What blizz needs to do is go on a look at the most utilized skills, and the underutilized skills, and balance starting with those skils... there are a lot of WD skills i'd use if they did more damage.... the barb could use some love maybe with resource management... in fact, I kinda feel like barb resource needs to be reworked... monks seem like 2 builds, FoT and TR... they need more diversity as well... I don't wanna play mine because I used a FoT build and got bored fast... wizzes are sorta a mix of both... few powerful builds, and I was actually looking forward to playing them, what with wave of force and stuff like that... DHs confuse me to no end... their numbers are high for skills but it doesn't seem like it hits that point... maybe I'm lookin at them wrong, but... as far as I'm concerned all classes could use a closer look...
You're not "telling how it is", but what you're constantly doing is to pose your opinion as that of the majority. Will you ever learn to recognize the difference? For the past few weeks I thought you got it, but since the beginning of this week you're falling back into old posting habits.
Well if i enjoyed no skills trees i sure wouldn't have a problem saying im with the minority. BTW, im not falling into old habbits, i just don't bring it up all the time because I know how sensitive people get..
Take fetish army for instance. Imagine being able to increase damage, how many fetishes spawn, how much damage they do. Theres so many ways they blizzard could implement some sort of skill tree that mods skills, it could be really fun. Im not saying it has to be like d2.. Im saying it could better and much more complex.
Wizards are sorely lacking a Lightning damage spammable AP spender. Even one rune would be a huge help, and Energy Twister - Storm Chaser seems a solid candidate. It has "Storm" right there in the name! A simple swap like this could help make things like Paralysis, Tal Rasha's set and Schaefer's Hammer more useful, since you could pair it with Living Lightning for some hefty Lightning damage with high proc coefficients. (Purely theoretical, of course)
I wish Mirror Images was better. I'd like to see them get aggro more reliably, and cast a wider range of abilities - this is critical with Mirror Mimics, because even though it looks comparable with Slow Time/Time Stretch (defensive cooldown with DPS buff, affected by Illusionist, and the worse of the two DPS runes), it often isn't because the mimics don't cast your actually damaging spells. I tried it with Sleet Storm one time, and my mimics would literally walk up and autoattack because I didn't have an Image-friendly spell. I loved the utility of breaking freezes, Illusionist resets, and the potential for a little DPS, but I just wish Mirror Mimics would actually cast AP spenders like Sleet Storm.
Wizards are sorely lacking a Lightning damage spammable AP spender. Even one rune would be a huge help, and Energy Twister - Storm Chaser seems a solid candidate. It has "Storm" right there in the name! A simple swap like this could help make things like Paralysis, Tal Rasha's set and Schaefer's Hammer more useful, since you could pair it with Living Lightning for some hefty Lightning damage with high proc coefficients.
Oh, so true with the Energy Twister. At least one of ET's runes should have been lightning... as you said, like Storm Chaser.
Speaking of which, Disintegrate should really be fire damage. There are so few fire-based spells as is. And no fire signature spell besides Fire Bolts... which are still bolts of lightning nonetheless.
I'm going to start with saying that I love what I'm seeing from everyone so far! Great ideas and good work.
All classes could use a pet. A pet class like a WD or DH should be able to manipulate what their pets can do.
A wizards only pet is a dot or a coloured rock floating... Give me a dragon that the wizards lived alongside in their lore...
Barbs should collect blood for a short time entering town before they repair it off and become bloody once they reach high monster kill combos. Also barbs should be able to pull a chandler switch using abilities with their hooks. My mind is blown because I can't do that yet.
Demon hunter should have an ability to keep an enemy monster from dying and it fights along side you and your allies for a few minutes. You can spend resources into that ability like charges so you use the spell a few times while its on the hot bar where it stacks to 5 stages/levels in its duration of owning this pet demon and its potential you give it and its size increases it going into a frenzy it's buffing allies it's changing colours ect... Sometimes have it proc a champion mod ability and the demon turns hostile on the group after its times up and its no longer an ally and your team and yourself fight this champion demon a player makes. On occasion that happening would be cool for an RPG.
