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View Full Version : Red flag popping up after reading skills...


weathero
28-08-2009, 19:08
I, like most of you, have been waiting on the edge of my seat for new info about the Witch Doctor. After, feeling completely satisfied by the way the WD is shaping up, a little red flag slowly began to raise. I read through the skills again and I noticed what looked like the foundation of a fundamental flaw that was in the necromancer (summonancer build to be specific). This flaw was merely an effect due to the nature of the summonancer, however for the WD it seems to have been voluntarily implemented, whether the designers realized it or not.

I don't know about your own personal experiences, but whenever I played as a summonancer, especially when starting a new character, people would get irritated at me since having skeletons tank allowed me free roam to loot everything. Of course, my teammates felt like they were getting the low end of the shaft since they had to concentrate on the monsters.

Now the Witch Doctor, as shown by the released skills, seems to be heading in that direction with health globes. Assuming that health globes are very important and vital D3, which is reasonable due to the gameplay videos. With so many summons/distractions it would be fairly easy for a Witch Doctor to loot health globes easier than the other classes. There may only be 2 skills at this moment that would tempt the Witch Doctor to grab every health globe in sight but when considering that health globes are already valuable things to each class, and the fact that the bonuses given by this particular skills are pretty nice, I feel that my Witch Doctor may just become "that guy" all over again.

Hopefully this will not happen and D3 will be very balanced and fair for everyone but there is always that chance. Does anyone else feel similar or have any comments in general?

konfeta
28-08-2009, 19:14
Every class seems to have a healthglobe related skill or two. It's just a solo centered ability. At worst, it forces communication as to who will be picking up the globes (since they heal everyone) to maximize the use of the bonus.

weathero
28-08-2009, 19:24
I'll admit that I forgot that health globes heal everyone but I still think that the Witch Doctor would have much more drive to pick them up, assuming that the WD's summons will only be healed if the health globe was picked up by the WD. Also, I am not sure if communicating with team members in the middle of a fight would be viable (assuming that D3 is type based), especially since it looks like it would be very easy for the WD to slip by and picked them up.

I know a lot of this is going off of assumption and that I probably shouldn't worry, but I'm still worried.

Naja
28-08-2009, 19:27
I, like most of you, have been waiting on the edge of my seat for new info about the Witch Doctor. After, feeling completely satisfied by the way the WD is shaping up, a little red flag slowly began to raise. I read through the skills again and I noticed what looked like the foundation of a fundamental flaw that was in the necromancer (summonancer build to be specific). This flaw was merely an effect due to the nature of the summonancer, however for the WD it seems to have been voluntarily implemented, whether the designers realized it or not.

I don't know about your own personal experiences, but whenever I played as a summonancer, especially when starting a new character, people would get irritated at me since having skeletons tank allowed me free roam to loot everything. Of course, my teammates felt like they were getting the low end of the shaft since they had to concentrate on the monsters.

Now the Witch Doctor, as shown by the released skills, seems to be heading in that direction with health globes. Assuming that health globes are very important and vital D3, which is reasonable due to the gameplay videos. With so many summons/distractions it would be fairly easy for a Witch Doctor to loot health globes easier than the other classes. There may only be 2 skills at this moment that would tempt the Witch Doctor to grab every health globe in sight but when considering that health globes are already valuable things to each class, and the fact that the bonuses given by this particular skills are pretty nice, I feel that my Witch Doctor may just become "that guy" all over again.

Hopefully this will not happen and D3 will be very balanced and fair for everyone but there is always that chance. Does anyone else feel similar or have any comments in general?

Well, from what I understand, everyone in a party benefits from the same health globe.

So if a Witch Doctor's minions picked up a bunch of health globes, and that Witch Doctor is traveling with say, a Wizard and a Monk, all three characters would benefit equally from the health globes.

So no concern at all, really.

Flux
28-08-2009, 21:00
since everyone in range gets the health globe benefit, and since wizards are probably going to be more often hurting for mana than WDs, I don't think it's a big problem. Also, the battle tends to concentrate on one spot, where the melee chars will be moving around, picking up health globes intentionally or otherwise. Which the back row casters will appreciate since they don't have the char stats/defense to rush into the fray and grab one themselves.

I can imagine movement skills being very useful, if they allow health globe grabbing. Whirlwind, Furious Charge, teleport, and perhaps the WD's spirit walk, since often in a battle you want the health globe, but you can't get to it with too many monsters still in a scrum.

The only issue if with some of the lasting health globe benefits, like the Barb skill that boosts his speed/damage (?) for 12 sec after getting one. He'd want to save the globe until after the fight, so it would last into the next one.

That said, it's still so early in the process that we can't worry too much about this. Too many variables can yet change during development.

Matora
29-08-2009, 18:20
I find the mechanics a little messed up. Interesting, but messed up. Honestly, I don't like them but I'll be interested to see how they evolve. If they were something that could be stored (Not the health factor, just the benefits) it could be interesting.

Do we know if any passives got runes? That could be slightly messed up...