11/24/2013 07:27 PM
Posted by Krak
The range appears fine. If you're good at using traps now then the lure is a bonus effect that helps your game play, which is all it really should be IMO.
range isn't fine, face tanking is fine more like it. So far I'm starting to notice more of pattern in streaming where demon hunter going back to its roots of tanking using different builds. So we're half way there but not there.
the damage of our spells need to be further increased especially anything long range, I don't understand why our melee range spells do more damage compared to long range.
The pathing of chakram needs to be changed on ALL runes. muiltshot another example, why can't it be useful as it was in d2? damage needs to be increased, hatred reduced even unless we get bow that removes its cost?
I don't even know what impale suppose to do. was it even improved and whats it used for, honestly. our passives especially new ones not at appealing at all, very little changes to any other passives we currently have.
I was talking about the activation range on the set bonus, which IMO is fine. You may have some frustration with what you are seeing, but I'm not the one to take that out on.
Personally, I couldn't careless what the current streamers do with the little bit of experience with a DH. I think it's silly to think these people actually dictate the way you think you're going to play, looking at the earliest version of beta at that which is NEVER the final product, ever. Hell, when I first entered these forums, I didn't let the common notion of the community dictate the way I theory-crafted about the DH and I sure as hell didn't change my play style (which people thought was virtually impossible) just to fit in with the rest.
The answer to your second paragraph is simple. Range has the initiate advantage of dealing damage before a character playing melee can (granted the ranged player is any good). If the ranged skills had way higher damage than the melee counterparts, then there would be absolutely no reason to play at melee range, ever, since it takes longer to start dealing damage, it would do LESS weapon damage and you can't take advantage of certain passive/skills. It would kill diversity (contrary to popular belief, I actually want melee range specs to still exist, all styles should IMO).
The pathing on Chakram has changed a little bit if you looked at some the runes demonstrated in some of the streams, so I don't know what you're getting at here. Multishot is useful right now in vanilla, and it's getting a damage buff with reduced hatred cost with a passive that's going to make the last rune quite potent. Sorry, Multishot will never deal the damage of lets say bells, because it hits more targets on the screen than any other skill AND it's instant, which has more value than most people see. Impale is definitely overshadowed in today's game play, but I have yet to see any streamer attempt to use the "newer" impale effectively, therefore my opinion on it is indifferent, due to paragraph 2 of my post.
Unlike the other classes, our class has always been the class that's only as good as the player using it. This won't change in RoS. For those complaining about not having broken builds "like the other classes" should just go play the "other classes" (along with the players that think we aren't viable or its just too hard) and leave the real players to continue to pioneer the DH class like it's always been done.