That really spawns from the DH not being very fun. It's too line of sight, arrowy and it needs more sanctuary imagination potential feel to DH. A range manipulator of the demons on the battlefield. Think about it.
Also I thought of wall of zombies. How about a walking wall of zombies! Let it move in a direction. giving WD spam able ability- wall of bones like in d2 and if a player gets trapped in it. They can easily break through it themselves dealing damage. Have awall talent and each rune gives different uses for the wall.
I like the idea of multiple. Maybe 6 single hydra heads you can spawn anywhere u want.
Teleport needs better pathing.
Monks have such minimal ways to play. I got to level 60, got hooked up by a friendly player and I started doing mp5 spending 1.45$ on the AH. If I had not used the AH I would need to spend my lifetime or until I'm 90 years old before I could be mp 10 from self founds. I feel also as a monk the first instant to the target ability is the best in a lot of cases. I used the same primary attack 1-60 and paragon.
I realize this game can be so much better In a sense that there was so much time spent making this game that the core fun elements like the potential of environment uses like traveling in a mud pit, walking under water falls, climbing mountains, fighting to the top of a mountain circling the mountain while u have a huge environment you look down upon. Currently theirs none of that and very narrow straight line gameplay.
There needs to be exploration. If I cast an ability like arcane orb. Why can't it splatter on the wall? Or cause any effect. If I shoot a fire ball why is there no re lighting of a candle or any tactical secrets like lighting up the room with put out candles in each corner bring up a hidden chest once in a while. There's just no feel of interactions in the game. As a lifetime fan. I want to play and explore the game world. I want to see architecture and hieroglyphics on the walls like there is in diablo 2. D3 there's none of that to look at and decipher. I see so much potential in expanding the games feel of being involved in the growth of this game continually building as if, after 2 years you've unlocked new hidden levels that your completely solving mysteries in sanctuary and remembering all the details and your remembering this genuinely expansive world filled with These memory building events that you earned playing the game. this could even become endgame content and a common quest type of way to shape sanctuary. Blizz should hire me to become an employee in the company. I only know what I would bring to blizzard and that's everything I am. I have a huge background that support my lifelong commitment to blizzard fans, fan sites, friends and family. All the memories. I only see I can hold them all for me but I'd like to work for blizzard. Anyways. ^^
There should be more involving quests and not.... Stand still and kill monsters while a wheel cranks. That's lame. I want to fulfil a tactical objective. A random quest where there's 2 entrances into a camp. Range go up a hill and can range shoot at enemies below them, left and right on a level below the range the melee go so melee keep monsters out of the camp and the range clases take the high ground and defend from the high point. Monk and barbs are keeping monsters from entering the gates. Range lay waste the all other factors like triggers and air supports. That's a full screen scenario, very involving and fun factors off the charts. 10/10
The game should have player housing. A house in the game you come across in a specific zone you developers choose but the player can use this spot as their own outpost. Example they fight through the weeping hollow and after they cleared the zone they find their location of their own spot in the game. Since it'll always be there but they can repeat content playing the game and also have a reason to do something after they clear the zone. Allow players to place their camp anywhere in the game and have it randomized in the map a player chooses to place thier camp. The uses of the camp are endless but it's a cool idea for a warrior to have their own location wherever they want in the world. Plus other players can see yours while playing and see what you do with the place. plus every players banners would be in the game creators camp and each players flag would stand and be noticeable with for example a section of the players camp there's a section like a black smiths indent in the town where each players flags are laid along like a straight line and the class and the realvplayer gets to design their cosmetic graphic class specific scenery behind they're flag. Imagine a line up of 4 flags/4 players in game and for example a WD flag and the space around thier flag which is the flags space between it an other players banners. you can customize the visuals for your banner flag and the space you given to add custom visuals around it. Uses in the space such as: goo and blobs of dark green minions and witch doctor lit up fire torches and voodoo shadows all behind the banner in the background. Custom visual effects you want to reseble you as the player. You want everyone to see this about you and is a very social feature. a custome design the player makes for a visual representation of themselves through their banner. This idea is a jump in the right direction from what we currently use.
