Patch 1.0.4 Preview: Witch Doctor
Posted 17 August 2012 by EllyThe fifth and final class preview for patch 1.0.4 of course addresses the
Witch Doctor.
- Pet survivability
- Vision Quest design flaws
- Splinters and Zombie Bears are way more appealing than most other skills
Pets
One of the core play styles for the witch doctor (and indeed the reason many people chose to play a witch doctor to begin with) is to have pets. Unfortunately, while witch doctor pets do pretty well in Normal difficulty, their survivability has been virtually non-existent in Nightmare, Hell, and Inferno. From our perspective, this isn’t acceptable, so we’re making some significant buffs to pets in 1.0.4. The goal of these buffs is to make pets not only more viable in those later difficulties, but also more enjoyable for players who prefer to base their builds around them.
From a design perspective, we want your pets to be durable enough so they can tank for you, but we don’t want them to just be automatically immortal. The cooldown on summoning pets is there for a reason. Speaking more specifically, we’d like for there to be times when your pets have died, your cooldowns haven’t refreshed yet, and you have that period of increased tension as you wait for the situation to stabilize again. On the other hand, we’d also like for there to be noticeable improvements for players who put thought and effort into their skill and gear selections to make their pets as strong as possible.
Trial and Error:
One of the first things we tried internally was to have
Zombie Dogs (db) scale their Life directly with their owner’s Life (Zombie Dogs already inherit Armor and Resistance from their owner). This had mixed results. For example, if the player stacked a large amount of Life, Armor, and Resist, it was possible to have Zombie Dogs tank most of Act I and parts of Act 2 in Inferno. As much as it made sense to have Zombie Dogs scale directly with your gear, it actually inhibited a completely different playstyle: players who wanted their witch doctor to be more of a glass cannon, but still have their Zombie Dogs able to tank. And with that we went back to the drawing board.
The next time around we gave the Zombie Dogs a base amount of Life, and in addition to this base value, they would also receive 35% of their owner’s Life. So, you had a Zombie Dog that could scale with your gear, but if you were built as a glass cannon you’d still have that base amount of Life to fall back on. To help with general survivability, we also gave Zombie Dogs some innate passive Life regeneration. This test was much more successful. The Zombie Dogs could survive through most parts of Act I and Act II of Inferno just fine and died only occasionally to really difficult encounters. In Act III and Act IV, however, they could take maybe one or two hits, but the outcome was always the same: dead Zombie dogs. We tried increasing the bonus to 100% of their owner’s Life – and even to 150% at one point, just to see what would happen — but it was to no avail. The incoming damage just scaled up too high in those later Acts.
So, we made some more adjustments to their scaling, we gave them more passive regeneration, and we made pets resistant to even more AoE effects (such as
Plagued ,
Frozen , and
Mortar ). The result was positive, but not perfect: Zombie Dogs could now tough out Acts I and II of Inferno, but they were still melting in Acts III and IV.
The Final Product:
Our final iteration was to give Zombie Dogs their own version of the wizard skill
Force Armor (db), which limits the amount of damage a wizard can take in a single hit up to 35% of their maximum Life. Much like the rationale for reducing damage for
AoE effects, pets take more damage from melee than players. Pets also don’t back off when they’re low, make use of doorways, or avoid big attacks.
When translating “Force Armor” over to Zombie Dogs, we wanted to make sure they could still scale with the player’s Life, Armor, and Resistances. So, rather than a flat 35%, the damage cap per hit is based on inherited Armor and Resistance values, and rather than scaling with the total Life, the mitigation amount is calculated on the base health of the Zombie Dogs, allowing additional Life to actually scale exceptionally well.
This might be a bit confusing, so let’s set up an example using a level 60 witch doctor. Let’s say this witch doctor has 32,000 Life, 45% mitigation from Armor, and 30% mitigation from Resistances. (For clarity, this means that 55% of incoming damage gets past the player’s Armor, and 70% of the incoming damage gets past Resistances.)
- The base Life of a level 60 Zombie Dog is 10,000 Life
- With scaling, each Zombie Dog will have 21,200 Life (10,000 [base] + 32,000 * 35% [scaling])
- The maximum damage the Zombie Dog can take in a single hit will be 3850 Life (10,000 [base] * 55% [damage not mitigated by armor] * 70% [damage not mitigated by Resistances])
- Ignoring passive Life regeneration, this means each Zombie Dog will always be able to take at least 5.5 hits (21,200 [Life] / 3850 [damage])
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Once you factor in some passive Life regeneration and healing from health globes, Zombie Dogs can do reasonably well in Inferno. Players who decide to go with a glass cannon build while using Zombie Dogs will have pets that can tank for short periods of time. Meanwhile, players who build with some survivability and choose pet-oriented passives like
Fierce Loyalty (db),
Zombie Handler (db), and
Jungle Fortitude (db) will find their pets to be extremely durable and very capable of handling all Acts of Inferno.
Vision Quest
As it stands now, without
Vision Quest (db), many builds feel like you never have quite enough Mana.
