Stop the personal attacks and calling names at once.
We're here for discussing a topic and share suggestions, not to pick fights. I'm not closing the topic because the discussion is interesting, but i won't tolerate anymore this behaviour.
EDIT: back on topic, it seems pretty clear that Mara6 issue is not its raw power, but the playstyle it promotes, to be completely passive while sentries do the work and we just run around avoiding stuff - which is a pretty big advantage.
Monstrous suggested a really cool tweak to the Marauder's set on Skype the other day. He mentioned how it could be "Sentries mimic your Hatred Spender casts". Obviously that would require some tweaks as well (and I think he implied that on his msg).
Sentries already eat a considerable amount of your Hatred by themselves. So maybe the full set could come with a bonus like "Deploys 3 Sentries at once and they cost 0 Hatred", or "Reduce all resource costs by 40-60%", or something along those lines. Maybe even have something like "Sentries mimicked abilities deal 3 times more damage" to balance it out.
But awesome idea nonetheless.... all credits to Nolan!
The way classes like Crusaders, Monks and WD's have to manage cooldowns and resources even with their 6-piece set and Wizards and DHs can literally just rund around like headless (and brainless) chickens is a big no-no to me. And I'd rather see Blizz make those 2 more interesting than making all other classes the same thing.
Well, i suggested something on the line the other day - details on this post where i basically say the same thing (i definitely need to come over skype).
Unfortunately, the situation is a little more complex. We have Nat set which is solid, but revolves on a skill (RoV) that hasn't any good synergy with other items; then we have the Shadow set, which is basically free shards even if they kept the first iteration (yay 35% permanent damage reduction at the cost of a truckload of damage and a skill slot) because we already have a lot of ohshit button already.
We were left with only Mara6, which was actually useless until they doubled the spender attack speed. Mara6 is a good concept but makes us simply no more dependant on resources; also, while other classes need to do damage while keeping an eye on bad stuff, we can just look at bad stuff because other things do the damage work without any input from us. That's the problem and what made DH climb GR faster than other classes.
The point also is anyway, that taking out Mara6 means we're left with prevoius sets which aren't exactly on a Firebird or Leapquake level (plus we don't have any item synergizing with them). Mara6 is strong because it negates the biggest problem the DH have - resource generation. If you have hatred you can do good damage, but it burns out too fast and generates too slow leaving us with wet noodles (generators). No wonder everyone from 2.1 if not running mara6 has the new EF/Focus on their bars.
Nerf sentries and DH dies again and gonna be completely worthless garbage..i dont mind even deleting sentries but meanwhile improve the character overall aait ?!
First, i don't think any fix of this kind can happen mid season - it would invalidate leaderboards and make people more than angry.
Second, it's not a damage problem, nor a survivability problem. It's the fact you can just run and deploy your sentries having basically infinite resources and huge damage. The problem is Mara6, not sentries.
To be completely honest, the problem is the huge disparity between generators and spenders. Using generators is simply not effective - they either need to do more damage or generate more hatred. Then high cost spenders become more effcient than they are - mara6 is so strong because it makes the infinitely efficient making them near 0 cost; their damage imho is fine compared to the cost.
Another way to look at the problem is that withour Mara6 our hatred generation simply sucks - with recent buff to EF/Focus everyone is just using it because of 7 hatred, since generators damage is nearly to neglegible and elemnt doesn't matter much. If we want to boost our energy regen we need to sacrifice one active skill to take Bat and/or Preparation, limiting much our offensive power.
In this case, imho we need a "barbarian treatment" that has some passives related to resource generation - Mara6 doesn't need them, but in the optic on an incoming nerf to the build and possibly new ways to play our class, we all know our hatred is always burned too fast. Plus, we have different passives that have very situaional or no use at all - Brooding requiring to stay stationary is simply a no-go for higher difficulties, Sharpshooter becoming less and less powerful the more you gear, et cetera - and can be nice candidates for a rework/removal.
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We're here for discussing a topic and share suggestions, not to pick fights. I'm not closing the topic because the discussion is interesting, but i won't tolerate anymore this behaviour.
EDIT: back on topic, it seems pretty clear that Mara6 issue is not its raw power, but the playstyle it promotes, to be completely passive while sentries do the work and we just run around avoiding stuff - which is a pretty big advantage.
Unfortunately, the situation is a little more complex. We have Nat set which is solid, but revolves on a skill (RoV) that hasn't any good synergy with other items; then we have the Shadow set, which is basically free shards even if they kept the first iteration (yay 35% permanent damage reduction at the cost of a truckload of damage and a skill slot) because we already have a lot of ohshit button already.
We were left with only Mara6, which was actually useless until they doubled the spender attack speed. Mara6 is a good concept but makes us simply no more dependant on resources; also, while other classes need to do damage while keeping an eye on bad stuff, we can just look at bad stuff because other things do the damage work without any input from us. That's the problem and what made DH climb GR faster than other classes.
The point also is anyway, that taking out Mara6 means we're left with prevoius sets which aren't exactly on a Firebird or Leapquake level (plus we don't have any item synergizing with them). Mara6 is strong because it negates the biggest problem the DH have - resource generation. If you have hatred you can do good damage, but it burns out too fast and generates too slow leaving us with wet noodles (generators). No wonder everyone from 2.1 if not running mara6 has the new EF/Focus on their bars.
EDIT: we have a lot of them which are simply not used because they have no place in builds, hence could use a rework.
Second, it's not a damage problem, nor a survivability problem. It's the fact you can just run and deploy your sentries having basically infinite resources and huge damage. The problem is Mara6, not sentries.
To be completely honest, the problem is the huge disparity between generators and spenders. Using generators is simply not effective - they either need to do more damage or generate more hatred. Then high cost spenders become more effcient than they are - mara6 is so strong because it makes the infinitely efficient making them near 0 cost; their damage imho is fine compared to the cost.
Another way to look at the problem is that withour Mara6 our hatred generation simply sucks - with recent buff to EF/Focus everyone is just using it because of 7 hatred, since generators damage is nearly to neglegible and elemnt doesn't matter much. If we want to boost our energy regen we need to sacrifice one active skill to take Bat and/or Preparation, limiting much our offensive power.
In this case, imho we need a "barbarian treatment" that has some passives related to resource generation - Mara6 doesn't need them, but in the optic on an incoming nerf to the build and possibly new ways to play our class, we all know our hatred is always burned too fast. Plus, we have different passives that have very situaional or no use at all - Brooding requiring to stay stationary is simply a no-go for higher difficulties, Sharpshooter becoming less and less powerful the more you gear, et cetera - and can be nice candidates for a rework/removal.