You guys all effed up when you complained about spin to win with the PTR natalya's. Blizzard way over corrected because there was a play style that may have not been as uber as strafe natalya's but was a blast to play. It loved using rapid fire with the piercing rune and natalya's on the PTR. The fix was already there. All they had to do was restrict to a few skills and leave the rest of the natalya's mechanics alone. The old text said something like "lay a spike trap when you hit an enemy" and all they had to do was "lay a trap when you hit an enemy with rapire fire, chakrams or impale". FIXED! Now I pretty much went from "absolutely starting with DH" next season to "absolutely not playing DH" next season.
It went from a set I never played to a set I'll never play. I really wish they would have just let the trap build stay not a thing and make it a build that finally uses Kridershot.
Tbh I get the "not another spin to win" but this "Stand still and hope you do enough dmg" is boring AF. Running around killing is 1000x times better than standing still and waiting...
yea, 100% agreed, I was excited for a new set... now it might as well not exist cause I highly doubt it will see much play and it wont see any from me.
A big part of why I play DH is mobility. If I want to stay in place and face tank something, I play Barbarian or Crusader. Seems a step away from what makes a DH a DH.
🤭 I commented on Wudi's Nat Feedback on day 1, saying why it is a bad idea to ask for another build. So imma try my best to summarize. Every build can be broken into 2 categories: 1. You just move and stuff die build like Ww Barb, inna monk, sprinkler WD and the king itself, GoD DH these kind of build trade power for speed so you just have to blitz from one end of the map to the other end without stopping for anything. Perfect for keys farming, bounties and speed GR (100-120) 2. Back loaded/setting up/ramping up like Marauder and Talrasha, these kind of build priortize maximum output at the cost of time for setting up turrets and meteor stacks, perfect for pushing. So if a build doesnt belong in either categories, it basically an obsolete and inferior build. Thats why it is very pointless and unwise for people to ask for "Manually" cast Spiketraps build since it will slow you down tremendously, even more so compared to Marauder. At that point, might as well play Marauder which is a pound for pound superior build.
The caltrop's interaction is interesting, but just makes it way too clunky, there would need to be a bonus either on the set or a supporting item that makes caltrop's drop at your cursor instead of at your character.
Making it manual: yes Making it a total melee build: very much no thanks. It is clunky, it is squishy and lacks damage aswell....not really what I had in mind for the very last season before D4 :D
@@Sam-143 Natalya isn't the Haedrig's gift though, GoD is, and GoD got buffed. Not that I am questioning your decision to play wizard, because I always planned to go wizard as my main in season 28 and use DH and Monk as my secondaries.
@@eryian It's not about the gift, im talking season-long playing. Played GoD all day yesterday and tbh i found it underwhelming. Maybe the altar will give it a boost, but then again, it will give every other class/build a boost.
@@geraldwoodward8028 Well Raxx sent a suggestion himself in his doc to make it less "same gameplay as GoD DH" to differentiate them....this is what happened.
@@trespeon6797 I remember him complaining about it in an older vid too and he seems so surprised in this video that the devs changed it. Oh well, his other suggestions were awesome and made it into the altar.
there is 75% dmg reduc on the set. Not so bad :) Personnaly I played as Raxx with elusive ring for the moment cause of a lot of learning / miss play / static gameplay. But maybe with some knowledge and kite, we can remove for more dmg?
@@romainfevrier3493 75% dmg reduction needs to be NOT dependent on the trap counts on the ground(like it currently has), because as currently, there will be times when you left out with no traps currently on the ground and went Poop... it should be something simple like "gained 75% dmg reduction for 10 secs after spike trap is casted" or change up the spike trap denotation mechanics so that not all of them will trigger at once (very short interval).
I don’t know. It was not a big pbl for me 🤷♂️ You put 10 traps before explode, you have 10 sec buff. Enough to go for another pack. In other builds it can be way clunky for me. The only weird situation is when you change floor. I think it’s like marauder. You need to put traps immediately at the entrance, then go for mobs and put trap again
Just needs to be like Hells Bells monk. Drop all the bells, pull and blow them all up! The issue is cyclone strike worked consistently, Caltrops doesn't. The issue for me is "Caltrops doesn't land where I aim" meaning I have to become a melee DH. If Caltrops dropped where I aimed, then I could control where they are pulled too without running all over the place. Also I noticed in the video, the pull sucks compared to Cyclone strike. It should blow them to the last caltrops that you put down regardless of if they are set or not. Lightning rune is glitched too. All they have to do is make it like Hells Bells, but where you can aim your caltrops so you don't have to be melee.