Don’t get me wrong: feeling like you always want more Mana can be a good thing, otherwise the resource system isn’t really doing its job. Even so, there are two major issues with Vision Quest that we want to address. The first is that it can feel very “feast or famine” when you’re using it; sometimes you have near limitless Mana and at other times you’re starved for resources. Second, and perhaps more importantly, it forces you to keep four skills on cooldown in order to be useful. This can be frustrating for a witch doctor who wants to use a cooldown skill strategically, but ends up casting the spell early for the Mana regeneration benefits.
Let’s use
Big Bad Voodoo (db) as an example. Big Bad Voodoo might be ready to go, but you need it on cooldown for Vision Quest to stay active. So, you cast the skill with only a handful of enemies on the screen. Then, no more than 20 seconds later, you come across a nasty Elite pack. While this would be a great moment to drop a Big Bad Voodoo to help you kill everything in sight (and ultimately avoid being killed yourself)….the skill is, of course, on cooldown. This can be a very aggravating experience! This isn’t a dilemma we want players to face on a regular basis, so Vision Quest is getting redesigned for 1.0.4.
What’s Changing:
We’re keeping the focus of the skill on Mana regeneration, but we’re going to shift the way you get that regeneration away from needlessly spamming cooldowns to attacking and doing damage. The first thing we’re doing is increasing the baseline Mana regeneration of all witch doctors from 20 Mana per second to 45 Mana per second. Not only does this help to alleviate the “feast or famine” effect, it also acts as a big buff to witch doctors who choose to skip Vision Quest.
As for Vision Quest itself, it will increase Mana regeneration by 30% for 5 seconds after dealing damage with
Firebomb (db),
Corpse Spiders (db),
Poison Dart (db), or
Plague of Toads (db). One of the fun things about this set up is that you can combine it with a
Spider Queen (db) (Corpse Spider rune) or a
Pyrogeist (db) (Firebomb rune) and they’ll keep Vision Quest active for you the entire time they’re out.
Of course, Vision Quest going down to 30% can seem scary. Base Mana regeneration is increased, and the new mechanics actually allow for Vision Quest to have a very high uptime, but is it enough?
As we continue internal testing, one of our checks to determine how well Vision Quest is performing is to see if a level 60 player can still summon hordes of stampeding
Zombie Bears (db). While we can’t accommodate every skill and build combination out there, the goal for Vision Quest is that a player who has chosen the right passives and gear will still be able to summon waves of stampeding bears for at least a few seconds. The new Vision Quest is a lot less “feast or famine” than before, which means some players won’t be able to spam Zombie Bears for quite as long, but the tradeoff is you’ll have a more consistent stream of Mana coming in, and (more importantly) you’ll have your cooldown-controlled skills available to use strategically for maximum effect. A more reliable Mana stream, being able to use your cooldowns, and having the option to use other active and passive skills seems like a better design for the class as a whole for the long term.
Skill Options
In case you’re wondering, we’re not touching
Splinters (db) or Zombie Bears this patch. While these are the two most popular witch doctor skills right now, it’s probably not just because people love the sound of Splinters or the look of Zombie Bears (though both of those are pretty cool). Instead, their popularity is likely due to how attractive these skills are, both in terms of damage output and overall feel. To help compensate and open up more build options, we’re buffing a lot of other skills to make them as appealing as Splinters and Zombie Bears.
Speaking of how a skill feels, the reason players avoid many of the lesser used witch doctor skills have more to do with the skill feeling “slow.” For example, Firebomb, Plague of Toads, and Corpse Spiders all have animation timing issues which are being improved for 1.0.4. In general, all of these skills will cast faster, which will make the class feel snappier and more responsive. We’re also doing a straight damage increase on many skills including (but not limited to) Acid Cloud, Firebats, Firebomb, and Spirit Barrage.
That wraps up the witch doctor, and all of our class previews! We hope you’re excited about these changes and look forward to hearing your feedback.
So, did Blizzard save the best ’til last? Are these changes the icing on the cake or a big sloppy kiss from your toothless gran?






Survivable pets? Faster attack animations? Increased base mana regen?
Hallelujah!
Very cool!
My WD is my highest lvl character (my Monk did all the hard work of getting to Inferno), so I’m really looking forward to hitting Act 3.
It seems like most of you can’t do math nor have played a witch doctor through beating inferno. Vision quest was completely nerfed from 300% to a paltry 30%. Even with base mana regen buffed to 45% you can no longer acid cloud tank, rain of toads, nor have bursts of bear spam when needed.
As of 1.0.4 a level 13 passive (spiritual attunement) is better than a level 40 passive (vision quest).
I have beaten the game with all 5 classes and I experienced and appreciated first hand the weaknesses of every class. My witch doctor struggled the most even though I gave it the better gear my wizard was using because no matter what, mana regen was a handicap you could not get around even with 30 mana regen stacked from gear on top of passives and natural regen. Even if you went all out mana regen, it was still an issue and this nerf will not change that.
really? Cause I didn’t use Vison quest and I manage to spam rain of toads just fine.