Expansion towards more noticeable uniqueness. Blizzard bring me to irvine and hire me
I'm thinking now that we don't have a true demon summoning class in the game yet... In before obvious. Next class is a demon summing class.
Give witch doctors some noticeable and notable totems that when they're seen, as a non WD, I know I can stand in a radius of it benefit from it.. But I already am
Wizard needs more spells that manipulate elements. Time warp. Let me put time warp anywhere on the screen. Let me save other players when enemies shoot range at them or charge at my allies. RPG game.
The best part of wave of force in the gameplay manipulation. Players need more of that so we can handle harder mobs in the future.
Seriously blizz hire me I grew up playing blizzard titles. It is in my soul. A salary can buy someone like me whos energy serves your company. thanks to all for your time reading. God bless
Magic missle needs rune that makes it behave like Arcane orb.
Arcane orb needs higher proc co-efficents, or an overall decrease in resource cost.
Wave of force: Needs cooldown reduction of 1 second for every missle sucessfully dropped
Cone spells or AOE in small areas should just leave on the ground almost like a trap that does damage while active
Energy twister needs to be imbued with an effect depending on the type of spell you previously cast: IE wind = more damage, faster speed, Fire adds combustion passive affect on mobs (also make twister red), cold = moves slower, adds slow to spell, and makes it blue, lightning: chance to stun, chance to proc a lightning bolt (like from armor), arcane: proc chance to fire an arcane orb. I can go on.
Frost nova: changed to like d2 nova. Any chance to reduce/remove cooldowns is a good thing.
Slow time: Add Dot to it. Lingering affect should be baseline
disntegrate: either give it a rune that makes it fire like a lazer beam (no channelling, just phaser blasts) or do it baseline. Runes would stay mostly awesome.
Add passive that allows multiple armors to be worn (ie 2)
mirror image: location they spawn from needs adjusting. no jumping backward or forward when they pop out. They're mirrors, they don't need to have physical bodies, they can just spawn inside you and walk away. increase their health, and make runes either make them cast specific spells: cold for slow, explode when die (like moltens) etc etc. I'll spare you.
explosive blast: reduce cd to 3 seconds, make work like DH spike trap. Add rune affects similar to other elemental based suggestions.
hydra mammoth: make one head do normal fire attack (as with no rune) and the second head do the mammoth pool.
Tons of ideas. little time to share. This is just a small list of wizard suggestions, I've got ideas for all the classes too.
I have a lot of suggestions on the Monk skills, I'd like to make a more formal post when I'm not here in the office.
Disintegrate, should have a Rune that allows you to blast into opposite directions. Should also have a rune that has "Slain Monsters rest in peace".
To be honest all offensive skills should have runes that provide defensive effects and vice versa. Overlaps are necessary in order to allow variations within a certain build shell.
I think it would be fun to have leap slam rune that removes the cool down. Maybe to balance this it no longer generates fury but costs like 10-15 per cast.
Or if not this perhaps have an effect like worm hole rune on the wizard's teleport skill where the leap's cool-down is ignored for say 4-6 seconds.
I think it would be fun to have leap slam rune that removes the cool down. Maybe to balance this it no longer generates fury but costs like 10-15 per cast.
That would be a nice homage to D2's old Leap
They'd probably have to add something to the end of the animation so it's not the best movement skill evah (infinite teleport).
You know, I was thinkin about it, and with the density changes, they really should revert nether tentacles back to what it was before.... no one uses it anymore.... I mean, in reality, ball lightning is better than it now if you have life steal... I play my DH and chose to do a nade build... it's fun, she survives, but it takes damn long to kill stuff.... lower MPs are fine, but if I'm feelin spicy and do like 5 - 10 it's just not encouraging to play....
I think it would be fun to have leap slam rune that removes the cool down. Maybe to balance this it no longer generates fury but costs like 10-15 per cast.
