Basic Math - The Failure of Diablo Melee
Caltrops and Shadow Power are excellent on normal, and work on nightmare. On Hell or Inferno, they are utterly useless, and even the infamous SS/Prep combo is pretty much null on Inferno - and neither caltrops nor shadow power compares to Wizard's "Slow Time" anyway. Sentry is a joke compared to the Wizard's "Hydra", and Vault and Teleport are about equal. Nerfing SS was probably the worst thing Blizz could have done for the DH class - all it did was make a weak class even weaker. If Blizz wants to balance the chars, the solution is to buff up the chars which are suffering, not nerf the ones they "think" are over powered.

The DH reallllly needs some damage reduction skills (as far as I know it is the only class to not have any such skill, passive or active), and their resource system needs tuning - in particular Discipline, which regenerates faaar too slowly IMO, especially for how costly the useless defensive skills required to use it are. Even Hatred regenerates slower than Fury or Spirit it seems, when using generators.

While the Rogue on D1 and Amazon on D2 were sort of "glass cannon" classes, they were perfectly viable, and their fragility was only to a point that it made the class requiring great skill to play correctly, but they weren't intrinsically flawed like DH is - to the point where the class is almost unplayable on the highest difficulty. A good Rogue on D1 could still easily die in Hell/Hell, yet dominate it if geared properly as well. I don't see DH really being able to do this on Inferno unless huge changes are made.
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RE: Basic Math - The Failure of Diablo Melee - by FireIceTalon - 06-06-2012, 12:09 PM

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