Mawari wrote:Those 2 sentries attack when there are on the ground, the 2 sec is for the detonate attack
the detonate attack is the only one with good range. the basic abilities seem pretty sub par before the explosion. Now if their normal attack had actual value range (not a full screen, but 1/2 a screen circumference would probably be acceptable maybe even 1/3). Maybe even have the explosion as the actual traps effect but hit 2-4 times then poof.
The necromancer totems seem to have taken trap assassins spot, but it just doesn't feel the same. needing to make corpses to then make the totems is just unnecessary. I prefer abilities that once cast have their influence or provide a buff/passive to amplify others directly. Rather than needing a setup and then being able to use them, or wait to actually have value.
as for clawsin, the reason I don't plan to play it, is the adjustment to batstrike charges. Sure the bats are somewhat useful now, but losing out on the nova just to get the bat or others is just odd. I'm curious why they removed the 3 charges = effect 1 + 2 + 3. Replacing it entirely with . . . you get either effect 1 2 or 3. it just seems like they are intentionally trying to make things more tedious or unplayable for no reason. removing heal on strike with only % and on attack (% being useless for classes that'd like it like bowa, atmg etc. where most the dmg is elemental added to individual hits that wont' get jack from % gains if they aren't also % of element dmg). changing TU to only (4) instead of (6), removing the double mo bonus on runewords, removing crafting of amulets/rings, removing the gold income from an honorific mo'd boots/gloves to specifically farm for gold as an early/mid transition. taking out reanimate mo's which completely cripples some builds survival without good survival compensation for those builds. removing toggle of run/walk isn't so bad due to 0 def, but they didn't really compensate the builds that use that for kiting while sitting at 0 defence (amazon comes to mind). . . . Just a lot of the changes seem designed to prevent people from keeping themselves alive, have a smooth mid game transition, multi hit builds damage output, etc. It's forcing people into 1-2 builds per class that are even playable at a relative level. generally builds that have strong built in survivability allowing them to still go for damage without instadeath as the reward. all summon builds come to mind, or WDM builds that can have a good AoE ability which can properly use life %. or melee sorc with it's insane life per second.
Who knows, we'll see what changes they make in the next patch to accommodate their complete pigeonhole setup, or if someone comes up with a viable build that can still have it's kill speed and not just get instagibbed for it and isn't one of the 1-3 viable builds.