Before anyone thinks that I QQ in PvP against WDs, know that I play a WD and I love them. Sweet abilities and passives that work well together, a great theme, and my favorite resource of the five characters makes the WD one of my favorite classes to play. With that out of the way, let me say that when it comes to PvP, I think the WD needs some small balancing tweaks. With skills like Spirit Walk, Hex, and Horrify at their disposal, very few people that I've seen can take on a WD, even one in weak gear.
Spirit Walk saves them from any situation due to it's ability to be used during stuns, fear, slows, and when frozen, effectively removing them from any dangerous situation. Given the fact that it also keeps them from receiving damage, increases their speed, and makes them invisible, it becomes a skill so powerful that it can avoid even the most elaborate assaults from enemies. It's an awesome skill, but I think for PvP it is a little too powerful. I can't really think of much to do for it though.
Hex is another big one. The little fetish constantly turns the enemy into a useless chicken or sheepish creature. This wouldn't be so bad if the fetish did it once, but if the enemy lives past the first time and the fetish remains, it will happen again until the fetish leaves or the enemy dies. Given the fact that the fetish stays long enough for the cool-down to be nearly done with doesn't help either. If I were to nerf it, I would reduce how long the fetish stays in combat.
Horrify isn't such a bad skill, but it's good enough that it can give an experienced WD all the time they need to mop the floor with someone, especially when combined with the jar-o-spiders that the WD can throw + countless minions that will follow. I think the time Horrify's effect last should be reduced a bit, but not by too much mind you, because certain gear/abilities can naturally reduce such effects.
I love the WD a lot, and it's slowly turning into my main character (originally the Wizard was), but I think they could use a bit of a tweak for PvP.
That being said, I don't think PvP specific nerfs should also apply to PvE, but only apply when they are in the Scorched Chapel.
TL:DR
The Witch Doctor is awesome. You do not kill the Witch Doctor, the Witch Doctor kills you.
You have no idea how many WDs I've faced that said...
"What are you talking about? Just use Mirror Image and break Hex and Haunt."
No. Actually Mirror Image can't break Hex or Fear.
I actually don't even care if things get nerfed within PvP. Just give the poor wizards some kind of instant high burst damage (see Monk Wave of Light) or some kind of reliable DoT that's not 0% accuracy Meteor or blind Venom/Mammoth Hydra (see Rend, Haunt or Impale). That's really the only issue I have. Every other class can throw a DoT, run away to heal, come back later, throw a DoT, repeat. Meanwhile, wizards have to constantly chase after people to do damage and really have no way to counter DoTs other than Mirror Image, which has a silly cooldown that doesn't get refreshed by Illusionist when DoT hits.
You have no idea how many WDs I've faced that said...
"What are you talking about? Just use Mirror Image and break Hex and Haunt."
No. Actually Mirror Image can't break Hex or Fear.
I actually don't even care if things get nerfed within PvP. Just give the poor wizards some kind of instant high burst damage (see Monk Wave of Light) or some kind of reliable DoT that's not 0% accuracy Meteor or blind Venom/Mammoth Hydra (see Rend, Haunt or Impale). That's really the only issue I have. Every other class can throw a DoT, run away to heal, come back later, throw a DoT, repeat. Meanwhile, wizards have to constantly chase after people to do damage and really have no way to counter DoTs other than Mirror Image, which has a silly cooldown that doesn't get refreshed by Illusionist when DoT hits.
I know how you feel. Having played the Wizard since the beginning and spending so much gold and time on one, I feel cheated now that I've began to dive into other classes and seen what they can do compared to a Wizard.
Spirit Walk saves them from any situation due to it's ability to be used during stuns, fear, slows, and when frozen, effectively removing them from any dangerous situation. Given the fact that it also keeps them from receiving damage, increases their speed, and makes them invisible, it becomes a skill so powerful that it can avoid even the most elaborate assaults from enemies. It's an awesome skill, but I think for PvP it is a little too powerful. I can't really think of much to do for it though.
Hex is another big one. The little fetish constantly turns the enemy into a useless chicken or sheepish creature. This wouldn't be so bad if the fetish did it once, but if the enemy lives past the first time and the fetish remains, it will happen again until the fetish leaves or the enemy dies. Given the fact that the fetish stays long enough for the cool-down to be nearly done with doesn't help either. If I were to nerf it, I would reduce how long the fetish stays in combat.
Horrify isn't such a bad skill, but it's good enough that it can give an experienced WD all the time they need to mop the floor with someone, especially when combined with the jar-o-spiders that the WD can throw + countless minions that will follow. I think the time Horrify's effect last should be reduced a bit, but not by too much mind you, because certain gear/abilities can naturally reduce such effects.
I love the WD a lot, and it's slowly turning into my main character (originally the Wizard was), but I think they could use a bit of a tweak for PvP.
That being said, I don't think PvP specific nerfs should also apply to PvE, but only apply when they are in the Scorched Chapel.
TL:DR
The Witch Doctor is awesome. You do not kill the Witch Doctor, the Witch Doctor kills you.
You have no idea how many WDs I've faced that said...
"What are you talking about? Just use Mirror Image and break Hex and Haunt."
No. Actually Mirror Image can't break Hex or Fear.
I actually don't even care if things get nerfed within PvP. Just give the poor wizards some kind of instant high burst damage (see Monk Wave of Light) or some kind of reliable DoT that's not 0% accuracy Meteor or blind Venom/Mammoth Hydra (see Rend, Haunt or Impale). That's really the only issue I have. Every other class can throw a DoT, run away to heal, come back later, throw a DoT, repeat. Meanwhile, wizards have to constantly chase after people to do damage and really have no way to counter DoTs other than Mirror Image, which has a silly cooldown that doesn't get refreshed by Illusionist when DoT hits.
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I know how you feel. Having played the Wizard since the beginning and spending so much gold and time on one, I feel cheated now that I've began to dive into other classes and seen what they can do compared to a Wizard.
As much as I'd enjoy a challenging fight, I'd rather that fight not require that my opponent to out-gear me in order to win.