I was wondering if instead of reducing the amount of times Nether Tentacles could hit an enemy if maybe there was the option of raising the cost of the skill itself? My reasoning for this lies below!
And here it is. The main thing that made Nether Tentacles so overpowered (lets face it, it really was) was not the fact that a single tentacle could hit more than once (in my opinion at least), but the fact that for a mere ten hatred you could fire off a seemingly endless amount of these. The fact that you could plaster an entire room with layers of the things and use it as a slow-moving, self-healing multishot that cost next to nothing was a tad ridiculous! So instead of making the skill less powerful (lets face it, it really is now), why not make it just cost more so that a demon hunter couldn't just spam it and win the game? Treat it as a sort of "Oh snap, just took a huge hit, need to be able to regen some HP while dealing some damage back!" kind of skill. One that had to actually be invested in (resource management of Hatred) to be used?
And I'm not talking about bumping the cost to an 'unreasonable' 25 hatred (I actually had someone say that was unreasonable when I suggested it. It made for a good set of laughs until I realized he was serious in his protest). I was thinking more along the lines of 40-50? Enough to make demon hunters think twice about relying on this as a one-hit-wonder type of skill that solves all problems and can drop end game bosses like Azmodan in under 5 seconds.
I'm sure the idea of increasing the cost of the skill came around the table when the staff was trying to find a solution for the Nether Tentacles, but I thought maybe I'd voice it here in hopes of gaining some insight from someone in blue.
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"I'm just getting started. I'm gonna pull the whole thing down. I gonna bring the whole fuckin' diseased, corrupt temple down on your heads. It's gonna be Biblical."
- Clay Shelton
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I was wondering if instead of reducing the amount of times Nether Tentacles could hit an enemy if maybe there was the option of raising the cost of the skill itself? My reasoning for this lies below!
And here it is. The main thing that made Nether Tentacles so overpowered (lets face it, it really was) was not the fact that a single tentacle could hit more than once (in my opinion at least), but the fact that for a mere ten hatred you could fire off a seemingly endless amount of these. The fact that you could plaster an entire room with layers of the things and use it as a slow-moving, self-healing multishot that cost next to nothing was a tad ridiculous! So instead of making the skill less powerful (lets face it, it really is now), why not make it just cost more so that a demon hunter couldn't just spam it and win the game? Treat it as a sort of "Oh snap, just took a huge hit, need to be able to regen some HP while dealing some damage back!" kind of skill. One that had to actually be invested in (resource management of Hatred) to be used?
And I'm not talking about bumping the cost to an 'unreasonable' 25 hatred (I actually had someone say that was unreasonable when I suggested it. It made for a good set of laughs until I realized he was serious in his protest). I was thinking more along the lines of 40-50? Enough to make demon hunters think twice about relying on this as a one-hit-wonder type of skill that solves all problems and can drop end game bosses like Azmodan in under 5 seconds.
I'm sure the idea of increasing the cost of the skill came around the table when the staff was trying to find a solution for the Nether Tentacles, but I thought maybe I'd voice it here in hopes of gaining some insight from someone in blue.
- Clay Shelton