More Hatred regen isn't necessary, instead most skills need a lower Hatred cost.
Also, the cooldown on Sentries just need to be flat out removed. And Nightstalker should also reduce the cooldown on skills by 1 second per crit to INCLUDE Smokescreen.
Jagged Spikes needs a proc coefficient. Or it shouldn't benefit from life steal and reflect damage back either.
Blast radius on Cluster Arrows need to increase.
Sticky Trap needs a radius that is larger than Volatile Explosives(20 yards), and needs to be based on a % of max health of what was tagged. 400% or so weapon damage is a slap to the face of the skill. Lightning Rod needs a larger trigger radius and should go off twice per cast, 4 times with Custom Engineering.
Marked for Death needs Natural "Contagion" and the Rune for Contagion could work similar to how Nightstalker works but on the target.
Prep Punishment rune should enlarge your Hatred pool by 50% its current amount and stack up to 3 times for 30 seconds. So you essentially "prepare" yourself with hatred between engagements and unload. Making Vengeance more desirable as well(since it would benefit from the 50% stacks).
I even thought about a change to Prep Invigorate that would allow us to swap resource pools(hatred becomes discipline and vice versa) for 30 seconds or something at the cost of Discipline regen removal during that time(Nightstalker NOT Included). That would completely change the game and remove emphasis on Legacy Nat's, and allow for some Vault and Caltrop aggressive playing styles(with Jagged Spikes proc returning).
I actually like all of these suggestions.
Thanks bro. I was afraid my post was getting overlooked.
Blizzard could just look to the real Natalya(d2 Assassin) on the potentials for certain skills. Like Fade and Burst of Speed. I especially liked the suggestions that were made for Shadow Power lasting for over a minute. Honestly, Shadow Power should just last for at least one minute at the cost of taking a permanent amount of discipline away(like maybe 12 discipline is shaved off the top until the duration is over). When you look at the runes it almost seemed like Shadow Power staying on was an original intention.
At the moment, the attacks in the Device branch slow the pace way down. I would even love it if upon removing the cooldowns on Sentries, that Vigilant Watcher rune allows us to throw them distances.
And I always sort of thought of Preparation as the skill that would define how you'd approach the game upon usage. At the moment they all essentially do the same exact things except with slight differences. Battle Scars could even change to give a crazy amount of % life regen over a 15-30 sec period instead of a flat heal.
It's like oh this pack has Plagued and Desecrate, let me pop Battle Scars in "preparation" for the battle.
These guys got Fast affix? Aight let me use the new Invigorate with my Custom Engineering and put Caltrops all over the battlefield.
I still think DHs are in a great place, it's just some minor tweaks to pacing. To be able to make use of certain things it's like the pace of battle for us has to come to a screeching halt. Especially when using Sentry. Them having a cooldown just doesn't make any sense in this fast gameplay.