If we could lay down all the traps at a distance and then plop a caltrops down on top of the traps and then blow up all the traps while sucking all enemies in, that would feel amazing.
Or make it so the 100% damage on the 2 piece does not depend on using caltrops? Then you can use caltrops if you want, for the pull effect, but you get the same damage output either way. Or your solution could work. I think the requirement to use caltrops constantly (even when the monsters are already pixelled) is not good.
@@Toxophilix I like the idea of traps laying caltrops and the only requirement is you must have caltrops on your casting bar. There are other builds that work similar to that, where you get a free attack on your set, but you have to have it on your bar for it to work.
@@eryian This looks terrible. They could have done something like traps spawn when enemies hit caltrops. I don't know if that would even be viable or good, but creating space is a necessity. And this build absolutely sucks at creating space. No casuals will play this, and not many hardcore either. At least at the current mediocre power level.
Same here. Will start a God Dh for it's speed and casual playstyle to finish gaining powers, than when I hit a wall in GR's and have enough resource/farming capacity, Ill switch to Wizard so I can get higher gems etc. Seems like the logical choice for a casual as myself :)
The concept of a 'trap' in the real world and in other games, is roughly that it triggers when something steps on it or wiggles the trigger. The idea is, you don't have to be there to trigger it. Once set, traps works passively; otherwise, it's not a trap. The idea that you have to be there to trigger a trap by hand defeats the whole concept and utility of laying a trap. Then it's just an *attack* that requires prep work and luck. That's just objectively worse than an attack that *doesn't* require prep work and luck. Taking a que from that, then, I think 1) the traps should explode when a monster steps on them, and 2) the secondary dynamic of the set should be: your most recently laid *caltrops* should periodically pull all enemies in. Then you can lay traps directly under enemies, without using caltrops(especially for speed farming), and they explode right away. When you want to suck the enemies onto your traps for area dmg(for pushing), you have to set caltrops and traps in the same place. That will yank ranged mobs onto the traps. 3) And no need for triggering anything with an attack. This would play like WD planting those swirly ghosts(with Mundungu set) and and the caltrops would function like Pirahnado to pull shit onto them. Pretty simple/easy, but not as simple as spin-to-win.
Two essential problems I see here. 1 caltrop mechanic need a larger range or set to auto cast at place with traps. 2 traps denotation mechanic needs a twik by auto when mob step in or a timer, say 1 sec or something
I for sure try to push with this one since its not one those builds where you just hold down one button.GoD is really nice for speeds but pushing with it is boring af.
@@MegaMiner25 It does kind of oversaturate the game with the same skills, but as I mentioned in other posts: strafe was not the only way to play the original build. It was the easiest, mainly because of the lightning rune. They could have changed it almost any other way and it would have been better than this. They could have buffed other runes, nerf lightning and make it more of a farming version for instance. This doesn't even look like a fun build at all to me now.
I don't really like how it is now. Definitely prefer the way it was when I played it on the PTR 2-3 weeks ago. It's not exactly terrible now, and some people might enjoy this, it could push quite high in solo GR, but it's just not for me. How many spin-to-win builds are there? How many of those builds are actually good and viable in pushing solo or group play? The PTR spin-to-win spike trap build was obviously way too overpowered but mechanically it could have been left as it was, just bring the numbers down a bit to be more in line with other high end builds, or bring the power level of other builds up, but either way it would have been better than what we have now in my opinion.
I'm a pretty experienced DH player and had trouble with this. It's not strong enough to deal with all this mess, seems too squishy, slow and clunky. Also not used to getting into mobs faces like this. You can just play GoD DH for speed and switch to Tal Rasha for easy pushing. This build realllly needed a mid-PTR change so people could give feedback.
Welp I was excited to try the spinning and winning traps but this looks clunky as hell gonna be a hard pass for me. Now I'm looking forward to playing meteor wizzy.
