I thought the changes looked pretty good this time around.Only 5 mana to throw Corpse spiders
And I am really curious about Locust swarm, sure it costs more but it got a huge damage increase AND it lasts much longer.
Without playing the whole game it´s no use complaining about buffs or nerfs. Plus they are balancing everything as much as possible and I am sure there will be more buffs and nerfs until if feels right for the end game.
Umm isnt the locust swarm damage increase mostly to compensate for the longer duration? Should tick for aprox the same damage as before, right?
Ok, am I reading it wrong here? I thought you were doing 320% weapon damage for 8 seconds as in per second. Or does it mean it takes 8 seconds to do 320% weapon damage? If so, than what is the point in the rune that increases the duration with additional 2 seconds?
The only penalty here I read is the much higher mana cost from 75 to 392.
EDIT: Damn, I guess it would explicitely say per second as it does on other skills...
I'd guess the duration rune simply adds two additional ticks of damage, not reduce the overall damage per tick. Doesn't make much sense otherwise.
Not necessarily, it could be an increase to duration only (lowering per tick damage) in order to allow you to use those extra 2 seconds to cast other spells. If you use the skill as suplemental damage then it *should* net you an overall dps gain.
I would hope however that it also increases the damage proportionately as a 2 second increase length (solely for the purpose of allowing more cast time of other spells) feels somewhat lackluster...
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WD patch 14 was the highest damage dealer hence the nerfs. They have to adjust things constantly until all the classes can deal approx the same damage across the board and like someone said, at 60 he could have been boss but it's toned down a bit.
Every class is going to have benefits and drawbacks, the best way to address this is to diversify your group composition in order to maximize utilities... I would think this is common sense. If you went with a group full of characters fixated on doing only massive damage, then you're going to fail.
"If you overspecialize, you breed in weakness." - Major Motoko Kusanagi (Yep, that's right - a little Ghost in the Shell reference)
That being said, I don't think that any one class is going to lack the power to efficiently produce damage or crowd control where needed but some will clearly be better at certain aspects than others - which is a good thing right? If we wanted all the classes to produce identical results, why not just do away with 4 of them and keep only 1?
The WD is not presently weak he just lacks some of the burst of the other classes - I don't see this as being "underpowered" at all.
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You do realise wizzard damage have also been reduced quite abit from earlier patches so I assume that it's just a general problem that everyone was doing too much damage
NOOOO!!! RAWR!!!! THE CLASS I <3 HAS BEEN NERFED AND WHILE I HAVE ZERO EXPERIENCE WITH THE GAME PAST LVL 13 THIS MEANS THIS CLASS WILL TOTALLY SUCKZORZ!!!!!!!
*phew
TROLOLOLOLOL
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
I thought the changes looked pretty good this time around.Only 5 mana to throw Corpse spiders
And I am really curious about Locust swarm, sure it costs more but it got a huge damage increase AND it lasts much longer.
Without playing the whole game it´s no use complaining about buffs or nerfs. Plus they are balancing everything as much as possible and I am sure there will be more buffs and nerfs until if feels right for the end game.
If they leave corpse spiders at 5 mana it will probably sucks beyond comprehension later on in the game where other skills cost many times more. I bet they juggle those mana costs and all for us to get excited and start using the skill so it is tested well. At release of next path or game it will all get back to some reasonable levels.
I'd guess the duration rune simply adds two additional ticks of damage, not reduce the overall damage per tick. Doesn't make much sense otherwise.
Not necessarily, it could be an increase to duration only (lowering per tick damage) in order to allow you to use those extra 2 seconds to cast other spells. If you use the skill as suplemental damage then it *should* net you an overall dps gain.
I would hope however that it also increases the damage proportionately as a 2 second increase length (solely for the purpose of allowing more cast time of other spells) feels somewhat lackluster...
That makes no sense whatsoever. You didnt gain 2 seconds to cast additional spells.
It obviously will increase the dmg based proportionally to the previous dmg.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
I'd guess the duration rune simply adds two additional ticks of damage, not reduce the overall damage per tick. Doesn't make much sense otherwise.
Not necessarily, it could be an increase to duration only (lowering per tick damage) in order to allow you to use those extra 2 seconds to cast other spells. If you use the skill as suplemental damage then it *should* net you an overall dps gain.
I would hope however that it also increases the damage proportionately as a 2 second increase length (solely for the purpose of allowing more cast time of other spells) feels somewhat lackluster...
