The big idea of VQ turning into scaled bonus regen per CD up is one I really like. Call it 75% bonus regen for each cooldown. Then again, this would make it infinitely better than Spiritual Attunement is now, since even by default it would provide 15-45 regen on a nearly constant basis (Attunement works out to 8-10)
Ruppgu, I share your thoughts there. We need the ability to keep a couple of our buffs up more by default, or at the very least on a more constant basis. Making BBV work more like Hex is a good start, IMHO, especially when paired with the VQ change above.
They've stated the Dogs and Gargantuan are getting significant buffs, which is very good. They're iconic class spells (err... as much as can be in a game this young, anyway), and being able to actually use them will be quite the relief for me. Really, as long as they can provide me with 10 seconds against a standard Elite by default (I understand that bad luck facing off against certain DPS affixes will kill them quick), they will be worthwhile. Especially once Fortitude and Medicine come into play... (plotting and praying for this)
if they decide to scale VQ after CDs, it should activate with a minimum of 2 CDs active. if its just with one CD it will become insanly powerfull prehaps even more powerfull then it is now. especially if they tweek mana is some way.
BBV should follow the player by default, or prehaps getting a rune for it, i mean most of the rune is called dance and they just stand in place doing nothing, even if they get HEX, half ass movment AI, it would be insanly great.
would also love to see a health bar and number counter on our fetish army and fetish sycophants. cos they have health unlinke, spider queen hex and toad of hugeness.
toad of hugeness, should atleast be able to stun elites if they cant swallow em, would make the rune grow in popularity. cos i really love the concept of it.
one thing they seem to adress is the poor scaling of our dots. i really hope they make so that each invidual tick can crit instead of the whole cast.
another thing i have noticed is that its damn annoying that our zombie dogs have a cast animation when cast. i mean its a defensive CD, i wannt to be able to run away cast it and hope that the mobs following me attack them instead. but instead i wait up for 1 second casting the dogs and getting myself killed. more often than escaping using this tactic, they are under defensive skills after all.
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I recently converted to a DH for faceroll farming but for a change of pace I played my WD last night (it's been a couple of weeks and it was my first 60). I bought more gear since everything is so cheap now and I tried using a bunch of abilities besides bears, splinters, and bats.
Overall I came to the same conclusion that pretty much everything sucks compared to the main three builds even with better gear. I don't have godly gear and some abilities actually became “useable” because I’ve out geared early inferno content, but compared to a VQ build it’s just a waste of time.
I like what I've heard from the patch so far, but in the end the only thing I care about is not using bears anymore more, I’m so sick of it.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I think you guys are missing the point... they are trying to get you to start using passives and skills that are NOT already being used a lot. If anything happens to VQ, it's going to be a nerf not a buff, the skill is super strong as it is (although annoying to use without 5 CDs).
I guess you have a point. The idea on my end was to enable other builds, since you could then smooth out your cooldown use. However, it seems much more likely that Spiritual Attunement would be buffed for this purpose.
either the WD would need a significant buff overall to compete with the wizards efficiency or the wizard would have to be nerfed.
I don't see a significant nerf coming the wizard's way. CM builds might be over the top, but not much more so than ww/tornado, cyclone monks, and any old DH. The big ticket for 1.0.4 was supposedly skill build diversity so I feel pretty comfortable expecting Blizzard to deliver on viable pet builds amongst other things. I wouldn't hazard a guess as to how competitive it will be to start, but if the scaling is done well it ought to be on par with some of the tankier builds (given that having a lot of pets is a defensive playstyle).
looking at the wizard preview, and them nerfing wicked winds i bit i fear that, burning dogs, phantasm, big stinker, and fire pit might have their proc coefficient loverd a bit. but i really really hope not, cos that would just kill of all the niches for the WD to play as a CC machine. my guess is that fire pit will recive a nerf in this depertment, but i hope dogs and stinker is intact.
another thing to note, seems like they arent going to nerf zombie bears, but rather bring up the rest of the effects close to par, and thats a great thing would love to use undeath efficiently.
i garantee that haunts damage will be increased to atleast 1000% damage over 12 sec, and that acid clouds damage will be increased some possibly 150% for direct damage and and 150% in the dot damage.
im not sure about locus swarm but with the new DoT formula it should do alot more damage without any direct buffs.
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I'm preparing myself to be disappointed after seeing that the first 2 blogs were only about strict + damage changes to skills. I expected that the WD changes would be more than just buffing the damage of our least used abilities. If that's all it is while throwing us a pet bone with pets gaining a benefit from +vit (or taking less damage from elite affixes), then I'll be very disappointed.
I hope the WD blog is the first one out the door today.
I think we're going to see mana adjustments as the main change. Most of our abilities are good, they're just extremely expensive (even without VT) for the paltry damage they do.
Beyond that I think we'll see some buffs and a few range changes. So far Barb/Wiz haven't had their passives changed. But then again these posts may just be a sampling of big ideas with some nitty gritty being in the actual patch notes.
I think it's guaranteed that stupid overpowered zombie bears will get the nerf bat.
This game is about being incredibly strong to begin with. Blizz has already said they are focusing on abilities that aren't being used, so it's probably safe to say that it won't be touched.
I can tell you what will be the change in WD, the pets will become stronger and more efficient, probably with lower cooldowns fulstop.
Pets will probably scale with int/vit/resists, but given that their legendary has a reduce CD for the pets on it (of like 18 seconds if memory serves), it's unlikely that the pet CD will be reduced. Problem is, you can buff the pets all you want; they are still useless as their damage output simply isn't meaningful.