“It seems like most of you can’t do math nor have played a witch doctor through beating inferno. Vision quest was completely nerfed from 300% to a paltry 30%. Even with base mana regen buffed to 45% you can no longer acid cloud tank, rain of toads, nor have bursts of bear spam when needed.”
Don’t forget the base adjustment to 45 manareg./sec. That’s already an inert buff of an added 125% of manareg. already. In effect, Vision Quest get’s a little debuff in general and a little buff when using one of the four signature skills. In the end, Spiritual Attunement is the passive which ain’t as sweet a choice, if Blizzard ain’t planning on changes for it, too.
edit: Strike that! It’s a debuff both ways, although not quite the debuff your making it up to be. (Was not thinking straight… Just woke up from a nap ^^)
edit2: I will have to think a bit about these changes, before delivering an adequate comment, as I haven’t played the class for over 200 ingame-hours (while still beeing the class played the most). At first glance, they sound rather promising in adding viability to pet-setups (, although I would have liked a substantial boost to the damage pets make, to allow for pure pet-setups – but that never was the goal in designing the class to begin with.) Also, depending on the changes in attack/animation speed, setups built without any mana regenerating passives will be made viable, which I like, as I’m generally preferring a rather ressourceindependent setup. (And not just on the WD)
Lets see ATM you get 20 mana regen without Vision quest and 60 with it right, but only when you got 4 skills on cooldown.
New WD model you get 45 mana regen without Vision Quest and 58.5 mana regen with it after casting on of the core cheap skills.
So is 1.5 mana regen extra really that good?
@Rockman – Sure, if you are naked those are the numbers. Let’s say you have a paltry 20 mana regen on your gear.
Old Regen = 40 * 3 = 120 mana regen
New Regen = 65 * 1.3 = 84.5 mana regen
Now do you see how severe a nerf this was? WDs now have to stack even more mana regen than before and they still will never have the regen they used to have. All because Blizzard saw the “flaw” of managing cooldowns and “fixed” it for you.
You get infinite 30% now if you use those base skills, instead of having 4 cooldown to have 300%. That looks fair to me.
Im really liking this. Especially the pet survivability buff and the faster animations…mana regan is great too. Incoming rage from people that use the zombie bears build
Most of this sounds good, but as I read about zombie dogs I couldn’t help but think, “You didn’t test pet survivability before initial release?” Guess it worked on me…I’m still playing the game.
This. A million times this. I can’t believe that pets shipped the way they did. Without pets, a WD is basically just a gimped wizard. Can’t wait to see how people start playing inferno now that pets (and the WD class in general) are viable.
I don’t get why they think pets are so lame, actually. They don’t do so hot past Act I of Inferno. But their resistances are scaled, they can be re-summoned every sixty seconds, and Fierce Loyalty is so potent that pets can take care of every enemy in Hell difficulty without any help at all, if you’ve got the gear to give them half of the maximum possible benefit. I haven’t had any trouble keeping my guys in the game. I’d say they’ve always been viable… but I still like the change.
I think its more about the wall that you hit with pets before you get good gear.
Pets and mana buffed you say?
It’s about time.
Still, sounds good. I’ve missed firebomb a great deal since I hit 60.
Why are faster attack animations important?
like they said, it’s the “feel”. Not sure if you played WD, but Plague of Toads feels really weird, like…slow… It’s kinda like fighting with a very slow 2h weapon vs a dagger – bam bam bam bam! Of coure some ppl might not mind, but a general speed-up to some skills won’t hurt. Nice one Blizzard.
Because you don’t want to be dead by the time that firebomb actually hits the ground. It helps a lot when kiting to have faster animations.
Begs the question: Who the **** was in charge of testing this stuff before relase?
I’ll go on a limb here and say that they probably never tested all skills as much as normal on the remaining difficulties so they couldn’t see that some stuff wasn’t working well past normal.
10 million players is a lot more than QA can handle
And I’m sure the focus was a lot more on normal since that’s probably where the majority would play before stopping (casuals, not die hards like most of us here).
well said
wow, I think that was the best class preview in terms of substance.
I’m leveling my final char to 60 (to get the achievement) and playing the WD is a drag compared to all other chars. I look at the skills and passives and don’t know what to pick. I tried a few but they mostly suck and yes the fact that he casts soooo slowly is really not making him feel snappy at all compared toa wizard which can just spam 3-4 spells in a sec.
Try the zombie hands, followed with acid + plague butterflies and you’ll see what I mean.
After all these great buffs, it will surely be more fun to level another batch of 5 chars on HC for the 10 lvl 60 chars achievement!
The barbarian one was pretty cool too
Corpse Spider is so fun to use, I hope this makes it much more useful!
HELLLLLLL YAAAAAAA. Now just make spider queen run faster and I’m golden
.
My wife is running a WD and she is pretty damn happy right now. Booyah, well done Blizz.
I am kind of stymied as to what the play testers were thinking, not banging down Wyatt’s doors screaming that their zombie dogs couldn’t make it past normal.