They gave the monk mantras then realised that it meant the monk had to have a skill UI button used up just to keep the mantra up. This was a problem because it meant that the monk had fewer "active" skills to use. The solution was to lower the cooldown and give the mantra a double potency effect for a few seconds encouraging the player to keep using it. So, my question is, why not do the same thing for the demon hunter? The dogs are basically an aura that does damage to up to 4 monters at a time. I know some of you may say that you can get the spell sacrifice which can be used in conjunction with zombie dogs so that you are constantly summoning and exploding your dogs. But should a WD beforced to get sacrifice if they decide to get zombie dogs just to keep the skill active? I don't think so. What I think should happen is that when zombie dogs are summoned, they explode from the ground doing AoE damage. Either that or give them a bonus to movement and attack speed for a short duration after summoning. What do you think?
Hm. Well, Wizards have armor that functions like a monk Mantra, but they get no added effect for a short period of time, so IDK if that is exactly the thought process behind why they do extra stuff, not saying it wasn't, but it doesn't add up.
The dogs added function is control. Unlike the Wizard armor, or the Monk mantra, the zombie dogs directly affect the battle field, as they can be used as meat shields keeping enemies off of you. So I don't really think that they need to have some sort of secondary effect upon being summoned.
Sacrifice is a very situation skill at best, yes it does a decent amount of damage, but I mean, Hungry Bats does just as much, and doesn't leaev you without your meat shield. The only upside is that with a Skill Rune you get a chance at getting the dogs back. But even in the beta you see monsters ignore your dogs and go for you instead, so it's likely that as soon as you sacrifice you'll get stormed by any remaining enemies. Depending on what level of runestone the Skill Rune for it go, the chances of getting another dog in the first place could be small.
All in all I don't see any reason to have added effects for the zombie dogs, they just nerfed the whole class because it was going to be too strong at end game, and even still, with the right player using it, the WD will easily be the most powerful of the classes, no need to add to that.
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The dogs added function is control. Unlike the Wizard armor, or the Monk mantra, the zombie dogs directly affect the battle field, as they can be used as meat shields keeping enemies off of you. So I don't really think that they need to have some sort of secondary effect upon being summoned.
Sacrifice is a very situation skill at best, yes it does a decent amount of damage, but I mean, Hungry Bats does just as much, and doesn't leaev you without your meat shield. The only upside is that with a Skill Rune you get a chance at getting the dogs back. But even in the beta you see monsters ignore your dogs and go for you instead, so it's likely that as soon as you sacrifice you'll get stormed by any remaining enemies. Depending on what level of runestone the Skill Rune for it go, the chances of getting another dog in the first place could be small.
All in all I don't see any reason to have added effects for the zombie dogs, they just nerfed the whole class because it was going to be too strong at end game, and even still, with the right player using it, the WD will easily be the most powerful of the classes, no need to add to that.
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