I feel like the lightning spike trap rune with the cold Multishot rune would be nice personally. The "give the elites a hug" playstyle just doesn't feel very Demon Hunter to me though. Not a fan of this build. They should of made it so generators drop traps, get rid of the Caltrop deal and just put the damage on the Spike Traps, then detonate with a spender, like Multishot, that way you can still be outside of the action, like a Demon Hunter should be. Definitely a step up from another spin-to-win build though.
there was a way i found to play the set that seems to be more beginner friendly but does require a good chunk of gear and isnt most likely going to be a meta build for it. i dont use dawn and instead use the natalya crossbow but what i started using was Omryn's Chain to drop caltrops when i vault along with wraps of clarity since im using the rune that detonates with the generator. it also procs elusive ring all the time due to constantly vaulting and crimsons isnt necessary for the resource portion but i do use aughild's shoulders and head to also use an aquila cuirass. i have it set up so that im extremely tanky and with the vaulting you go fairly fast through trash mobs to get to the elites faster while still killingsome of the trash that gets lured to all the spike traps youll be dropping after each vault to maintain your discipline
I much rather have kept the spin...this doesn't feel like a DH at all(imo) and that makes me sad, I like my range and having to be mostly melee and squishy is a no for me. :( Looks like I will have to go wizard this time instead of my usual DH run. All good though, hope some people like this change. :)
I still don't see why they needed to add caltrops in there, instead of just combining the old set with the new: rain of vengeance puts traps on enemy contact, trap explosions reduce rain cooldown, bam, a ranged semi-manual build that combines old and new and looks way more interesting then this crap
Tried that build and oh man was I disappointed. While it CAN throw out dmg, its rly hard to do so and standing arround, killed me very quickly. I would rather say those changes are needed: - Traps get massive dmg buff but not the stacking for one big detonation (satisfiying, just why I love explosive palm Monk). - Traps should be placed like all 5 (or 10) arround you at once. - Give caltrops a bigger range and better lure to get the enemies to move into it (or make it one enemy triggers it and a big vacuum pulls then all in in X range). So you end up build a big real trap that lures the enemy in and they you go for the big badaboom :) I rly completly changed my plan for S28 now as I won't go play this Natalya Build.
Build is terrible and the PTR version was way better. But for the sake of "I dont want another spin to win buyild" now everyone wont get that cool version from the PTR and now has to deal with this clunky version. I was excited for new season after seeing the PTR version of Natalya, but now I lost my interest.
I wanted to main dh this season but without a good pushing build it is a no for me. Now I have to choose, wiz or monk? I really love super speed builds for farming keys and bounties, and for fast gem leveling (I think monk is way better here) but the tal rasha build seems too good to skip...
the caltrap is an intresting idea, but perhaps the caltrap is auto placed on where the spike trap is placed...it feels....really odd being that close, we already have impale build that can be front and up/close, this could ahve been a bit more range for a trapper or mid-range.
I don't like it. I was going DH when they announced this set, and now I'm going wizard. They just needed to make rain of vengeance an exclusive skill for this set, Natalya was already a unique set... Also, this is what happens when the community gives bad feedback to the developers. They complained about the GoD set being a "brain dead" set, and now they are complaining about "keeping up the momentum stacks." "I want unique and different sets," No, you do not. You just like to complain for everything !
this makes things much easier in my head. i would have to eat up all of my armory slots with t16 god,god push, 2 marauder builds, 2 nats builds,and 2 zdh builds. this clears up the nats builds i guess and its back to god for speeds,mara for push,and ..wiz i guess for 150 push lol
They could fix this build by adding: Bolas drops caltrops and detonates traps to the set or supporting legendary. This would let you drop caltrops at range and detonate traps with one skill.
OK lets talk about the white elephant in the midle of the room: Natalya set became shit again. don't get me wrong, i also wanted something diferent from spin to win, i enjoy spin builds but i agree there are too many of them, BUT i preffer a spin natalya than this last season meme, best version of it for me was activating traps with hatred generators and still the build struggles to do a 110 gr, clunky like hell, why people ALWAYS ask for clunky builds? its not even fun anymore.
I also didn't like another spin to win build, but a melee caltrops and trap setup seems to be a dumb way to play and so not matching the theme of the set. Maybe the trap should lure the mobs in, so we could play at distance. This would match the flavor better.
Same feelings here, Ondro. The very first peak at new Nat got me genuinely excited to push really high as well as the thought of my baby son sitting in my lap while running could bring much convenience into practice. The less input and more output, the better. DH owns no natural damage reduction (as Monk, Crus and Bar do), so I'll stick to highly mobile and fun to play GoD.
I think one of the reasons it feels so clunky in actual gameplay is that the detonations happen in a sequence. If they at least exploded in pairs, the damage would be a bit more chunky to help with mobile Elites.
I think, rather, the clunkiness comes from having to swap between left and right click so often. Instead, they could increase the cap of spike traps to like 50. This would also create for some satisfying explosions.