That makes no sense whatsoever. You didnt gain 2 seconds to cast additional spells.
It obviously will increase the dmg based proportionally to the previous dmg.
It makes perfect sense... in fact it's a mechanic they used for DoT's in WoW so I wouldn't put it past them to use it here. There's a massive thread on shadowpriest.com talking about elongated DoT's with no extra ticks and their resulting return on overall DPS.
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Yeah could've been wishful thinking on my part Picturing a cow level-esque scenario the locusts could swarm a ton of cows, softening them up for your choice of finishing move. The video we have from blizz on locust swarm suggests it jumps every second to nearby enemies. Now add that mechanic to the equation they're discussing in regards to sw: p we have ourselves a dps gain.
Is it every second or each time a mob dies? In either case the extra 1 second or 2 seconds (whatever the rune actually is) gives it more time to jump and less need to reapply. Win/Win IMO - but will it be better than other Runes - I imagine that depends on how you use it...
We shall see.
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I'd guess the duration rune simply adds two additional ticks of damage, not reduce the overall damage per tick. Doesn't make much sense otherwise.
Not necessarily, it could be an increase to duration only (lowering per tick damage) in order to allow you to use those extra 2 seconds to cast other spells. If you use the skill as suplemental damage then it *should* net you an overall dps gain.
I would hope however that it also increases the damage proportionately as a 2 second increase length (solely for the purpose of allowing more cast time of other spells) feels somewhat lackluster...
That makes no sense whatsoever. You didnt gain 2 seconds to cast additional spells.
It obviously will increase the dmg based proportionally to the previous dmg.
It makes perfect sense... in fact it's a mechanic they used for DoT's in WoW so I wouldn't put it past them to use it here. There's a massive thread on shadowpriest.com talking about elongated DoT's with no extra ticks and their resulting return on overall DPS.
This isn't WoW. In WoW, you are refreshing the DoTs, because the boss is going to be alive for like 5 mins. And regardless, you are still not gaining 2 seconds.
Ok, in a 40 second window you could cast standard locust swarm 5 times for 100% uptime. You would cast it 4 times with the extended duration. That means you gained only a SINGLE GCD, which is less than on second, in a 40 second window!
So no, you are not going to gain 2 seconds, and there will hardly ever be a reason to use this more than once.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Out of the game? No way. I trialed a WD right before patch 15 and I liked it a lot, I didn't have the burst of any other class but all that DoT damage going off while everything was slowed was really nice.
I'm starting to lean toward a WD for release now.
I'd guess the duration rune simply adds two additional ticks of damage, not reduce the overall damage per tick. Doesn't make much sense otherwise.
Not necessarily, it could be an increase to duration only (lowering per tick damage) in order to allow you to use those extra 2 seconds to cast other spells. If you use the skill as suplemental damage then it *should* net you an overall dps gain.
I would hope however that it also increases the damage proportionately as a 2 second increase length (solely for the purpose of allowing more cast time of other spells) feels somewhat lackluster...
That makes no sense whatsoever. You didnt gain 2 seconds to cast additional spells.
It obviously will increase the dmg based proportionally to the previous dmg.
It makes perfect sense... in fact it's a mechanic they used for DoT's in WoW so I wouldn't put it past them to use it here. There's a massive thread on shadowpriest.com talking about elongated DoT's with no extra ticks and their resulting return on overall DPS.
This isn't WoW. In WoW, you are refreshing the DoTs, because the boss is going to be alive for like 5 mins. And regardless, you are still not gaining 2 seconds.
Ok, in a 40 second window you could cast standard locust swarm 5 times for 100% uptime. You would cast it 4 times with the extended duration. That means you gained only a SINGLE GCD, which is less than on second, in a 40 second window!
So no, you are not going to gain 2 seconds, and there will hardly ever be a reason to use this more than once.
Obviously we're not talking about WoW but we are talking about a similar set of mechanics so the point remains unchanged. Beyond that, arguing that we won't be attacking any given target for 5 minutes solid is really just flatout wrong - in appropriate gear against appropriate level mobs, there will be (as noted in the gameplay footage against the siegebreaker) at least one (likely MANY more) mobs where prolonged fights will take place. Putting all that aside, if you're looking for a single target DoT then you're really better off with Haunt anyways as it's a long duration DoT. Locust swarm looks like it was designed as a short term DoT for use as something more spammable in big crowds - and THAT is where a short duration increase would shine, even if it doesn't increase the overall damage of each cast, it allows more time for the affected mob to die and thereby allowing more jumps of LS without the need to reapply over and over again. Using LS against MANY mobs would only amplify the utility of an extended length rune, not decrease it.