It's looking like we'll be the last preview So far they have been going in the same order listed in their post yesterday since monk is the first one up today. Probably won't get our preview until 2am tonight
but the great thing is that WD had a link and demon hunter had (comming soon) so hopefully WD is next one up, one great thing about monks is that they talk about "mandotory" passives, and that they arent going to change OWE at all, sure it would hurt alot for a lot of monks if they did.
its not like WDs have any mandotory passives aside from VQ, so it might stay the sam or become easyer to use. like the tiered suggestions
1 CD 0%, 2 CD: 100%, 3 CD 200% 4-6 CD 300% regen. or something simmilar.
and spirutal attunement and greusome feast migth get a change also to become alternatives.
like 2-4% max mana every second, and gerusome feast to increase mana regen by say 5-10 per stack for the durration.
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The WD community set it's sights so high that any change at this stage will seem underwhelming imo.
Who knows, perhaps they pleasantly surprise us ;P
Ruppgu, I share your thoughts there. We need the ability to keep a couple of our buffs up more by default, or at the very least on a more constant basis. Making BBV work more like Hex is a good start, IMHO, especially when paired with the VQ change above.
They've stated the Dogs and Gargantuan are getting significant buffs, which is very good. They're iconic class spells (err... as much as can be in a game this young, anyway), and being able to actually use them will be quite the relief for me. Really, as long as they can provide me with 10 seconds against a standard Elite by default (I understand that bad luck facing off against certain DPS affixes will kill them quick), they will be worthwhile. Especially once Fortitude and Medicine come into play... (plotting and praying for this)
BBV should follow the player by default, or prehaps getting a rune for it, i mean most of the rune is called dance and they just stand in place doing nothing, even if they get HEX, half ass movment AI, it would be insanly great.
would also love to see a health bar and number counter on our fetish army and fetish sycophants. cos they have health unlinke, spider queen hex and toad of hugeness.
toad of hugeness, should atleast be able to stun elites if they cant swallow em, would make the rune grow in popularity. cos i really love the concept of it.
one thing they seem to adress is the poor scaling of our dots. i really hope they make so that each invidual tick can crit instead of the whole cast.
another thing i have noticed is that its damn annoying that our zombie dogs have a cast animation when cast. i mean its a defensive CD, i wannt to be able to run away cast it and hope that the mobs following me attack them instead. but instead i wait up for 1 second casting the dogs and getting myself killed. more often than escaping using this tactic, they are under defensive skills after all.
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0-1 CD: no bonus
2 CDs: 75%
3 CDs: 150%
4 CDs: 300%
5 CDs: 450%
... and I would use it like crazy in 3-CD builds.
Overall I came to the same conclusion that pretty much everything sucks compared to the main three builds even with better gear. I don't have godly gear and some abilities actually became “useable” because I’ve out geared early inferno content, but compared to a VQ build it’s just a waste of time.
I like what I've heard from the patch so far, but in the end the only thing I care about is not using bears anymore more, I’m so sick of it.
I guess you have a point. The idea on my end was to enable other builds, since you could then smooth out your cooldown use. However, it seems much more likely that Spiritual Attunement would be buffed for this purpose.
While every classes require you use 5 to 6 skills all the time. The WD? You case a skill, wait for cooldown to finish. Repeat.
I don't see a significant nerf coming the wizard's way. CM builds might be over the top, but not much more so than ww/tornado, cyclone monks, and any old DH. The big ticket for 1.0.4 was supposedly skill build diversity so I feel pretty comfortable expecting Blizzard to deliver on viable pet builds amongst other things. I wouldn't hazard a guess as to how competitive it will be to start, but if the scaling is done well it ought to be on par with some of the tankier builds (given that having a lot of pets is a defensive playstyle).
another thing to note, seems like they arent going to nerf zombie bears, but rather bring up the rest of the effects close to par, and thats a great thing would love to use undeath efficiently.
i garantee that haunts damage will be increased to atleast 1000% damage over 12 sec, and that acid clouds damage will be increased some possibly 150% for direct damage and and 150% in the dot damage.
im not sure about locus swarm but with the new DoT formula it should do alot more damage without any direct buffs.
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I hope the WD blog is the first one out the door today.
Beyond that I think we'll see some buffs and a few range changes. So far Barb/Wiz haven't had their passives changed. But then again these posts may just be a sampling of big ideas with some nitty gritty being in the actual patch notes.
We'll see soon enough in a few hours.
Everything else will be buffed over bears.
This game is about being incredibly strong to begin with. Blizz has already said they are focusing on abilities that aren't being used, so it's probably safe to say that it won't be touched.
Let's hope they're saving the best for last.....
but the great thing is that WD had a link and demon hunter had (comming soon) so hopefully WD is next one up, one great thing about monks is that they talk about "mandotory" passives, and that they arent going to change OWE at all, sure it would hurt alot for a lot of monks if they did.
its not like WDs have any mandotory passives aside from VQ, so it might stay the sam or become easyer to use. like the tiered suggestions
1 CD 0%, 2 CD: 100%, 3 CD 200% 4-6 CD 300% regen. or something simmilar.
and spirutal attunement and greusome feast migth get a change also to become alternatives.
like 2-4% max mana every second, and gerusome feast to increase mana regen by say 5-10 per stack for the durration.
EU Season Achievement Ladder: Season 1 : #773, 7150/7880 | S2 : #742, 5970/8280 | S3 : #1000+, 810/980 | S4 #? 0/? |