That would be a nice homage to D2's old Leap
Exactly It was my favorite skill as a Barbarian. it made act 3's trek to Travincal soooo much easier. What's that? An annoying river maze? Here, let me just leap to the other side
Grenades - I played grenadier build for quite a while. But no matter how hard I wanted like this skill for the sake of the build i just can't. It's retarded you can go to the festering woods and shoot arrows over all the low lying bushes and rocks, but then you throw a grenade and it bounces off them like there is a wall there. If anything should be able to be thrown over an obstacle it should be the grenades, right?
Frost Arrow - I loved d2 Ice and Freezing arrows. This one isn't horrible but for what little damage it does the CC just ins't good enough. either buff the CC effects or buff the damage. Maybe add piercing along with the splitting.
Wolf Companion - Need more wolfies! Would be so cool if i could run around with a pack or 3 wolfies nipping at the Big Demons ankles and keeping them distracted. Then i could do cool shit like sending them after a boss, throwing a guardian turret around them for some extra protection, cast a rain of vengance over top, then kick back and relax while I phew phew a few arrows their way.
Hot Pursuit - Why do I have to be at full hatred??? Would rather have it taken down to 10% and have it always on like the Monk version.
Also, DHs need another viable (off-weapon) Life Steal option. I'm so sick of Shadow Power, i would love to ditch it for something else. Nether tentacles suck, and MFD - Death Toll isn't really good enough playing solo. maybe instead of the Spider Companion slowing some random mobs, it could instead add some life steal to you (kind of like a wizard's MW - Blood Magic). If we got that + the extra wolfies and the already decent bat and boar i'd really have a hard time picking a companion, which is a good problem!
I may have had an idea that is relevent.... I don't think the problem is the skills, persay.... I think the issue is, when blizz made these skills, there was no monster power, therefore the enemies didn't have millz of health.... that being said, what they should do, is buff skills according to the MP level you're on.... so like in MP10 you'll balance your damage to their health.... or, the other solution would be buff enemy damage SLIGHTLY and nerf their health to better scale with player damage
I may have had an idea that is relevent.... I don't think the problem is the skills, persay.... I think the issue is, when blizz made these skills, there was no monster power, therefore the enemies didn't have millz of health....
Not to sound contrary but I believe at launch the monsters in Inferno had higher damage and health pools than MP10.
Skills and runes were more balanced around the 1-60 leveling rather than making them function well at endgame and working backwards from that.
I may have had an idea that is relevent.... I don't think the problem is the skills, persay.... I think the issue is, when blizz made these skills, there was no monster power, therefore the enemies didn't have millz of health....
Not to sound contrary but I believe at launch the monsters in Inferno had higher damage and health pools than MP10.
Skills and runes were more balanced around the 1-60 leveling rather than making them function well at endgame and working backwards from that.
that could be true... i have no idea... if it is, thanks for pointing that out.... point is, the skills are designed around 1-60 as opposed to going against something with millz. this renders everything under a certain percentage weapon damage useless, which limits build variety...
I really would like to see the skills with really lengthy cool-downs be reduced drastically.
This game is far too fast paced to have something with a two minute CD. It's the reason Thrive on Chaos rune is about the only WotB rune being used. The problem is that Wrath is far too powerful versus other skills without that cool-down. The other side of the problem coin is that with such a huge cool-down you are wasting a skill slot 105 seconds out of 120 without the endless up-time Thrive on Chaos provides.
Perhaps... Wrath of the Berserker could be a passive that activates when you've done something. example ideas:
- massacre 50+ monsters.
- kill x# of mobs at once.
- gained x# of fury in a certain time.
-gone down to 10-5% health.
- goes into Wrath when engaging an elite pack with 60sec cool down
Something that triggers it but doesn't make the player rely on the skill. The WotB could just give a default buff (pretend the runes do not exist since it's a proc type passive) and it lets players feel like they go into a frenzy when circumstances are at their peak of crazy. It opens that 6th skill slot and makes the barb feel a lot more unstable and unpredictable.
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Well if i enjoyed no skills trees i sure wouldn't have a problem saying im with the minority. BTW, im not falling into old habbits, i just don't bring it up all the time because I know how sensitive people get..
