I think the majority of you guys are overlooking some valuable concepts. Once again, everyone likes to focus on DAMAGE DAMAGE DAMAGE!?
This game has a lot more important concepts to focus around than that. I for one thought that this skill looked right how I imagined it would be. I mean... that's how the D2 fetish army appeared isn't it? Furthermore, when you add runes you'll receive the other more annoying fire fetish and blow dart boy as well.
But besides the appearance of the skill, remember the enemies are actually targeting them so that makes a HUGE impact on the current battle you will be experiencing. The WD can pretty much sit safely and cast other skills while this skill lasts 20 seconds which is quite a while if you play in game. That equals more survive-ability, mobility, mana regeneration, cooldown resets, and a list of less obvious advantages im sure.
There are a number of passives that will help make a pet-based build really effective.
This skill is one that falls under special tactics, not "omg looks lame no damage! WHAAH!"
I will be using this skill in my blood golem build as planned
I am happy for you. On the other hand, i don't like it because it his a hard investment for what it provides. Could be effective if you encounter elites once every 120 seconds...
So zombie dogs isn't a hard investment? That seems like it will be "casted" a lot less than every 120 seconds if you ask me. Even if you're correct about that, think about it: There are 6 skills you can have at one time! Not all your skills should be or will be, spammable high dps type skills. If they are than your build won't survive long or have many variables for different circumstances..
Like I said, im totally comfortable with this skill. Its something im looking forward to using
I am not gonna use dogs and i won't use fetish either. The only summon i am seriously considering is garg.
Fetish was kind of a let down (not all that much) based on that vid, but I still plan on using it in my build to test out before making my final decision on it. It does what I pretty much expected, but the number of fetish was quite lower. I was personally thinking at least 8 non runed due to it's enormous CD.
Garg was pretty much an automatic skill in my build too so hopefully it's not that bad of a let down either.
All in all what are you guys upset about? The visual of the skill? Would you be more happy with 10 fetish doing 10% damage each? (Rather than the current 5 fetish doing 20%) Because if so, that is probably an easy fix for Blizzard to make if you voice your concern enough in the appropriate way...
The reasons why I would think Blizzard would be against increasing the amount of fetish is: 1) Too many distractions for the monster AI to attack, making it too easy for players to sit in the back and cast. (Look at the Diablo 2 necro. Almost impossible to die with the right summoner build. You can run up to a mob of 30 enemies, and likely none will target your necro, they will attack your minions instead. How are you expected to die, or even considered to 'balanced' compared to a barb that has to attack all 30 by himself?). Maybe they are trying to prevent something like that from happening.
2) Too much movement and distractions on the screen... even in just a 4 player game, that can get a little out of control, especially a party full of witch doctors all casting that move... again going back to the necro... 1 necro with maxed out summoner army was enough to lag games pretty bad... I think they don't want that happening again.
As far as the skill itself, I can see use and potential for it... like Nokturnal said, it's not all about DPS or damage, if your focus is only one that 1 specific stat, I doubt you'll last long in later difficulties...
-Temp
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Fetish was kind of a let down (not all that much) based on that vid, but I still plan on using it in my build to test out before making my final decision on it. It does what I pretty much expected, but the number of fetish was quite lower. I was personally thinking at least 8 non runed due to it's enormous CD.
Garg was pretty much an automatic skill in my build too so hopefully it's not that bad of a let down either.
The reasons why I would think Blizzard would be against increasing the amount of fetish is:
1) Too many distractions for the monster AI to attack, making it too easy for players to sit in the back and cast. (Look at the Diablo 2 necro. Almost impossible to die with the right summoner build. You can run up to a mob of 30 enemies, and likely none will target your necro, they will attack your minions instead. How are you expected to die, or even considered to 'balanced' compared to a barb that has to attack all 30 by himself?). Maybe they are trying to prevent something like that from happening.
2) Too much movement and distractions on the screen... even in just a 4 player game, that can get a little out of control, especially a party full of witch doctors all casting that move... again going back to the necro... 1 necro with maxed out summoner army was enough to lag games pretty bad... I think they don't want that happening again.
As far as the skill itself, I can see use and potential for it... like Nokturnal said, it's not all about DPS or damage, if your focus is only one that 1 specific stat, I doubt you'll last long in later difficulties...
-Temp