp of the dead was increased by about 50 @ just level 2, iirc. Personally, I thought the early game was alright.
You had Wizard running around one-shotting everything. To do that as a WD you had to go up and hope your toads hit them. Firebats sucked - and while the damage buff is nice, the mana cost is NOT. It HURTS early game because we CAN'T stack a lot of +mana regen yet.
Even haunt went up by like 40 mana at such a low level.
I don't think mana costs are %mana now.... I saw them at different values than the DFans patch notes were showing.
Edit: And before anybody comes in here spouting about retail - I believe the same thing. Even so, it's quite obvious the problems they're balancing around are end-game problems. This means that early game will suffer. I feel the same way towards Monk. I feel like Monk early game will suffer terribly due to the fact that we don't have access to +spirit regeneration. Once we get that, it'll become leagues easier to maintain damage.
Edit: And from what I have gotten to play of the WD in patch 15 (not very much), I'll probably just go back to a Barb. Cleave w/ rune > WD AoE tbh. They need to get the WD better AoE. We have amazing single target using Haunt and Splinters. That's cool, but it's a pita to clear crowds.
mana costs of the WD spells were never % of your mana pool. they used to scale with your level. they do not scale with your level since patch 12 or so. they are exactly the same at lvl 1 as lvl 60 (unless patch 15 changed that). firebats costs 123 mana per second (used to be 27 mana per second) and haunt costs 98 mana.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Well I'm by no means a WD expert (I dont like the class ). So I wont talk about that. But about the "mutual incompatible" point... just look at the pool that asks for a hardcore RMAH. Its almost 50/50. Now tell me how you please both parties?
They can't. They best move is to think about what party is more "resistent" against an unliked feature. However if HC start to get really popular they will much likely implement RM there (because majority of people tolerates RM).
About the Wd, the only issue i see is that he has too much useless skills. I think they really need to remake some before the release... I can't see Hex being used by anyone (one slot to CC one monster randomly? wth?). Horrify is also way to weak (compere it to other similar CC abilities: Ground Slam and Frost Nova. It has 20 more cooldown and it's base effect, fear, is usually worse then freeze/stum). Pets are too strong and mandatory, but they need to be that way because the WD has no other good defensive ability other then summons... Also some attacks are way to slow and ackward to use (Toads and Charger imo).
Overall i think the Wd is not a character for everyone because his theme is being random and weird. He shoots random stuff and play with ackward abilities, so not anyone will play that no matter how powerful it is... Still i think some skills are way to slow, it's just unpleansant to use then !
I'm glad Vermin is gone too. It was a balance nightmare... Way to mandatory !
meh. ive played diablo since the beginning and i like the changes to the WD class so far. this whole elitist VS casuals bla bla whatever, none of you have any argument because there are elitists who like it and dont and there are casuals who like it and dont. and i see no signs of it leaning towards one or the other. its all a matter of opinion and perspective.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
mana costs of the WD spells were never % of your mana pool. they used to scale with your level. they do not scale with your level since patch 12 or so. they are exactly the same at lvl 1 as lvl 60 (unless patch 15 changed that). firebats costs 123 mana per second (used to be 27 mana per second) and haunt costs 98 mana.
They may have switch to a % of mana or a mana cost increase while leveling again. Either that or the data mined information was just bad and that has happened before. Datamining isn't always perfect.
EDIT: The mana costs in game were MUCH lower than what's listed in the notes here on diablofans, which is why I assume one of the two above possibilities.
mana costs of the WD spells were never % of your mana pool. they used to scale with your level. they do not scale with your level since patch 12 or so. they are exactly the same at lvl 1 as lvl 60 (unless patch 15 changed that). firebats costs 123 mana per second (used to be 27 mana per second) and haunt costs 98 mana.
They may have switch to a % of mana or a mana cost increase while leveling again. Either that or the data mined information was just bad and that has happened before. Datamining isn't always perfect.
EDIT: The mana costs in game were MUCH lower than what's listed in the notes here on diablofans, which is why I assume one of the two above possibilities.
oh shit really? well good haha. i did think the mana cost was a bit steep but figured they changed around the mana pool and regen also
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
mana costs of the WD spells were never % of your mana pool. they used to scale with your level. they do not scale with your level since patch 12 or so. they are exactly the same at lvl 1 as lvl 60 (unless patch 15 changed that). firebats costs 123 mana per second (used to be 27 mana per second) and haunt costs 98 mana.
They may have switch to a % of mana or a mana cost increase while leveling again. Either that or the data mined information was just bad and that has happened before. Datamining isn't always perfect.
