Quote from Benegesserit
Quote from karsen88
Quote from Benegesserit
Quote from karsen88
Your analogy is nonsensical as well...Saying something is bad if it takes an hour to do damage doesnt really say anything about the mana per cast of hydra.
Damage per AP means NOTHING if the damage is extremely weak. You have to consider DPS to AP and not just damage to AP. What good are the Hydras if the mobs are dead before they get more than a few shots off? I'll just use FREE magic missle spread glyph instead if you're so worried about damage to AP. If I want utility there are plenty of other skills I can use instead. Sure there MAY be fringe cases where I'll swap for some turret CC to kite some huge mob that can be slowed.
It has nothing to do if I like it or not (btw, I do like it because I love turret skills and dragon-type creatures are awesome) but the math right now does NOT back it up and math is fact not opinion. About the only thing left that neither of us know yet is if the AI is still as crappy as it seems in the video.
Are you saying the skill was nerfed then? I'm still trying to figure out what your saying here. You sound like you agree in general this is a buff, which is the entirety of what I'm saying.
Robbing peter to pay paul. You're getting crap damage for good AP cost. Before it was decent damage for crap AP cost. It's neither. UNLESS you're specifically referring to fringe CC cases (that other skills can't handle on their own). Which would not be "easy to see" as you were questioning the other poster.
It will deal less than 10% less damage and will costs 62% less AP.
I fail to see how the damage it dealt was significant enough to say "did decent damage and now deals crap damage".
Besides, do you not realize that the net gain in 25 AP when you cast it now directly translates into more damage from other spells? The total damage you deal when you use Hydra in any combat scenario is higher than before in every single way you slice it. There is no trade off here. It was a buff.
I won't be replying to you regarding this any longer as you are simply either too stuborn to admit you are wrong, or are too stupid to realize it. I'm personally inclined to believe the former, since that is basically how every debate over internet forums amounts to.
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As far as combinations go, I believe Barb/Monk built for damage reduction and CC with a ranged built for maximizing DPS is going to be the best combinations. A lot of it depends on exactly how the mobs ramp up in terms of difficulty in each difficulty setting, and what level the monster AI will operate on.
For example, Mob AI is intentionally really low in early levels, and normal as a whole, but will ramp up in later difficulties. If mobs AI hits a point where they will seek out the DPS over the iniator, (since there is no aggro in D3), then a hefty built barb with a glass canon won't really work well in later difficulties. If it does, then it will.
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He was clearly attempting to use the second definition - of little or no practical value or meaning
Aka the discussion of whether or not WASD movement works well with Diablo is moot because they are not going to impliment it for a variety of logistical reasons.
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While it could work, it is certainly going to give a significantly worse user expirience in many areas of the game relative to the default click-to-move control scheme. Blizzard wouldnt give an option for something that is going to produce a poor user expirience, thus it will mostly likely never be added to D3. This idea is further supported by the fact the in game HUD is completely based around click-to-move as well.
TL:DR- it works in some games well, but this game isn't one of them. If they cant make it match the user expirience of the current control scheme, they will not even consider adding it.
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Most demon hunter skills don't specify any type of damage, meaning the damage type usually be what ever damage type your weapon has an affix for. That said, a DH can deal high damage with as many different types of damage they have weapon affixes for.
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Why doubt this when it's easily testable for anyone in the beta? Funny, you've said numerous times you were in the beta, lolz.
But yes you can keep attacking and it does not break the invisibility.
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while still somewhat of a hassle, the click to move keybind option completely alleviates this problem. My main wish would be that I change the keybind of the primary mouse buttons to what I want, rather then have them locked to what they are.
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Yes please ask this (whether or not using the scatter run makes the hatred cost 90 or you cast all 3 for the cost of one)
Also clarifications on which %dmg increases are additive and which are multiplicative, or how to find out
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Yes I've been in beta since p13, but being in the beta in this instance isn't really that relevant.
Its simple langauge man. It says "increases the damage from rockets increased by 50%" There is no way to interpret this as "Rockets deal 50% more weapon damage" or anything similar. In some cases its ambiguous, but trust me when I say this isn't one of them. It's certainly multiplicative.
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No its not, lol
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And in everyone of those cases blizzard actively made changes to prevent it from continuing
if pvp is unplayable due to stunlock builds be prevalent, history has shown that blizzard will intervene
I'm not sure what the argument is here when you are admitting blizzard fixes these issues
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It's multiplicative man
please dont make me explain why
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I'm not sure what you are trying to say. Blizzard has repeatedly stated their stance on this issue and that stance is stunlocking is anti-fun and should not exist in the pvp expiriences they are trying to make.
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Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.
This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.
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If a stun team is remotely viable in arena they will add dimishing returns. They do nto want stunlocking to be viable, it breaks every single rule of pvp gameplay development and gives the players one of the worst (if not the worst) gameplay expiriences.
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