Take fetish army for instance. Imagine being able to increase damage, how many fetishes spawn, how much damage they do. Theres so many ways they blizzard could implement some sort of skill tree that mods skills, it could be really fun. Im not saying it has to be like d2.. Im saying it could better and much more complex.
Moar ideas nao.
Armory | YouTube | Twitter | Clan Site
I wish Mirror Images was better. I'd like to see them get aggro more reliably, and cast a wider range of abilities - this is critical with Mirror Mimics, because even though it looks comparable with Slow Time/Time Stretch (defensive cooldown with DPS buff, affected by Illusionist, and the worse of the two DPS runes), it often isn't because the mimics don't cast your actually damaging spells. I tried it with Sleet Storm one time, and my mimics would literally walk up and autoattack because I didn't have an Image-friendly spell. I loved the utility of breaking freezes, Illusionist resets, and the potential for a little DPS, but I just wish Mirror Mimics would actually cast AP spenders like Sleet Storm.
Oh, so true with the Energy Twister. At least one of ET's runes should have been lightning... as you said, like Storm Chaser.
Speaking of which, Disintegrate should really be fire damage. There are so few fire-based spells as is. And no fire signature spell besides Fire Bolts... which are still bolts of lightning nonetheless.
Armory | YouTube | Twitter | Clan Site
All classes could use a pet. A pet class like a WD or DH should be able to manipulate what their pets can do.
A wizards only pet is a dot or a coloured rock floating... Give me a dragon that the wizards lived alongside in their lore...
Barbs should collect blood for a short time entering town before they repair it off and become bloody once they reach high monster kill combos. Also barbs should be able to pull a chandler switch using abilities with their hooks. My mind is blown because I can't do that yet.
Demon hunter should have an ability to keep an enemy monster from dying and it fights along side you and your allies for a few minutes. You can spend resources into that ability like charges so you use the spell a few times while its on the hot bar where it stacks to 5 stages/levels in its duration of owning this pet demon and its potential you give it and its size increases it going into a frenzy it's buffing allies it's changing colours ect... Sometimes have it proc a champion mod ability and the demon turns hostile on the group after its times up and its no longer an ally and your team and yourself fight this champion demon a player makes. On occasion that happening would be cool for an RPG.
That really spawns from the DH not being very fun. It's too line of sight, arrowy and it needs more sanctuary imagination potential feel to DH. A range manipulator of the demons on the battlefield. Think about it.
Also I thought of wall of zombies. How about a walking wall of zombies! Let it move in a direction. giving WD spam able ability- wall of bones like in d2 and if a player gets trapped in it. They can easily break through it themselves dealing damage. Have awall talent and each rune gives different uses for the wall.
I like the idea of multiple. Maybe 6 single hydra heads you can spawn anywhere u want.
Teleport needs better pathing.
Monks have such minimal ways to play. I got to level 60, got hooked up by a friendly player and I started doing mp5 spending 1.45$ on the AH. If I had not used the AH I would need to spend my lifetime or until I'm 90 years old before I could be mp 10 from self founds. I feel also as a monk the first instant to the target ability is the best in a lot of cases. I used the same primary attack 1-60 and paragon.
I realize this game can be so much better In a sense that there was so much time spent making this game that the core fun elements like the potential of environment uses like traveling in a mud pit, walking under water falls, climbing mountains, fighting to the top of a mountain circling the mountain while u have a huge environment you look down upon. Currently theirs none of that and very narrow straight line gameplay.