And correct me if I'm wrong here, but I don't believe LS has an 8 second duration... under the impression that it's 3 seconds. if that's the case think about how many GCD's you've gained...
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Obviously we're not talking about WoW but we are talking about a similar set of mechanics so the point remains unchanged. Beyond that, arguing that we won't be attacking any given target for 5 minutes solid is really just flatout wrong - in appropriate gear against appropriate level mobs, there will be (as noted in the gameplay footage against the siegebreaker) at least one (likely MANY more) mobs where prolonged fights will take place. Putting all that aside, if you're looking for a single target DoT then you're really better off with Haunt anyways as it's a long duration DoT. Locust swarm looks like it was designed as a short term DoT for use as something more spammable in big crowds - and THAT is where a short duration increase would shine, even if it doesn't increase the overall damage of each cast, it allows more time for the affected mob to die and thereby allowing more jumps of LS without the need to reapply over and over again. Using LS against MANY mobs would only amplify the utility of an extended length rune, not decrease it.
And correct me if I'm wrong here, but I don't believe LS has an 8 second duration... under the impression that it's 3 seconds. if that's the case think about how many GCD's you've gained...
You said it yourself, Locust Swarm would be terrible in a long fight. You would be better off with haunt or just never pushing it.
According to the notes on the front page, locust swarm last 8 seconds and costs just shy of 400 mana. The extended version lasts 10 seconds.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
And correct me if I'm wrong here, but I don't believe LS has an 8 second duration... under the impression that it's 3 seconds. if that's the case think about how many GCD's you've gained...
According to the unofficial patch 15 changes LS has an 8 second duration now :). We'll see. It seems blizzard is trying out the extremes of nerfs / buffs in order to see what works.
*edit: another interesting change is that the jump rune now has a 100% chance to allow LS to jump to 2 targets.
Probably having problems with constant reapplication... well - we'll see if that makes it in. I'd be happy with that.
Anyways, we kind of went off on a tangent there. Overall the point is, the WD isn't weak - at worst it presently lacks good burst but it makes up for it in other ways. Not everyone should frontload their damage, DoT classes FTW.
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I was so excited to play WD, but sadly it has been nerfed out of the game. Every patch the damage is reduced more and more. It already trails Barbarian and Wizards by a long way.
WD is already the least popular class and that now they will trail further.
lmfao. . further proof that barley anyone will play the WD. no, not because he was "nerfed" but because people like you have NO CLUE how he works or his spells work and you just look at raw damage and go "herp derp he sucks?". but this only makes me happier because ill be facerolling everyone with him and they'll be like "wtf hax bro"
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I was so excited to play WD, but sadly it has been nerfed out of the game. Every patch the damage is reduced more and more. It already trails Barbarian and Wizards by a long way.
WD is already the least popular class and that now they will trail further.
lmfao. . further proof that barley anyone will play the WD. no, not because he was "nerfed" but because people like you have NO CLUE how he works or his spells work and you just look at raw damage and go "herp derp he sucks?". but this only makes me happier because ill be facerolling everyone with him and they'll be like "wtf hax bro"
^ This. But I do think people are playing the class wrong. But w/e, the WD will still be my main come release day.
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I think i says OVER 8 seconds.
Not necessarily, it could be an increase to duration only (lowering per tick damage) in order to allow you to use those extra 2 seconds to cast other spells. If you use the skill as suplemental damage then it *should* net you an overall dps gain.
I would hope however that it also increases the damage proportionately as a 2 second increase length (solely for the purpose of allowing more cast time of other spells) feels somewhat lackluster...
16GB G Skill Ram ~ 2x Mushkin 120GB SSD's ~ MSI GTX 570 Twin Frozer ~ Asus P8P67 Deluxe
"If you overspecialize, you breed in weakness." - Major Motoko Kusanagi (Yep, that's right - a little Ghost in the Shell reference)
That being said, I don't think that any one class is going to lack the power to efficiently produce damage or crowd control where needed but some will clearly be better at certain aspects than others - which is a good thing right? If we wanted all the classes to produce identical results, why not just do away with 4 of them and keep only 1?