Not only that but it is so counterintuitive to play this god awful set. You "have" to use Caltrop for the dmg multiplier but caltrop is planted right on top of you so you basically pulling the monster to you. Thats stupid because not only that it is slower than Marauder which considered by many to be already slow, it also defeats the purpose of playing a ranged class.
@@NhanNguyen-xk I don't think it's an issue that it's melee, if anything, that's what makes it interesting. Like survival hunter for WoW hunters. You have ranged sets, we don't need another. But yeah, increasing the caltrops area would be nice, maybe like double it.
i think itd work if it was a set amount on the ground instead of sequential... ie: if you have 5 on the ground, they all do the max damage... but if its only 1 it does 10% or something like that...
Hey Raxx, I'm frankly dissapointed about this new NAT playstyle + performance compared to effort you gotta put in to speed even this 115 (your showcase). Yesterday i was getting consistent sub 3 min 115s with new GoD with mediocre gear with Guardian's (6 Whisper of Atonement augments / 2,5 mil. sheet damage / 1,2 paragon) effortlessly. I was hoping for DH to have one "less effort needed" push build in this final YOLO season (something similar to TalRasha even if less powerful). Can't imagine anyone wanting to play this playstyle over boosting wizard and blasting high GRs with him. I really enjoyed "spin to win" builds recently, so I'm at least glad there is great alternative in the form of GoD. Nevertheless, I'm really looking forward to upcoming new season, it's gonna be a blast anyway. Thank you and keep up the great work!
why take a squirts if you can never keep it up in this build ? i specifically was watching for that its just inviting about 1 second of damage before you just take a big hit an lose it .
Me: "Natalya's VENGEANCE" set rework will focus on "VENGEANCE" and "Rain of VENGEANCE" skills right? right? Devs: Oh, let's make it a spike trap set with one of the worst playstyles in the game!! Why do I even bother checking d3 updates at this point...?
Hi Rax, While you were advocating to have this changed, I just wish you had of asked that the spin version be moved to the Hell Trapper Bow. This way we could of had both options.
I was expecting some kind of a Uliana build for DH but nope, it just looks clunky and not fun to play 😕 and on console it will be so hard to place you spikes precisely.
travelers pledge might be the way to go on that if you keep an eye on the squirts neckleckless stacks though the rift your losing out on free damage since your mostly standing still alot anyway traverlers is the play while moving you gain toughnes anyway so this frees up a slot to change something
They didn't want the strafe build, they don't want this build. I guess careful what you wish for and the grass is often greener on the other side..... Either way everybody seems to be losing.
i has having trouble figuring out how to make this work so thanks for the vid. i used to play a thorns dh for fun so standing still and baiting in enemies isnt anything new for me. as you say not for someone who just wants to move fast and kill things as they drive by.
Hi, instead of a fun OP Natalyas build we now have a annoying, weak GOD build and a annoying, slow Natalyas build ! The Natalyas build requires no skill at all, stand in the middle of everything and press all buttons as fast as you can. It makes no sense and is horrible to play. I know this was not your intention for the change, but now its a double F. RIP season for DH and yes i played it on NON-Season ( 132 in 9 Min ) but it was 100 % BS and I HATE IT. THX Raxx
If it goes live like that then it seals the deal to go wizard for me. It doesn't really feel thematic to me for a range class to hug badguys. Make caltrops "roll" toward traps and drag enemies with it dragging enemies away from you? Seems like that could be more thematic.
Instead of having a fun build that everyone will enjoy, they listened to the elite players and made something clunky that only they will play. Well done Rax and Wudi…
I think if they would only change the way you need to lay the caltrops, everything would be way more fun. Make it so one of the 2-4 or 6 pieces lay caltrops with your spike trap.
@@TheMickkb Can't really imagine more than 2 person working on this more than 2 hours :D I don't know game programming, but creativity seems to be a foreign concept there nowadays. :D
Oh my, that playstyle is rough. It doesn't seem overly powerful either. In my mind it should either be packing a bigger punch to compensate for the playstyle or have a much higher degree of grouping faraway enemies to the Caltrops.
Honestly a bit dissapointed. Altough i could see good improvement if f.e we could use it with 4p marauder( i mean adding line that sentries could also fire traps or sth like that) to automate this build a bit. Or just give it auto drop caltrops when you take dmg.
RIP season 28 for lots of people. thanks for screwing the easy and super duper build, you have made quite a poor decision. however for past entertainment we still love you
This looks really unfun. Was planning to roll DH start this season but having major second thoughts now. Could be a tried and true Witch Doctor angle with buffed Manitou haha. Tal Rasha Meteor looks kinda amazing though so think that may actually be what I do now seeing this set. Maybe both since they share INT and we can farm so quick this season.
