Even though I like WD's playstyle with temporary pets (bears, bats, spiders), I think it's important to be able to play him like Necro with his pets doing majority of the work. The framework is already here, only small changes are necessary. WD has enough perma pets (dogs, gargy) and semi-perma pets (fetish) in place to play like a Zookeeper. The only thing missing is pet DPS and survivability. We need several ways to increase Pet dps in the game (in form of not just items but also skills) and we need teh devs to fix Fetish survivability.
06/09/2013 12:40 AMPosted by Drunk22Wow this list is nuts if only someone made one of these posts for the DH and how broken they are compared to all other class's.
06/09/2013 10:44 AMPosted by BrockEven though I like WD's playstyle with temporary pets (bears, bats, spiders), I think it's important to be able to play him like Necro with his pets doing majority of the work. The framework is already here, only small changes are necessary. WD has enough perma pets (dogs, gargy) and semi-perma pets (fetish) in place to play like a Zookeeper. The only thing missing is pet DPS and survivability. We need several ways to increase Pet dps in the game (in form of not just items but also skills) and we need teh devs to fix Fetish survivability.
One of the devs mentioned adding in a legendary WD hat that'll add Pet Damage as an attribute. Hopefully that will draw attention to Pet attributes and maybe even add a whole WD set that buffs all the pets like crazy, or at least give us something to work with.
02/25/2013 03:32 PMPosted by DikembeLocust Swarm is pretty fun and I liked using it but it was hard to justify giving it a place in my build.
One idea I suggested in another thread was giving Zombie Dogs the ability to cast Locust Swarm if you have both skills.
This frees up time and mana to cast your main nuke (Zombie Charger, Spirit Barrage, Firebats, etc) while having some nice background damage over time.
almost every request in the OP is exceedingly overpowered...
The Haunt fixes I don't feel actually fix anything, and it would be better off if haunt had a chance (or always) found a new nearby target if your target is already haunted. the main problem with the life regen or mana regen or whatever is not that it's not enough, it's that it's almost impossible not to double, triple or even 4x, 5x cast haunt on the same guy. If you could spam haunt in a direction and it would haunt multiple targets, it would fix most of the issues mentioned without making it Over Powered.
2% life per second per haunt? 1250 lps/haunt? Those numbers are both completely insane.
08/20/2013 09:40 AMPosted by KadaverjunkYi also feel like when the haunted enemy dies; the range of the ghost to jump onto the next victim is by far not sufficient
unfortunately not, but testing this would be not very accurate i guess08/20/2013 10:37 AMPosted by JangBahadurKadaver have you tested to find out what the range is?
Some of my thoughts.
Horrify: The concept is just a bit problematic, if you fear things, it just makes it harder to kill them. Maybe make it a reverse taunt kind of spell, where enemies do run away but not to the point where you lose sight of them and they don't come back. It's not fun chasing enemies all over the map.
Languish : Reduce the movement speed of harvested enemies by 80% and attack speed by 50% for 3 seconds.
Swallow Your SoulSwallow Your Soul : Gain mana and increase maximum Mana by 5% for each enemy harvested.
Ruthless Terror : Gain 2695% Mana for every horrified enemy. [I think that's supposed to say 26.95%]
ItemPassive_Unique_Ring_555_x1 - Corpse Spiders release a web on impact that Slows enemies by 50% for 3 seconds.
09/19/2013 10:53 PMPosted by DeathIIVwith spider quen i could have sworn it was going to actually summon spiders rapidly that last a few seconds to attack its enemies. but no its a aoe thing that only procs ever second not every o.20 seconds like most poison skills. i would love spider queen even more if t spawned spiderlings.
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