There needs to be exploration. If I cast an ability like arcane orb. Why can't it splatter on the wall? Or cause any effect. If I shoot a fire ball why is there no re lighting of a candle or any tactical secrets like lighting up the room with put out candles in each corner bring up a hidden chest once in a while. There's just no feel of interactions in the game. As a lifetime fan. I want to play and explore the game world. I want to see architecture and hieroglyphics on the walls like there is in diablo 2. D3 there's none of that to look at and decipher. I see so much potential in expanding the games feel of being involved in the growth of this game continually building as if, after 2 years you've unlocked new hidden levels that your completely solving mysteries in sanctuary and remembering all the details and your remembering this genuinely expansive world filled with These memory building events that you earned playing the game. this could even become endgame content and a common quest type of way to shape sanctuary. Blizz should hire me to become an employee in the company. I only know what I would bring to blizzard and that's everything I am. I have a huge background that support my lifelong commitment to blizzard fans, fan sites, friends and family. All the memories. I only see I can hold them all for me but I'd like to work for blizzard. Anyways. ^^
There should be more involving quests and not.... Stand still and kill monsters while a wheel cranks. That's lame. I want to fulfil a tactical objective. A random quest where there's 2 entrances into a camp. Range go up a hill and can range shoot at enemies below them, left and right on a level below the range the melee go so melee keep monsters out of the camp and the range clases take the high ground and defend from the high point. Monk and barbs are keeping monsters from entering the gates. Range lay waste the all other factors like triggers and air supports. That's a full screen scenario, very involving and fun factors off the charts. 10/10
The game should have player housing. A house in the game you come across in a specific zone you developers choose but the player can use this spot as their own outpost. Example they fight through the weeping hollow and after they cleared the zone they find their location of their own spot in the game. Since it'll always be there but they can repeat content playing the game and also have a reason to do something after they clear the zone. Allow players to place their camp anywhere in the game and have it randomized in the map a player chooses to place thier camp. The uses of the camp are endless but it's a cool idea for a warrior to have their own location wherever they want in the world. Plus other players can see yours while playing and see what you do with the place. plus every players banners would be in the game creators camp and each players flag would stand and be noticeable with for example a section of the players camp there's a section like a black smiths indent in the town where each players flags are laid along like a straight line and the class and the realvplayer gets to design their cosmetic graphic class specific scenery behind they're flag. Imagine a line up of 4 flags/4 players in game and for example a WD flag and the space around thier flag which is the flags space between it an other players banners. you can customize the visuals for your banner flag and the space you given to add custom visuals around it. Uses in the space such as: goo and blobs of dark green minions and witch doctor lit up fire torches and voodoo shadows all behind the banner in the background. Custom visual effects you want to reseble you as the player. You want everyone to see this about you and is a very social feature. a custome design the player makes for a visual representation of themselves through their banner. This idea is a jump in the right direction from what we currently use.
Expansion towards more noticeable uniqueness. Blizzard bring me to irvine and hire me
I'm thinking now that we don't have a true demon summoning class in the game yet... In before obvious. Next class is a demon summing class.
Give witch doctors some noticeable and notable totems that when they're seen, as a non WD, I know I can stand in a radius of it benefit from it.. But I already am
Wizard needs more spells that manipulate elements. Time warp. Let me put time warp anywhere on the screen. Let me save other players when enemies shoot range at them or charge at my allies. RPG game.
The best part of wave of force in the gameplay manipulation. Players need more of that so we can handle harder mobs in the future.
Seriously blizz hire me I grew up playing blizzard titles. It is in my soul. A salary can buy someone like me whos energy serves your company. thanks to all for your time reading. God bless
Magic missle needs rune that makes it behave like Arcane orb.
Arcane orb needs higher proc co-efficents, or an overall decrease in resource cost.
Wave of force: Needs cooldown reduction of 1 second for every missle sucessfully dropped
Cone spells or AOE in small areas should just leave on the ground almost like a trap that does damage while active
Energy twister needs to be imbued with an effect depending on the type of spell you previously cast: IE wind = more damage, faster speed, Fire adds combustion passive affect on mobs (also make twister red), cold = moves slower, adds slow to spell, and makes it blue, lightning: chance to stun, chance to proc a lightning bolt (like from armor), arcane: proc chance to fire an arcane orb. I can go on.
Frost nova: changed to like d2 nova. Any chance to reduce/remove cooldowns is a good thing.
Slow time: Add Dot to it. Lingering affect should be baseline
disntegrate: either give it a rune that makes it fire like a lazer beam (no channelling, just phaser blasts) or do it baseline. Runes would stay mostly awesome.