Hey Raxx, I was having better success dropping the Dawn, wearing Nat's Slayer and using Endless Walk + CoE in my jewelry slots with ~62% CDR. Cleared a ~GR125 pretty easily this way, although Nat's doesn't appear to really be the 140+ killer we thought it might. The Caltrops pull doesn't seem to be functioning properly right now so I'm waiting to see if that gets fixed before making a final judgment.
The pull not working because everytime we aply a crowd control the pull chance gets reduced and guess what? calltrops aply cc as well so probably the traps will almost never pull, another thing is the traps activating ONLY when a hatred expender or generator(depending on the rune) is used,making the build super clunky, i can't see a reason to not play GoD or UE instead. That happens when people ask for a huge set change in the last week before season. Wizz start GG.
Weird to see a stationary, face tanking DH build. Hopefully they drop the caltrops requirement, as without it you could at least place and detonate the traps at range (and make it so they don't detonate on strafe).
Would be great if they buffed the two Caltrops items - Cape of the Dark Night and Omryn’s Chain - in the game. Both could buff all damage the affected foes suffer by 100% and / or additionally offer playstyle alternatives. Cape 🔹 “Automatically drop Caltrops when you are hit. This effect may only occur every 6 seconds.” 🔸 Drop Caltrops when Smoke Screen ends within 15 yard radius of any foe. Smoke Screen gains Displacement rune and gives 15% Dodge chance for 10 seconds. Belt 🔹 “Drop Caltrops when using Vault.” 🔸 Caltrops are dropped when Vault lands within 15 yard radius of any foe. You gain 20% additional Armor after landing for 10 seconds up to 10 stacks. For some reason Rapid Fire doesn’t trigger Mantle of Channeling’s power. 🤷♂️
@@NikoRM78 I tested the Ue, old god, old nat without the exploit in ptr season, but all of them was weaker then shadow in s27 for speeds. If the god buff is not bugged then that will be still weaker in my opinion this season.
Hey @rexxantrax please tell them to introduce an item that lets us plant caltrop remotely so we can actually be range class. I mean they gave it to monk WoL and made him range lol
Use vault for manoeuvrability. It is always up with the discipline generator. Vault in, drop traps vault out to minor demons, and hit primary skill to detonate. Rinse repeat. Explosive traps. I was using caltrops in PTR. Great buffer or amplifier
I think the one change that would make this build better is have caltrops drop at your cursor instead of one you. Better survivability because your not having to hug everything
I liked the spin to win stuff from last season but it had to change up. But this is far too complicated for someone as casual as me. I guess ill just make another wwbarb while waiting for d4. Great vid as always raxx!
Either make it possible to drop clatrops at your cursor or put into the bonus set something like "when you drop a spike trap a caltrops is summoned at the same location. Caltrops needs to be in the action bars for this effect to trigger. (5 sec internal cooldown)". I also didn't want natalya's to be another spin to win build, but an "hug" build? That's so un-DH as it could be. Something more in the likes of old sentry builds, where positioning and deployment awareness was required. Guess i'll build DH for the GoD farming and then switch either to Necro or Wiz this season, before D4 comes around.
Great. Thanks for ruining Spin to Win build that wasn't going to give me carpal tunnel just for you elitists to get another tryhard build. As if you didn't have enough.
This build does not do enough damage for how annyoing it is. It could clear a 140 with this gear, in this time and I still wouldn't bother to play it. For what it is now, the previous version was way better, regardless if we have enough spin2win builds in the game.
The build just doesnt feel/look like a DH build... its way to close range in my opinion. I like that they included caltrops with the traps but something just looks off about the build
with taking away most of the mobility from the build seems like they should add some survialbity to balance, something like if you are X meters away from a trap or caltrops you take 30% less damage. Dont hate the new interaction just seems like you have to stand still to much making you very vulnerable.
I dont think this build is actually a "melee" build like what's being shown here. I think the idea is to run into an elite pack with smokescreen active, placing your caltrops to lure them and other enemies toward it, then shoot your spike traps into it from a range away and shoot them with strafe/evasive fire from a range. You can place spike traps with your cursor, it's only caltrops that has no range and is placed on your character. Ideally you would shoot the spike traps when your COE timer is up, not that you're using it here which is fine.
