While I’m not somebody who cries “DH is OP, I die everytim Q.Q”, I still wonder what makes the DH so ridiculously popular and – let’s be honest – incredibly easy to play.
It requires only mediocre reactions to pop everything on time and the current meta build simply has an answer to everything.
- getting focussed? Throw F3 or invuln-elite
- condi burst? Throw F2 or your heal to remove tons of condis
- one strong burst class trying to kill you? Throw Longbow 4 for Blind or use one of your blocks
- enemy not triggering your traps? Throw shield 5 or F1
- wanna stomp or rez safe? Throw F3
- wanna kill stuff? Throw your traps
- Wanna hard CC stuff? Throw longbow 5 or trade elite for Dragons Maw
Funny thing: Except for “kill stuff” none of these depends on your build or stats Since so much utility is placed on the class skills F1-F3 everything else can be used for damage. DH is a top damage dealer atm – and if I remember it right, it was designed as protective, supportive class. Death is best CC eh?
My opinion: DH should be tweaked. Not nerfed but tweaked. I’d love to see some more skill factors on that class. The Conquest game mode revolves around capture points and this alone removes some of the best counterplay to sitting ducks – you HAVE to engage on them. The fact that they can just lay traps, deal heavy damage and still have the survivability of an engi or even more, makes it far too easy. Not to mention the pull if someone wants to use mobility (DHs only weakness) against you.
That’s it with the thread – /discuss!
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If you are bored: I have some ideas for tweaks. Nothing great and maybe not the solution to the problem, but I was bored and wanted to get this of. Maybe I can underline my point, that I don’t want plain nerfs on the DH. I want to make it harder to be a good DH.
Tweaks (ideas)
- remove some of the effects of the key skills and add them to clashing traitlines, e.g. remove the pull on F1 and add a trait “you can pull if you hit with F1”, but also do the same with e.g. the AoE block of F3 and put the traits in the same line so you can just have one of those
==> removes some of the flexibility and “I have a tool for everything no matter what I build”
- remove stacking of traps from multiple DHs. If one DH lays a trap where any ally DH already placed one, the first traps will be removed without effect
==> greatly removes the effectiveness of multiple DHs or at least requires more coordination / skill
- increase scaling of offensive & defensive skills based on build, e.g. greatly decrease the healpower of a berzerker/marauders build (looking at you, F2). In the same way, greatly decrease the damage of a healer build
==> no “jack-of-all-trades” is possible anymore without some sacrifice