Originally Posted by
Ielenia
Shamans don't have a 'spec' dedicated to totems because their whole class is dedicated to totems. Totems to attack, protect, buff and heal!
This means they'd have more than one turret dealing damage, which brings us a design challenge: from a designer's perspective, do we make those turrets' damage weak to allow more than one to be placed, or do we make the turrets not immune to AE damage? Otherwise, from a PvP standpoint, all the 'Artificer' has to do is keep dropping those turrets to force the opposing players to focus on the turrets, if they do deal substancial damage and are immune to AE, which would be unbalanced for the enemy players; but if their damage is weak, enemy players would just basically ignore them and attack the 'artificer' which would be bad against the class; and if their damage is substancial but not immune to AE, a simple cleave ability would make short work of the turrets. See the design issue with that?
You're comparing magic to technology. DKs can't make any of the Enchanters' enchants, nor can the Enchanters make any of the DKs enchant. DKs enchant with runes.
The kind of resource a class use doesn't mean much about filling a gap or overcoming overlaps, to be honest. I think we all can agree that a tech class wouldn't be using mana as a resource, and I think it'd most likely be using energy, like rogues, monks and, to an extent, hunters, because of their unique focus resource. I am not saying it's impossible to do, but I can't come up with any kind of secondary resource that feels 'unique' compared to all the 'holy power', 'runes', 'chi', 'combo points', etc already in WoW.
It's one of the major points against it, in my opinion. There is nothing 'Warcraft Demon Hunter' in it only than simply mentions of 'inspired by WC3 DH' lines. Nothing in its design reminds us of the WC3 DH.
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Oh hai, Teriz.