Patching 1.0.2c -- potentially nerfed mob damage
Elric, you've gone from:

Quote:I hear that the Witch Doctor is similar, having almost no viable skills past Nightmare (many apparently not viable in Normal even)

to

Quote:`certain skills are not viable'.

That's called moving the goalposts, Elric. If your statement is that every class has some skills that aren't good and need fixing, then that's a trivial statement that is of course true, but that's a far cry from the posts that started the whole discussion which were:

Elric Wrote:Not that I am disagreeing with you, but it does fly in the face of two core design principles: (1) there should be no `must-have' skills, and (2) as many skills as possible must be viable options. The current situation requires you to use certain skills, which is why everyone is running around with the same defensive skills and little else.

MongoJerry Wrote:Regarding D3, I've seen quite a number of different Wizard builds out there that are quite different from one another with lots of arguements back and forth on which attack skills, defensive skills, and which passives are better. I think that's a sign of a well designed class. That's a whole lot better than the static field/finisher or you're a variant version of the D2 sorceress.

So, to sum up the discussion: You are saying that within certain classes, there are a couple of key skills that one seems forced to us to counter certain mechanics. I said that I agree that there probably are in some classes, but the situation is not nearly as dire as you are making it out to be, because despite that, there is still a great diversity of character builds available that are viable -- and this situation is much better than the cookie cutter builds of the old D2 day. There actually is diversity among the builds.

Now, it is natural for a community of gamers to start settling on certain builds as "optimal" or "cookie cutter" after a while. I think we're just now starting to see that flesh out. It's difficult to balance every combination of skills completely. But I liked the comments that were made in the chat the developers gave showing that they are watching the statistics about what skills and runes level 60 players are using and are getting ready to make some adjustments based on those numbers.

(By the way, the witch doctor pets work very well, but you have to equip yourself appropriately in order to help them stay alive. They certainly make it past nightmare. Fine, they might not work well in Act 2 Inferno and beyond, but that gets back to the whole inferno needs to be tuned down and better gear needs to start dropping thing again. And, no, the no pets build is not the standard in hardcore, for obvious reasons. In softcore, people might be pushing for dps while gy rushing, but I'm talking about a build that has survival capabilities).
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RE: Patching 1.0.2c -- potentially nerfed mob damage - by MongoJerry - 06-16-2012, 01:00 PM

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