meh. with jungle fortitude - psn rune for dogs - bad medicine - and zombie handler dogs will be grreat tanks. i guess blizzard made it so the dogs are only able to be tanks if you make your build based around them, otherwise they are just distractions that die quick. makes sense really.
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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
meh. with jungle fortitude - psn rune for dogs - bad medicine - and zombie handler dogs will be grreat tanks. i guess blizzard made it so the dogs are only able to be tanks if you make your build based around them, otherwise they are just distractions that die quick. makes sense really.
If that is true, then there is no longer any guarantee that he will make the easiest transition into inferno. Maybe the exact opposite.
Also, I think you would be better off with Leeching beasts and big stinker.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
meh. with jungle fortitude - psn rune for dogs - bad medicine - and zombie handler dogs will be grreat tanks. i guess blizzard made it so the dogs are only able to be tanks if you make your build based around them, otherwise they are just distractions that die quick. makes sense really.
If that is true, then there is no longer any guarantee that he will make the easiest transition into inferno. Maybe the exact opposite.
Also, I think you would be better off with Leeching beasts and big stinker.
I think he was just referring to skills as far as beta is concerned. Otherwise, yeah I'd agree that Leeching Beasts is probably going to be all but required to keep them alive come Inferno. Even then it might not be, you might have to take a combination of Jungle Fortitude, Zombie Handler, and Fierce Loyalty, or maybe even all 3.
meh. with jungle fortitude - psn rune for dogs - bad medicine - and zombie handler dogs will be grreat tanks. i guess blizzard made it so the dogs are only able to be tanks if you make your build based around them, otherwise they are just distractions that die quick. makes sense really.
If that is true, then there is no longer any guarantee that he will make the easiest transition into inferno. Maybe the exact opposite.
Also, I think you would be better off with Leeching beasts and big stinker.
for levels 1-20 yes. 20+ has not changed. they only doubled the dmg from 1-13 and then trails off to 20 when it gets back on track. after that itll be just like 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
Definitely agree, but wouldn't want to see too much of an increase; maybe up 9% weapon damage to 15% to make them a little more interesting in damage out put? I'd also like to see their health tied directly into the WD's, so it'd be a bit more customizable and tie in to the player's build. They shouldn't be significant in DPS or health but watching them die in the first 5 seconds of a boss battle is a little underwhelming.
Obviously later-game runes / equipment will give us this power I'd imagine, it's probably just hard to see in the scope of the beta.
From level 1 to 12 I never had my dogs die once, except one time against the Skel King, but I just simply re-cast them and I was fine. So I'm boggled why there seem to be others having issues with them. They served their purpose as meat shields quite well. And this is with little to no int gear.
Also, if the core of the complaint of the dogs is from you taking them in the field of Misery, then I wouldn't worry about it but so much. We weren't even suppose to go there in the 1st place and who knows what level we actually have to be when we're suppose to step foot over there.
Really? Weird. I've never had the dogs -not- die in the first ax-swing from SK. Interesting.
But yeah, I'm not arguing they become super beefy or DPS-y, they just seem slightly too throwaway. But I also know later in the game runes / equip. will allow us to emphasize summons so I'm not terribly worried.
Really? Weird. I've never had the dogs -not- die in the first ax-swing from SK. Interesting.
But yeah, I'm not arguing they become super beefy or DPS-y, they just seem slightly too throwaway. But I also know later in the game runes / equip. will allow us to emphasize summons so I'm not terribly worried.
Maybe it's the possibility that the Templar is healing them? I did opt to get him the healing ability, but I'm not sure if it effects minions. But, from the beginning I just let the dogs hold the mobs at a distance as I threw out spells. So I'm not worried about them not doing damage -- as long as they can take a few hits that's good enough for me.
Id almost rather they do no dmg and actually stay alive.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Really? Weird. I've never had the dogs -not- die in the first ax-swing from SK. Interesting.
But yeah, I'm not arguing they become super beefy or DPS-y, they just seem slightly too throwaway. But I also know later in the game runes / equip. will allow us to emphasize summons so I'm not terribly worried.
Maybe it's the possibility that the Templar is healing them? I did opt to get him the healing ability, but I'm not sure if it effects minions. But, from the beginning I just let the dogs hold the mobs at a distance as I threw out spells. So I'm not worried about them not doing damage -- as long as they can take a few hits that's good enough for me.
ya same i rarely had them die ever. with templar healing and jungle fortitude they do just fine. and later levels after the mob dmg is no longer doubled after 13 they'll get better n better at tanking without dying.
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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
The templar's ability reads that it only heals you and the templar. Have you actually ever seen him heal a dog?
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
The templar's ability reads that it only heals you and the templar. Have you actually ever seen him heal a dog?
Did he mean the pasive life regen? Does that apply?
yea i meant loyalty his passive. and i didnt exactly look at the dog health to see if it increased. either way with jungle fortitude they do fine, before they were invincible no matter what, now if you dont kill mobs at a decent pace they will lose life pretty quick n some may die, but not like they die too often to where its on CD.
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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
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If that is true, then there is no longer any guarantee that he will make the easiest transition into inferno. Maybe the exact opposite.
Also, I think you would be better off with Leeching beasts and big stinker.
Epicurus
I think he was just referring to skills as far as beta is concerned. Otherwise, yeah I'd agree that Leeching Beasts is probably going to be all but required to keep them alive come Inferno. Even then it might not be, you might have to take a combination of Jungle Fortitude, Zombie Handler, and Fierce Loyalty, or maybe even all 3.
for levels 1-20 yes. 20+ has not changed. they only doubled the dmg from 1-13 and then trails off to 20 when it gets back on track. after that itll be just like it was before.
Obviously later-game runes / equipment will give us this power I'd imagine, it's probably just hard to see in the scope of the beta.
Also, if the core of the complaint of the dogs is from you taking them in the field of Misery, then I wouldn't worry about it but so much. We weren't even suppose to go there in the 1st place and who knows what level we actually have to be when we're suppose to step foot over there.
But yeah, I'm not arguing they become super beefy or DPS-y, they just seem slightly too throwaway. But I also know later in the game runes / equip. will allow us to emphasize summons so I'm not terribly worried.
Maybe it's the possibility that the Templar is healing them? I did opt to get him the healing ability, but I'm not sure if it effects minions. But, from the beginning I just let the dogs hold the mobs at a distance as I threw out spells. So I'm not worried about them not doing damage -- as long as they can take a few hits that's good enough for me.
Epicurus
ya same i rarely had them die ever. with templar healing and jungle fortitude they do just fine. and later levels after the mob dmg is no longer doubled after 13 they'll get better n better at tanking without dying.
Epicurus
Did he mean the pasive life regen? Does that apply?
yea i meant loyalty his passive. and i didnt exactly look at the dog health to see if it increased. either way with jungle fortitude they do fine, before they were invincible no matter what, now if you dont kill mobs at a decent pace they will lose life pretty quick n some may die, but not like they die too often to where its on CD.