Wow, this is a really long rant. I had a good laugh when I read the response from other players. Here’s a one-time effort to translate what was written, and do pardon any errors because I’m not a language expert.
OP’s profile name is “I am a big villain”.
Buff skills (abbreviation to some vulgarity, unknown to me still) design.
Barb warcry directly increases armor and resist. Why do WD Soul Harvest need mobs to trigger the all resist effect?
This design is obviously contradicting? A melee class can freely utilize the buff skill, while a range class needs to walk right up to mobs to use the buff effectively? Blizzard your brains contain sh*t? On what basis we WD are required to run into groups of mobs to use the skill? I’m a ranged class! If you must design in such a manner, why is 5 souls harvested the limit? You (vulgarity) dare to raise the limit to 10 souls harvested?
2 melee classes Barb and Monk have 30% natural damage reduction. Then why don’t the range classes get 30% elemental damage reduction? On what basis? Ask you, on what basis? Besides, this design is not reasonable, Barbs can have 30% damage reduction, then Monks should get 20% dodge increase, DH should get 10% movement speed, Wiz should get 30% elemental damage reduction, WD should get 100% increased mana regeneration. You (vulgarity), my ideas are much better than your (vulgarity) design team.
Active skill. (I guess)
Barbs have (ancestral.. some barb skill, I don’t know coz I don’t roll a Barb) very powerful, compared to WD’s strongest Zombie Bears. Barb skill directly deals 406% weapon damage around approximately 5 yards radius, while 3 bears deal 236% damage. On the surface it seems that Zombie Bears 236%x3=708% is greater than 406%, but what about realistic conditions? Realistically, Zombie Bears need to be near a corner to merge 3 bears effectively into 1 row, which is unlikely to happen in real battles to unleash the potential, at most we only get 2 bears to hit the target, that’s why the damage output is only 472%. Looking at it again, it seems ZB is still stronger than Barb’s skill, but I need to stress that realistic conditions do not reflect such a situation, because the WD ZB animation is too slow, and the animation has a trajectory, by the time the bears rush out, the fast elites (blue fat guys, fallen prophets, succubus, etc) would have run far away. Do you dare to increase the casting animation for zombie bears? (vulgarity)
Barbs can generate Fury when hit by mobs, indeed very good. Then why (vulgarity) can’t you allow WD to generate mana when being hit? Give us mana on critical hits. Will you die if you changed the set bonus from mana after kill to mana on hit? (vulgarity)
Barb’s (I guess WoTB skill) (vulgarity) what does it mean? It means that you can be surrounded and hit, and you can leech back life while dealing damage, no effect at all. What about WD? Once we get hit our casting animation stops, no life leech and casting of skills if we encounter 3 fast mobs (I guess knockback ability), once you get hit and knocked, the moment you land you get hit and knocked again repeatedly. WD will not be able to do anything, no return of life or casting of skills.
Barb’s (guessing WoTB) grants 100% immunity to crowd control effects, a cause of envy, jealousy and hatred. I want to ask (vulgarity) can you strengthen WD a bit? Let the BBV always accompany us as we move (probably wanting to remove the cooldown timer), (not sure what his idea is, something about cost 100 mana, and recover 100 mana, allowing BBV to increase by 1 sec duration. Doesn’t make sense to me). BBV with mana regen rune does not affect teammates, I cannot accept it. (vulgarity)
Bats (savage? Rune) – increase range to 50 yards, half the mana consumption
Bats (vampire) – leech 6% life steal
Bats (plague) – targets affected deal 50% less damage
Bats (hungry) – launch 10 bats with auto-tracking
Bats (cloud) – fire damage disregards target’s fire resistance
Spirit Barrage (last rune) – some sort of mana shield concept adapted from Starcraft 2, against ranged projectiles. Concept is something like consuming 1 mana and 100 life per projectile hit, then after accumulating 50 hits, consume 100 mana and 200 life per hit, until the mana pool is depleted and the spell will fizzle off.
Toads (1st rune) – make the jumping speed the same move speed as WD
Toads (2nd rune) – (don’t quite get this one, but I am guessing) the huge toad cannot move, and is immune to all external effects. The huge toad gets all the life, armor, resistance, etc characteristics of the WD, and the main purpose is to channel all damage taken by the WD onto the huge toad. For this transfer of damage, the WD must be within 20 yards of the huge toad. If the toad’s life goes to zero, give it a small damage explosive and produce a health globe. Cooldown 30 secs. (OP did not write this, but I imagine the old huge toad that did not die should disappear after 30 secs too).
Toads (3rd rune) – physical damage, (not sure if he means armor piercing or knock back effect)
Toads (4th rune) – increase from 3 to 6 toads
Going to sleep, stop writing. (vulgarity) Blizzard
--- hope this helps, sure took a long time to try to translate it (never again!)