i dont know i like the wd alot but when you watch the lets play vids the melee classes seem like they have it easier dont you think
huh? Im IN the beta and have tested every class far more hours then the "lets plays" from force. the WD, if anything, has the EASIEST time killing.
watching force play he's not very good at the WD at all. like I've said before the WD is the hardest class to master and some people just don't get how to use him properly at all which makes him look bad. trust me, he's amazing when you know what your doing
PS. to OP: zombie charger undeath now does far more dmg quicker and is far more effective then it was before. 205% x3 = 615%. and quicker then it was before
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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
yeah late game the barb is gonna be and aoe master lol earthquake does so much damage
earthquake has a HUGE CD. and WW is small and seismic slam is his only good AOE which isn't better then the wizard arcane orb. and he's melee so he'll have a lot harder time. i don't understand how anyone can think the barb will be the best or even close to the best end-game when nothing points to that. sure you love the class, doesn't mean he's going to be the best by any means.
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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
it does have a huge cooldown but for damage sake its the highest
who cares for a one time high dmg ability? that doesn't change anything or make him better end-game. the Witch doctors pile on does 800% dmg instantly. which is half of earthquake and he can do it 3-4x more then earthquake and with grave injustice he could do it potentially ~10+ times before you can do earthquake twice.
have to look at the big picture bro. can't just look at one ability's dmg and expect its an insta-win or is even good to have.
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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
I try not to be too self serving with these videos (I don't like to be pushy) but if you want to see some fairly quick group kills, feel free to watch here or click on the link in my signature. I'm not the best, but I did get a pretty good AoE damaging build going. Parts 3 and 4 will be uploaded probably by end of tomorrow. On those I get haunt and really start putting up the DoTs. (my patch 12 video of the WD shows how fast it can kill, but obviously we are talking patch 13 here with the changed damages).
The nerf to 'Death is Life' (now 5% chance for enemies to produce health globe if they die in GotD) hurts a lot I think. Since you rely on health globes for both increased damage and more importantly as your way to stay alive. I think at least 10% would be more reasonable. Speaking in terms of sacrifice builds that is...
I guess if you're already stacking int as a WD and health globes heal for a lot more, they think it would be imbalanced to have a lot more globe spawns? And if you keep gruesome feast rolling the globes will heal for a ton more with +50% int I suppose (which is the point).
I dunno, this build was probably pretty imbalanced before, but it seems like they nerfed it a bit too much. 'Final Gift' I understand... but 'Death is Life' should really be changed, it seems entirely too weak.
Sacridoc int no longer up health globe heal it increases resistance.
Also Kagekaze the casting of spell on the dogs was something that existed before beta ever really started and it was something that was rolled in with skill runes... Specifically the locus swarm one is Zombie dogs with the Rabid Dogs rune,
Sacridoc int no longer up health globe heal it increases resistance.
Also Kagekaze the casting of spell on the dogs was something that existed before beta ever really started and it was something that was rolled in with skill runes... Specifically the locus swarm one is Zombie dogs with the Rabid Dogs rune,
yeah I had a feeling that had been the case, but it's kind of a shame.
Sacridoc int no longer up health globe heal it increases resistance.
Also Kagekaze the casting of spell on the dogs was something that existed before beta ever really started and it was something that was rolled in with skill runes... Specifically the locus swarm one is Zombie dogs with the Rabid Dogs rune,
Good to know... makes this nerf less justified I think.
Sacridoc int no longer up health globe heal it increases resistance.
Also Kagekaze the casting of spell on the dogs was something that existed before beta ever really started and it was something that was rolled in with skill runes... Specifically the locus swarm one is Zombie dogs with the Rabid Dogs rune,
Good to know... makes this nerf less justified I think.
This new patch affects a lot globe wise builds. They where sure op imo before the patch but now they seem so weak compared to other builds you can achieve. For me, this new patch means i will be going for dot builds and use cc a lot more now. Too bad because i really liked the idea of generating a lot of health globes to provide support in team games. Gruesome feast is definetly one of the passives which as been most affected by those changes. Hoppefully, this patch also brought some nice improvements to the WD's arsenal. Comparing all classes nerfs and buffs from this patch, i would definetly say that to me, it appears that only the DH (thanks to preparation skill being now something you will definetly want) as been "more improved"/"less nerfed" than the WD.
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huh? Im IN the beta and have tested every class far more hours then the "lets plays" from force. the WD, if anything, has the EASIEST time killing.
watching force play he's not very good at the WD at all. like I've said before the WD is the hardest class to master and some people just don't get how to use him properly at all which makes him look bad. trust me, he's amazing when you know what your doing
PS. to OP: zombie charger undeath now does far more dmg quicker and is far more effective then it was before. 205% x3 = 615%. and quicker then it was before
definitely not. his AOE skills are very small in the beta, of course his best AOE's he gets later. but as for 1-13 hes not the best.
wizard by far is the quickest in the beta because of arcane orb. 250% dmg in 20 yard radius spammable a few times = insta win
earthquake has a HUGE CD. and WW is small and seismic slam is his only good AOE which isn't better then the wizard arcane orb. and he's melee so he'll have a lot harder time. i don't understand how anyone can think the barb will be the best or even close to the best end-game when nothing points to that. sure you love the class, doesn't mean he's going to be the best by any means.
who cares for a one time high dmg ability? that doesn't change anything or make him better end-game. the Witch doctors pile on does 800% dmg instantly. which is half of earthquake and he can do it 3-4x more then earthquake and with grave injustice he could do it potentially ~10+ times before you can do earthquake twice.
have to look at the big picture bro. can't just look at one ability's dmg and expect its an insta-win or is even good to have.
I guess if you're already stacking int as a WD and health globes heal for a lot more, they think it would be imbalanced to have a lot more globe spawns? And if you keep gruesome feast rolling the globes will heal for a ton more with +50% int I suppose (which is the point).
I dunno, this build was probably pretty imbalanced before, but it seems like they nerfed it a bit too much. 'Final Gift' I understand... but 'Death is Life' should really be changed, it seems entirely too weak.
Also Kagekaze the casting of spell on the dogs was something that existed before beta ever really started and it was something that was rolled in with skill runes... Specifically the locus swarm one is Zombie dogs with the Rabid Dogs rune,
Good to know... makes this nerf less justified I think.
This new patch affects a lot globe wise builds. They where sure op imo before the patch but now they seem so weak compared to other builds you can achieve. For me, this new patch means i will be going for dot builds and use cc a lot more now. Too bad because i really liked the idea of generating a lot of health globes to provide support in team games. Gruesome feast is definetly one of the passives which as been most affected by those changes. Hoppefully, this patch also brought some nice improvements to the WD's arsenal. Comparing all classes nerfs and buffs from this patch, i would definetly say that to me, it appears that only the DH (thanks to preparation skill being now something you will definetly want) as been "more improved"/"less nerfed" than the WD.