The WD is not presently weak he just lacks some of the burst of the other classes - I don't see this as being "underpowered" at all.
16GB G Skill Ram ~ 2x Mushkin 120GB SSD's ~ MSI GTX 570 Twin Frozer ~ Asus P8P67 Deluxe
TROLOLOLOLOL
Epicurus
If they leave corpse spiders at 5 mana it will probably sucks beyond comprehension later on in the game where other skills cost many times more. I bet they juggle those mana costs and all for us to get excited and start using the skill so it is tested well. At release of next path or game it will all get back to some reasonable levels.
That makes no sense whatsoever. You didnt gain 2 seconds to cast additional spells.
It obviously will increase the dmg based proportionally to the previous dmg.
Epicurus
It makes perfect sense... in fact it's a mechanic they used for DoT's in WoW so I wouldn't put it past them to use it here. There's a massive thread on shadowpriest.com talking about elongated DoT's with no extra ticks and their resulting return on overall DPS.
16GB G Skill Ram ~ 2x Mushkin 120GB SSD's ~ MSI GTX 570 Twin Frozer ~ Asus P8P67 Deluxe
Is it every second or each time a mob dies? In either case the extra 1 second or 2 seconds (whatever the rune actually is) gives it more time to jump and less need to reapply. Win/Win IMO - but will it be better than other Runes - I imagine that depends on how you use it...
We shall see.
16GB G Skill Ram ~ 2x Mushkin 120GB SSD's ~ MSI GTX 570 Twin Frozer ~ Asus P8P67 Deluxe
This isn't WoW. In WoW, you are refreshing the DoTs, because the boss is going to be alive for like 5 mins. And regardless, you are still not gaining 2 seconds.
Ok, in a 40 second window you could cast standard locust swarm 5 times for 100% uptime. You would cast it 4 times with the extended duration. That means you gained only a SINGLE GCD, which is less than on second, in a 40 second window!
So no, you are not going to gain 2 seconds, and there will hardly ever be a reason to use this more than once.
Epicurus
I'm starting to lean toward a WD for release now.
Obviously we're not talking about WoW but we are talking about a similar set of mechanics so the point remains unchanged. Beyond that, arguing that we won't be attacking any given target for 5 minutes solid is really just flatout wrong - in appropriate gear against appropriate level mobs, there will be (as noted in the gameplay footage against the siegebreaker) at least one (likely MANY more) mobs where prolonged fights will take place. Putting all that aside, if you're looking for a single target DoT then you're really better off with Haunt anyways as it's a long duration DoT. Locust swarm looks like it was designed as a short term DoT for use as something more spammable in big crowds - and THAT is where a short duration increase would shine, even if it doesn't increase the overall damage of each cast, it allows more time for the affected mob to die and thereby allowing more jumps of LS without the need to reapply over and over again. Using LS against MANY mobs would only amplify the utility of an extended length rune, not decrease it.
And correct me if I'm wrong here, but I don't believe LS has an 8 second duration... under the impression that it's 3 seconds. if that's the case think about how many GCD's you've gained...
16GB G Skill Ram ~ 2x Mushkin 120GB SSD's ~ MSI GTX 570 Twin Frozer ~ Asus P8P67 Deluxe
Ohh plz not another, ZOMG INFERNO IS IMPOSSIBLE poster....You bought the hype hook, line, and sinker sir.
You said it yourself, Locust Swarm would be terrible in a long fight. You would be better off with haunt or just never pushing it.
According to the notes on the front page, locust swarm last 8 seconds and costs just shy of 400 mana. The extended version lasts 10 seconds.
Epicurus
Probably having problems with constant reapplication... well - we'll see if that makes it in. I'd be happy with that.
Anyways, we kind of went off on a tangent there. Overall the point is, the WD isn't weak - at worst it presently lacks good burst but it makes up for it in other ways. Not everyone should frontload their damage, DoT classes FTW.
16GB G Skill Ram ~ 2x Mushkin 120GB SSD's ~ MSI GTX 570 Twin Frozer ~ Asus P8P67 Deluxe
Indeed
lmfao. . further proof that barley anyone will play the WD. no, not because he was "nerfed" but because people like you have NO CLUE how he works or his spells work and you just look at raw damage and go "herp derp he sucks?". but this only makes me happier because ill be facerolling everyone with him and they'll be like "wtf hax bro"
^ This. But I do think people are playing the class wrong. But w/e, the WD will still be my main come release day.