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Embodiment of the Marauder Design Concerns – Part 2

by - 10 years ago

I’ve said a lot of things about Marauders Lately. I’ve said its too strong compared to the other options we have to build a DH, I’ve said that it’s too strong compared to other class sets, I’ve also said that its mechanics make it bad for build diversity.

Today, I’m flat out saying that it’s mechanics are maybe too gamebreaking to stay as is.

Core Game Conceptions

In Diablo 3, you have 3 basic types of attacks. You have your resource generators or signature spells, those are the abilities that you can spam to your heart content. Then you have the resource spenders, heavy hitting attacks that you must use sparingly since they are constrained by your resourced. Finally you have cooldown-based attacks, these are constrained by their own cooldown time and can be some of the most powerful attacks in the game like the Monk’s Seven Sided Strike or the Barbarian’s Earthquake.

The relation between all three of these attacks is part of Diablo 3’s core, managing your resource is key to establish a dominant damage rotation. But even closer to the core of the game stands the fact that in order to damage your opponents, you have to actively attack your enemies. There’s skills that will allow you to damage your enemies while you move around, but you’ll immediately notice that their damage is minimal.

Marauder’s 6-piece bonus completely shatters both these conceptions.

How Marauder’s breaks the game

WeaponGems

Lets say you drop a single turret, this turret then will repeatedly cast spenders, if you have the right combination of skills in your bar the turret will never stop to fire a normal blow, it will be an endless chain of spenders.

Can you fire an endless chain of spenders yourself? Unless you have a Kridershot the answer is likely a resounding no. You might be able to sustain a Chakram Spam Strategy if you stack enough Hatred per Second and Resource Cost Reduction, but even that is a stretch.

So what does this mean? Well, it means that a single turret will out-damage you. A single sentry will inflict more punishment to the hordes of hell than you could ever dream of, what happens when you have 2 turrets down, or 3, or  what about 5?

When you have all five of your sentries down, is it even worth to fire a single shot? While every bit of damage helps, you might be better served running for your life. So what does this all mean? Not only you don’t have a pressing need to actually go after your enemies, but you don’t really have to worry about your hatred resource at all. Suddenly all hatred regeneration becomes nearly useless, resource cost reduction sees its effect constrained to your discipline skill.

Aren’t sets supposed to feel game-breaking?

I understand that sets are mean to be special, they are meant to bend game mechanics to the max and all you to do things that otherwise wouldn’t even be possible. So the question I pose is rather simple…

Is this turret placing and running for your life a valid style of play?

You might argue that it is, and that properly placing your sentries and moving around the map requires a considerate amount of skill. But even if you were to consider it valid, still it shouldn’t be the only viable build on higher GR levels.

Balancing M6

Marauder-bonus

M6 needs a sort of nerf, which is painful to say. I feel as M6 is the DH’s Exploding Palm, a skill so powerful that manages to mask the weakness of the M6-less DH. So what do you do? Do you reduce the potency or do you change the mechanics?

If you were to make the sentries only do a % of your actual damage, you might be able to make other non M6-builds competitive. You would of course have to (greatly) buff other areas of the DH to compensate, but one problem would still persist. All M6-builds would look very similar to each other.

So how could we change the mechanics then? Lets go back to my initial concerns, we need to get hatred involved, and we need to reward actively attacking your enemies.

So what do we do then? Basically, I’d severely increase the internal CD’s on all the spenders that the sentries will automatically cast. That way the damage the sentries do on their own wouldn’t be as relevant, so you would still be forced to actually attack your enemies. There’s a slight problem with this approach though, the set would lose a lot of it luster as its power would be heavily decreased. We need to do something else then, we can’t just punish the player that doesn’t attack…we need to reward the attacker instead. So what about this: “every time you fire a hatred spender, your turrets fire it aswell.”

Now we are really onto something, with this small change Hatred becomes key in making you the most powerful DH you can be. Knowing when to attack, and when to reposition, will heavily reward skilled players. M6 would stop favoring high cost spenders like CA and Hatred Efficiency would become what we would be after, which means that depending on your RCR and Hatred Regen amounts, different spenders and different builds could actually become viable.

Then again M6 could just be that niche-spec that allows you to play without attacking. But whatever you think about the issue, something needs to be done. I’ve highlighted many options, but maybe someone else can come up with something better.

If you are that someone else, please share your solution on the comments below.

 

 

 

 

 

 


JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


0 responses to “Embodiment of the Marauder Design Concerns – Part 2”

  1. Scott Forbes says:

    I’m sorry but if the M6 set gets nerfed in any way I will be very disappointed and will quit playing my DH. I understand your concerns with the core Diablo gameplay but if Blizzard takes away the power of the M6 after I just spent weeks farming it, I would really need to see buffs to other skills and sets to make up for it. Maybe the answer is not to take away, but to add in a few new weapons for DH class that diversify which hatred spenders can become generators instead. At this point the kridershot is the only viable option leaving any DH with M6 and NO kridershot with no other option than to drop turrets and barely attack. That is my two cents.

    • Saint Traft says:

      +1

      Sad to say but the M6 is already there. Too late to change or worse; remove it. If they decide to nerf it, those who had a hard time farming it will not like it. If they remove it, those that are still farming it won’t like it.

      They’ll have to just add other good equipment / skill changes in the future that will provide alternatives to the M6.

      Personally, the M6 is just a sort of “convenience / bored mode” for me. If I’m in the mood for some action, I take it off and switch to my other gear / build and start playing the ol’ “action oriented DH”.

  2. Travis Morris says:

    What if they connected your turrets to your hatred so that when they are up they drain your hatred so they wouldn’t be up as long but you could still attack with a generator to keep your turrets up longer…

  3. vonBoomslang says:

    I, for one, really like the “Whenever you use a hatred spender, your sentries duplicate it” idea. Imagine thinking of the best sentry positioning for Multishot coverage!

  4. Apexhero7 says:

    m6 is overrated i can do more dps with chakram’s m4bonuse phys dmg +80 chakram dmg +45 elite dmg +45 mark of death impale single out, steady aim or archery archery if you not got enuff hatred regain or resource cost reduce. maurders is overated you cant customise it you have to hope for good roles on a super rare drop i have all 6 piece btw its just not that great 4 set bonus is awesome thou

  5. Apexhero7 says:

    on note for different of builds fan of knifes with lighting element interest me sash of knife +50% fan of knife damage(fondmg) +100lighting possible and +30fondmg on top of sash from over items i dont know what kind of things you can do for cdr but if you can get fon down to 3seconds or less its kinda a perma stun nuke

  6. robslc says:

    I would propose introducing a build rarity buff. Players get stuck with M6 not because they like the “drop sentry and run” mechanic, but because it does more damage more quickly than other builds. If M6 gets nerfed, players will be angry and stop playing or move on to whatever else is causing the most damage. That too will then eventually need to be nerfed in order to force players to move on. A solution might be to give a damage bonus to builds that are unique relative other DHs. This would be real-time based on aggregated statistics of all DHs, and would reward creative players willing to try new builds. Of couse, as a build became more popular its advantages would diminish, but isn’t that what designers are doing manually now anyway?