DH Changes You Want To See For 2.6.6 PTR

I’ll get the ball rolling by asking this. What are some of the things you would like to see being addressed in the upcoming PTR patch?

I’ll update the list later when I get the chance to but feel free to share yours!

Pertaining to the Unhallowed Essence Set

  • Guaranteed Discipline roll for the chest piece (Cage of the Hellborn)
  • (Optional) Guaranteed Discipline roll for Dead Man’s Legacy
  • (Optional) Guaranteed Discipline roll for Yang’s Recurve
5 Likes

Spike Trap be added to the S6 bonus list.
Maybe?

2 Likes

I would like to see a buff to the UE 4 pc. This will help UE be a stronger part of a 4P group and allow more people to push solo with the build.

A buff to the 4 pc stat also will not affect the UE play style that many of us really enjoy.

3 Likes

I wanna see more generator builds plus ea & chakram viability

1 Like

Hum … :-

  • Change “Sin Seekers” to high RCR instead of no channeling cost so that I can use “Taeguk”
  • Allow “Sin Seekers” to support “Strafe”
  • Helltrapper only summon Trap/Caltrap/Sentry in skill slot
  • Allow 1 or 2 “Strike Trap” runes to be detonated by CD skills or just RoV
1 Like
  1. M6, UE4 and S2 set bonuses need a boost, overall class power feels underwhelming compared to wiz / necro.
  2. Chakram/Elemental Arrow damage buffs, by updating existing item’s legendary effects AND by treating it as a primary skill.
  3. Get rid of that wonky pain enhancer attack speed snapshot that is being used for Rapid Fire skills. Make the Wojhanni Assaulter skill a separate multiplier (not sheet damage) and add a 75% attack speed buff to the legendary effect. This will let it be effective in groups.
  4. Get rid of the long cool down for Spike Trap, add appropriate multipliers to existing legendary items. Update Omyrn’s Chain, the caltrop vault belt, so it buffs Spike Trap damage based on how many caltrops have been deployed/activated.
  5. S2M4, this set interactions should be restored.
  6. Strafe xbows need their legendary effects upgraded with multiplicative damage. Strafe should not have an inherent movement speed penalty. Replace Kmar’s Ten Clip with an effect that pulls enemies in from 30 yards.
  7. Danettas xBows are weak, they need a big upgrade. The Clones should serve a purpose, each clone should buff damage by 100%. I want to use them with UE6 grenades.
6 Likes

Or make CDR always roll.

1 Like

Yes yes and yes…

There is nothing worse for a UE DH than getting a Yang’s with no Disc and a useless primary roll as well…

Except maybe a DML with multiple useless primary rolls and no disc!!

It sure would stop people (mostly) from destroying a Primal by not rolling Disc onto one that was missing it.

2 Likes

Exactly. You wouldn’t believe how many times I have soul-ed the primal DMLs I’ve gotten because they keep rolling really bad rolls.

Not to mention, the one and only time I got a Cage of the Hellborn that was primal from rerolling it at Kanai’s Cube to roll without Discipline and AR.

Don’t be messing w my ZYangs :slight_smile:

In addition to some of the things that have been said before

  • Caltrops being able to be placed at the location of your mouse cursor and having the slow effect cling on enemies for 2 or 3 seconds

  • There is a skill in Path of Exile called Dash, which workds basically like Vault, but it also has the nice little feature that when you press the ‘Stand Still while Attacking’ Button, you actually dash in the the opposite direction of your mouse cursor, instead of the targeted direction of your cursor. I think it would be cool if Vault had that feature as well.

  • Spike Traps being added to one of the sets. They almost could fit in any of them.

  • A return of the DH’s skill Molten Arrow (as a rune on Elemental Arrow), which was already in the game, but got removed before the beta started: Diablo 3 Demon Hunter Molten Arrow Skill - YouTube

  • The Amazon’s Lightning Fury skill making a return as a rune on the DH’s Elemental Arrow skill

  • Kridershot also giving a damage buff to Elemental Arrow

  • Maybe Elemental Arrow could get buffed by the UH set as well, dunno

  • Just an idea, but maybe Marked for Death should mark 3 enemies in an x yards radius at once and not just one, to make it more useful. Casting it again will mark 3 additional unmarked targets.

