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Execute : Very very low proc rate. Most procs in the game scale whith points invested up to 30%, so why is this one capped at 10%? When it procs, it's not even good as the katana has the same hitbox as the normal shots (no aoe) and is not auto-guided as marksmen's missiles for example. In the end, that's a terrible talent.
suggestion : make it scale whith points invested, 1%/point up to 30%.
Weapon switch : Do I really have to comment the pathetic 5% proc rate? x)
suggestion : make it scale with points invested, 0.5% proc chance /point up to 15%
Dash : A movement skill is always nice, it stuns which is cool but its damage doesn't scale with strength which makes it useless damage-wise, and its mana cost is a bit high compared to all other characters similar movement skills (marksmen's jump for example) -but if its damage get buffed it will be fine-.
suggestion : make its damage scale with strength OR reduce its mana cost.
Light in darkness : a regen passive is nice, but at it doesn't scale in any way with your stats it's a (very) low lvl skill only. Currently, if I invest half of all my talent points in it, I can heal 450 life per hit with melee attacks, when my weapon already heals me for 1k5 every hit...and at end-game a decent weapons heals for 5k+ so t(here is no points investing so much for so little benefits.
suggestion : make it heal/regen 0.1% of your life/mana/hit (it would heal 4 % with 40 points in it, which is good but not as op as old viking's zeal) OR make it increase you mana/health regen stat by 1%/talent point.
Crippling strike : this one is a good passive, no issue here.
Katana barrier : I feel the same as OP, the range is short (but its ok as you need a real incentive to go melee) and the damage not that great for the mana cost.
suggestion : buff the damage.
Executioneer : another decent passive.
Bullet hell : high mana cost for a skill that is not that great. It feels like a skill that would be very basic for any other character but is presented here as an "ultimate". It is just too weak.
suggestion : buff its damage.
Shredder trap : the only VERY good skill in the entire tree x). This passive rocks, nothing to change here. But only 1 good damaging talent isn't enough to make a good character :s
In the end, I have pretty much the same feeling as you A BLOCK. The demon hunter clearly needs a buff atm, but it's just some number tweakings.
Got ideas how to improve the spells?
i would say higher the chances for proc like other classes. change some skills for supporting 3 kinda play styles : melee,range and hybrid of both if someone want it.
client or host? It sould work tho on both hmm
As an "ultimate" ranged spell Bullet hell needs more "hell". all the Bullets could ricochet (is that correct? I am not that good when it comes to english) in different directions and pierce to create an actual bullethell. About Katana Barrier...how about a counterattack? You summon those swords and any mob that deals dmg to you gets slashed by a sword. Would have to make either a limited amount of swords that scales with the level or maybe a set duration. Dont know, just some Ideas.
- In my opinion Executioner should be changed to give a chance to deliver a sort of Crushing Blow similar to the affix in Diablo 2 that either does massive damage or oneshot monsters(Of couse with an equal procc chance).
- Make Shredder Traps stacks and apply with AoE skills.
- Make Katana Barrier a passive skill that explodes on a fixated amount of stacks. You would build up stacks until it explodes and shoot out in a AoE katana attack.
- Giving Execute a higher procc chance depending on the skill points put in.
- Make procc chance on Weapon Switch as Khargath said.