EDIT: The mana costs in game were MUCH lower than what's listed in the notes here on diablofans, which is why I assume one of the two above possibilities.
oh shit really? well good haha. i did think the mana cost was a bit steep but figured they changed around the mana pool and regen also
Which is what I stated. Apparently if I say it - it has no merit, but if somebody else states the exact same thing - it carries more merit. Wtf? lol
I like the WD changes. Before this patch, the WD was the only class that didn't have to worry about their resource. That's pretty lame and boring in my opinion.
Also, I'm pretty pumped about haunt being useful now. With it costing so much, you'll care more about making sure it has somewhere to jump.
Barbarian
Demon Hunter
Monk
Witch Doctor
I didn't get to look at the Wizard...but....even then, I'm NOT happy with the WD changes. It makes early game less fun for the WD.
Plague of toads was a lot of fun. Especially the rune, explosive toads. Plague of toads is now @Lv11.
FIrebats is now @Lv5. With the drastic increase in mana though - that kind of sucks. Soul Harvest is @Lv9 - so we did get a new skill. That's all I remember off the top of my head, really.
Edit: And somebody said Wizard didn't change much if at all :(...
I was hoping for quite a few changes QQ
That'd be fine if they didn't drastically increase the mana cost. If I remember right it was around 55 or so mana? You'd run out of mana in 3 or 4 seconds. The mana cost for grasp of the dead was increased by about 50 @ just level 2, iirc. Personally, I thought the early game was alright.
You had Wizard running around one-shotting everything. To do that as a WD you had to go up and hope your toads hit them. Firebats sucked - and while the damage buff is nice, the mana cost is NOT. It HURTS early game because we CAN'T stack a lot of +mana regen yet.
Even haunt went up by like 40 mana at such a low level.
I don't think mana costs are %mana now.... I saw them at different values than the DFans patch notes were showing.
Edit: And before anybody comes in here spouting about retail - I believe the same thing. Even so, it's quite obvious the problems they're balancing around are end-game problems. This means that early game will suffer. I feel the same way towards Monk. I feel like Monk early game will suffer terribly due to the fact that we don't have access to +spirit regeneration. Once we get that, it'll become leagues easier to maintain damage.
Edit: And from what I have gotten to play of the WD in patch 15 (not very much), I'll probably just go back to a Barb. Cleave w/ rune > WD AoE tbh. They need to get the WD better AoE. We have amazing single target using Haunt and Splinters. That's cool, but it's a pita to clear crowds.
Pfffttt both kings would want both clones... think about the threesom!
mana costs of the WD spells were never % of your mana pool. they used to scale with your level. they do not scale with your level since patch 12 or so. they are exactly the same at lvl 1 as lvl 60 (unless patch 15 changed that). firebats costs 123 mana per second (used to be 27 mana per second) and haunt costs 98 mana.
They can't. They best move is to think about what party is more "resistent" against an unliked feature. However if HC start to get really popular they will much likely implement RM there (because majority of people tolerates RM).
About the Wd, the only issue i see is that he has too much useless skills. I think they really need to remake some before the release... I can't see Hex being used by anyone (one slot to CC one monster randomly? wth?). Horrify is also way to weak (compere it to other similar CC abilities: Ground Slam and Frost Nova. It has 20 more cooldown and it's base effect, fear, is usually worse then freeze/stum). Pets are too strong and mandatory, but they need to be that way because the WD has no other good defensive ability other then summons... Also some attacks are way to slow and ackward to use (Toads and Charger imo).
Overall i think the Wd is not a character for everyone because his theme is being random and weird. He shoots random stuff and play with ackward abilities, so not anyone will play that no matter how powerful it is... Still i think some skills are way to slow, it's just unpleansant to use then !
I'm glad Vermin is gone too. It was a balance nightmare... Way to mandatory !
Thanks for reposting that, Cherub. I didn't think it had been updated to the new patch. That is an awesome find.
They may have switch to a % of mana or a mana cost increase while leveling again. Either that or the data mined information was just bad and that has happened before. Datamining isn't always perfect.
EDIT: The mana costs in game were MUCH lower than what's listed in the notes here on diablofans, which is why I assume one of the two above possibilities.
oh shit really? well good haha. i did think the mana cost was a bit steep but figured they changed around the mana pool and regen also
Which is what I stated. Apparently if I say it - it has no merit, but if somebody else states the exact same thing - it carries more merit. Wtf? lol
i thought u were mistaken based on the datamined info on the front page.
Also, I'm pretty pumped about haunt being useful now. With it costing so much, you'll care more about making sure it has somewhere to jump.
I figured that out myself, but I didn't know if it was changed to %mana or what.
so spells are back to scaling with level? lawl. there so back n forth with shit