  • The Marked for Death damage bonus (on Calamity) should be multiplicative again and it could get some other fancy bonuses

3 Likes

Regarding MfD. this season I’ve been playing a few classes to buff Blessed Shield as the point man. I’ve geared up a zDH, zBarb, zMonk, zCru, zNec, and zWiz (zWD wasn’t working out for me, but it looked competitive).

zBarb/zMonk are staples – so I won’t discuss their benefits. So really it’s been a bit of trial and error to figure out which class offers the crusader more DPS. In my use case, I’ve found zWiz slightly beats out zDH. Once you get incredibly high DIBS going, (double strongarms, toxin gem, etc.) you want to start looking at multiplicative buffs and other utility like pixel pulls. zDH seems to offer nothing but DIBS except for Wolf Companion.

So yeah – making MfD multiplicative would be nice.

2 Likes

Ferret movement speed not limited to the movement cap. This is something that should have been done eons ago.

Make ferrets useful again.

6 Likes

imo the movement speed cap should be removed completely.
It would make a lot stuff faster and that definitely would be a good thing, especially in the early and mid game.

2 Likes

what does DIBS mean? damage increased by xxx ?

I also haven’t used MfD in ages although I would love to make build with it, but it is just a singe target and I don’t wanna apply this debuff on every single enemy on the screen before I start dps’ing.

It is so long ago that I used that skill that I forgot if it is only the MfD from the Calamity that is additive or if the DH’s MfD skill is additive as well. Anyway, Calamity sucks and MfD would mostly suck as well even if it would be multiplicative because it is just one enemy at a time.

Maybe MfD could effect enemies within a 10 yards radius, almost like a smaller verion of a Necromancer curse (and of course be multiplicative). That would make the skill actually quite appealing, at least for me…

I was waiting for this from you Var!!

1 Like

Right direction, I guess. These hidden snapshot mechanic sück. However 75% attack is way to much (number tweaking though) - because you would reach 5 APS easily, and people would probably use it in many builds thar are even RF builds. There should always be some improvement to get higher APS.

By Skill. These are usually these “+ 15% by xxx” factors - while legendary effects work as a unique multiplicator. Wohjanni adds 3000% as DIBS - which means if you get 15% RF on an item - it’s 3000 vs 3015 - so pretty much nothing at all.

Ah, okay thanks.

As far as I know, DIBS stuff is multiplicative with each other, so 3000% from Wojhanni and 15% increased Rapid Fire damage from an item affix should not result in 3015% increased RF damage, but rather 3450% increased Rapid Fire damage (3000 * 1.15 = 3450).

Now, it could be that several 15% DIBS affixes from your gear are additive, but I am very certain that the DIBS multipliers from legendaries and setstheir own thing and therefore multiplicative with the 10-15% DIBS multipliers.

The thing with MfD is that it is additive, but not multiplicative like other stuff, which is what MfD is kinda useless.

[quote=“clueso-2790, post:19, topic:94”]
As far as I know, DIBS stuff is multiplicative with each other, so 3000% from Wojhanni and 15% increased Rapid Fire damage from an item affix should not result in 3015% increased RF damage, but rather 3450% increased Rapid Fire damage (3000 * 1.15 = 3450).
[/quote] Thats incorrect. DIBS is a very broad category and typically gets very diluted by all the different buffs. DIBS is partially why the term “additive” started getting used the way it does.

Wojhanna’s Rapid Fire buff is the exact same as you can roll on quivers, boots and helms. Unfortunately it is not a multiplicative increase of 15%, they’re directly added to each other. 15% RF dmg on boots combined with Woj is 3015% dmg. It was one of the last things I updated on my dmg guide:

** can someone explain why qouting rarely works for me now? what am i doing wrong? **

Ah, that sucks.
I know that the 400% Whirlwind damage from the Skull Grasp ring are multiplicative with WW and other DIBS multipliers on items, so the Wojhanni Assaulter’s DIBS stuff must work differently.

And thanks for the link you have editied into your post while I was writing this. I will read it.

1 Like