Heyo, I thought I’d take the opportunity to start a fire… discussion on how I think DHs should be nerfed in the next patch. As a lot of posts in the general forum do, I have to say the obligatory: “I know what I’m talking about, listen to me” moniker before I begin: I’m a DH main and I know math (probably more than you) so I know what I’m talking about.
Quite simply, after a lot of careful analysis, I believe the best and most fair change to the GoD Hungering Arrow build is the following nerf/buff pair.
Ninth Cirri Satchel:
Hungering Arrow is guaranteed to pierce up to 20 times and also deals 450-600% increased damage.
Gears of Dreadlands (6) set:
Your primary skills deal20,000% increased damage.10,000%
Now comes the lengthy explanations with some background context Q/As.
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Firstly, is the GoD set overpowered? Not quite, if you look at non-Hungering Arrow builds, the set is very weak.
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Okay, how about Hungering Arrow? While Hungering Arrow is strong, the real strength lies within the Devouring Arrow rune.
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Why is that rune specifically so powerful? There are a couple factors that make HA:DA overpowered, but summed up there are two main issues: (1) area damage and (2) missile dampening.
Let me take a moment to elaborate on each of those two issues:
- Area damage — In short, the density scaling for area damage combined with the Devouring Arrow pierce mechanic is of cubic order. No other skill or effect in the game scales damage with the number of targets to the third power! See this post in the DH forums for a derivation of this cubic scaling. What this means in layman’s terms is damage is greatly increased in high density.
- Missile Dampening — This elite affix is fairly rare (3-5% of yellow elites) but when it is present, it allows Hungering Arrow to pierce many many more times than normal. While Hungering Arrow has a maximum arrow distance, it can quickly gain dozens of pierces due to the slowed projectile speed. For a more in-depth view of how this works (and how to exploit it), see this video.
Combining these two effects, Devouring Arrow in high density with a missile dampening elite will provide more DPS than ANY other class/build in the game by far. Even in a GR150, packs of things melt very very quickly.
This leads to the natural issue of fishing, since missile dampening elites are basically like mini-conduit pylons for the sake of GR progression, this affix is highly sought-after. Those top GR clears by DH on the leaderboards are done with missile dampening in a very good rift (excluding seasonal clears which rely on the seasonal theme to kill things).
By putting a pierce limit on Hungering Arrow, this eliminates the need for missile dampening or incredible density for high GR clears but this also lowers the upper tail in the GR clearing potential for the build. In exchange for that nerf, buffing the 6 piece set bonus will improve the build to make high GR clears easier while keeping VERY high GR clears out of reach.
In conclusion, this nerf/buff proposal will reduce the variance in the build (the difference in how it performs in the worst/best case scenarios). The people complaining that the build is “OP” will be satisfied since the very very high clears will be harder and other (non-fishing) DH players will be happy with the damage buff to offset the pierce cap in normal situations.
I have fixed your “DH is overpowered” problem with a simple balance change, you may now praise me.