Add passive that allows multiple armors to be worn (ie 2)
mirror image: location they spawn from needs adjusting. no jumping backward or forward when they pop out. They're mirrors, they don't need to have physical bodies, they can just spawn inside you and walk away. increase their health, and make runes either make them cast specific spells: cold for slow, explode when die (like moltens) etc etc. I'll spare you.
explosive blast: reduce cd to 3 seconds, make work like DH spike trap. Add rune affects similar to other elemental based suggestions.
hydra mammoth: make one head do normal fire attack (as with no rune) and the second head do the mammoth pool.
Tons of ideas. little time to share. This is just a small list of wizard suggestions, I've got ideas for all the classes too.
Disintegrate, should have a Rune that allows you to blast into opposite directions. Should also have a rune that has "Slain Monsters rest in peace".
To be honest all offensive skills should have runes that provide defensive effects and vice versa. Overlaps are necessary in order to allow variations within a certain build shell.
Or if not this perhaps have an effect like worm hole rune on the wizard's teleport skill where the leap's cool-down is ignored for say 4-6 seconds.
They'd probably have to add something to the end of the animation so it's not the best movement skill evah (infinite teleport).
Exactly It was my favorite skill as a Barbarian. it made act 3's trek to Travincal soooo much easier. What's that? An annoying river maze? Here, let me just leap to the other side
Grenades - I played grenadier build for quite a while. But no matter how hard I wanted like this skill for the sake of the build i just can't. It's retarded you can go to the festering woods and shoot arrows over all the low lying bushes and rocks, but then you throw a grenade and it bounces off them like there is a wall there. If anything should be able to be thrown over an obstacle it should be the grenades, right?
Frost Arrow - I loved d2 Ice and Freezing arrows. This one isn't horrible but for what little damage it does the CC just ins't good enough. either buff the CC effects or buff the damage. Maybe add piercing along with the splitting.
Wolf Companion - Need more wolfies! Would be so cool if i could run around with a pack or 3 wolfies nipping at the Big Demons ankles and keeping them distracted. Then i could do cool shit like sending them after a boss, throwing a guardian turret around them for some extra protection, cast a rain of vengance over top, then kick back and relax while I phew phew a few arrows their way.
Hot Pursuit - Why do I have to be at full hatred??? Would rather have it taken down to 10% and have it always on like the Monk version.
Also, DHs need another viable (off-weapon) Life Steal option. I'm so sick of Shadow Power, i would love to ditch it for something else. Nether tentacles suck, and MFD - Death Toll isn't really good enough playing solo. maybe instead of the Spider Companion slowing some random mobs, it could instead add some life steal to you (kind of like a wizard's MW - Blood Magic). If we got that + the extra wolfies and the already decent bat and boar i'd really have a hard time picking a companion, which is a good problem!
Not to sound contrary but I believe at launch the monsters in Inferno had higher damage and health pools than MP10.
Skills and runes were more balanced around the 1-60 leveling rather than making them function well at endgame and working backwards from that.
that could be true... i have no idea... if it is, thanks for pointing that out.... point is, the skills are designed around 1-60 as opposed to going against something with millz. this renders everything under a certain percentage weapon damage useless, which limits build variety...
This game is far too fast paced to have something with a two minute CD. It's the reason Thrive on Chaos rune is about the only WotB rune being used. The problem is that Wrath is far too powerful versus other skills without that cool-down. The other side of the problem coin is that with such a huge cool-down you are wasting a skill slot 105 seconds out of 120 without the endless up-time Thrive on Chaos provides.
Perhaps... Wrath of the Berserker could be a passive that activates when you've done something. example ideas:
- massacre 50+ monsters.
- kill x# of mobs at once.
- gained x# of fury in a certain time.
-gone down to 10-5% health.
- goes into Wrath when engaging an elite pack with 60sec cool down
Something that triggers it but doesn't make the player rely on the skill. The WotB could just give a default buff (pretend the runes do not exist since it's a proc type passive) and it lets players feel like they go into a frenzy when circumstances are at their peak of crazy. It opens that 6th skill slot and makes the barb feel a lot more unstable and unpredictable.