Monday, April 16, 2012

Implications of the Hydra Rune on Zombie Dogs - Page 2

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But, there's nothing new here. It's a druidmancer.




I disagree with this in terms of both gameplay and design.

Gameplay-wise, there are no skills that suggest a WD would have the elemental, shapeshifting, or summoning capabilities of the Druid. His summons are devoid of Spirits for buffs. Druid summons are maybe only alike in that they used a similar tiered structure of light attacker (Spirit Wolf/Mongrel), medium attacker (Dire Wolf/ Zombie Charger???), and heavy attacker (Grizzly/Gargantuan).

WD's spells often incorporate physical, magic, or poison damage. Druid spells used fire, hybrid physical/fire, hybrid physical/ice, and ice. Whereas Druid spells were cast so that would hit randomly (Think of trying to aim a tornado or fissure, or trying to hit an enemy with a meteor from Armageddon), WD spells seem to have an area of coverage or do simple, direct damage to a single target without having to rely too much on the spell's trajectory, except for in the case of Plague of Toads.

In terms of design, I feel as though the WD is fundamentally different in the way he projects himself. The Druid was a proud and strong mage-warrior with connections to nature. The WD is a dark, almost malnourished and sick looking magic user heavily reliant upon the spirit world. Although there are elements of nature within his magic, they usually come into being as twisted versions of their previous selves (Firebats, Corpse Spider, Zombies), whereas the Druid would summon purely natural beings.

EDIT:

Upon writing this, I am realizing that there is a very good mix of different spell types within the WD's skills. There are summons, spell/trap-like summons, direct damage spells, channeled direct damage spells, area of effect spells, a debuff aura, a ranged debuff, a movement buff (Spirit Walk) and for the first time I've even seen in a Diablo game- a short-duration personal invincibility buff (Death Pact), a ranged, single target physical DoT/summoning(parasite), an aoe channeled direct damage spell (Soul Harvest), an aoe summoning spell (Fetish Army), and an immobile AoE summon which deals damage and can take a beating (Wall of Zombies). How is that unoriginal!?|||That's a great write up pcguy.

But, there's no arguing that he's fundamentally a necro/druid mix.

Edit: well at least no reasonable arguing.|||That's it? That's your entire reply!? At least explain your reasoning, man. It is offensive to me that you offer such a shallow argument in your post. A short post like that one can be considered trolling if it is not supported by additional facts or opinions because it is not only inflammatory in its matter-of-fact tone, but also adds nothing to the topic.|||Try to keep this civil guys ^^|||Quote:








But, there's no arguing that he's fundamentally a necro/druid mix.




you say it like its a bad thing ..:P|||I've always maintained the WD is more of a knockoff of the WOW Warlock than anything else:

Dark vibe.

Summoning abilities, but more as an augment to direct damage than a primary form of damage (like the Necro).

Poison and fire as primary damage elements.

Uses his own health for some spells.|||Quote:








I've always maintained the WD is more of a knockoff of the WOW Warlock than anything else:

Dark vibe.

Summoning abilities, but more as an augment to direct damage than a primary form of damage (like the Necro).

Poison and fire as primary damage elements.

Uses his own health for some spells.




Now this makes some more sense to me. He is definitely more of a Necromancer/Warlock. Instead of demons, he summons the undead. Ritual of Blood is definitely reminiscent of Life Tap as well with the Life to Mana conversion. What I don't see is a large emphasis on DoTs and draining abilities, although with the current skill set, it certainly seems like it would be possibly viable with the right equipment and runes if they supplemented or strengthened spells like Haunt and Soul Harvest.

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