What they need to do is let us drop caltrops where cursor is or let the buff happens as long as YOU are on the caltrops without needing the traps to be on top of caltrops. And i feel like the range of the explosions need to be widen a bit
When I saw the changes I was completely turned off from the build. It was going to be what I wanted to start with for the season, but that dream is dead. Time to roll tal wizard
I'm slightly demotivated using the Natalya Spike Trap build. I was hoping it would feel and look badass laying traps everywhere and then detonate them but this is just lame in my opinion
Buffed GoD, buffed UE, buffed Typhons, and Tal Rasha is best build in game right now, I'll still be playing DH and Wizard as they've always been my favorite classes, but I won't bother playing Natalya at all for the duration of this build/rework of the set, just keep 5 pieces of the set until I get the page for the set dungeon for the altar, then salvage any Natalya's gear I have. Also with the rework, I'm hoping everybody who doesn't have the wings of mastery but wants them has already mastered Natalyas set dungeon, because I'm guessing it'll now be impossible to master.
great video, thanks for the effort! it's refreshing to see new style build, but it might be under performing? similar gear-wise meteor wiz would clear like 10 tiers higher, no? and you need to hug elits and bosses, thats gonna suck in higher rifts..
I play on console and you can’t place spike traps where you want but only in front of you so this makes it so you can’t put caltrops on a boss then run away then place and explode from a distance actually utilizing the damage buff from Zei’s stone
I'm glad it's unique, but I'm simple and probably would've preferred the original version. I think if I could spread the traps out to cover more area and still have good damage (instead of stacking them in place), I'd be into it. I won't fault them for trying something different.
I still don't understand how it's doing less dmg than the V1 trap dh. All the numbers are higher. We are putting traps at almost the same speed if we play this kind of static gameplay. Before the patch, just by seeing numbers on paper, I was thinking about a "timed burst gameplay" instead of a "no brain constant little dps spin". But actually... Where is the burst? oO
a little bit sad, the spin version seems so powerfull and chill, the god dh is very cool but i am a little bored to play this build every season, i like spinning around but i was happy to not have the momentum to stack... Well, maybe it's time to try wizard
You guys all effed up when you complained about spin to win with the PTR natalya's. Blizzard way over corrected because there was a play style that may have not been as uber as strafe natalya's but was a blast to play. It loved using rapid fire with the piercing rune and natalya's on the PTR.
The fix was already there. All they had to do was restrict to a few skills and leave the rest of the natalya's mechanics alone.
The old text said something like "lay a spike trap when you hit an enemy" and all they had to do was "lay a trap when you hit an enemy with rapire fire, chakrams or impale". FIXED!
Now I pretty much went from "absolutely starting with DH" next season to "absolutely not playing DH" next season.
i didnt get to ptr test but i wanted to use cold Multishot and use the clatrops for the crit chance buffs. rip the dream
As a DH, I was expecting to shoot everyone from far distance, not giving a hug, no enjoyment here.
I want to hit them from two screens away not have things in my bubble
With 1000 paragon using travelers, pledge, compass rose, bladed, I was able to clear a 125 in 7min
Agreed, this doesn't look fun at all. I don't care how strong it is if it feels bad to play. There are already really good "hug" classes.
I mean there is still the god set. I'm p sure the Altair won't fix the clunky playstyle.
Guess I'm going for wiz this time
Yeah that's annoying looks like I'm going wizard
It went from a set I never played to a set I'll never play. I really wish they would have just let the trap build stay not a thing and make it a build that finally uses Kridershot.
Tbh I get the "not another spin to win" but this "Stand still and hope you do enough dmg" is boring AF. Running around killing is 1000x times better than standing still and waiting...
really wish they just enhanced the death from above damage and made some cool interactions, looks like the least fun build in d3 lol
Accurate.
yea, 100% agreed, I was excited for a new set... now it might as well not exist cause I highly doubt it will see much play and it wont see any from me.
Same here bruh lolz....
A big part of why I play DH is mobility. If I want to stay in place and face tank something, I play Barbarian or Crusader. Seems a step away from what makes a DH a DH.
Exactly my first thought.
Yup, 100% with you on this one. And is also basically a MELEE build... Sentry were a slow playstyle, this is WORSE than sentry...
Yup, same if I am not zooming around the map I am not happy
Yeah I’m not sure how this maintains the “fantasy” of the class which is something they highlighted they wanted to maintain.
In addition - DH has no natural damage reduction as opposed to Monk, Crus and Bar, who take 30 % less.
they should have included a legendary effect that makes caltrops a ranged attack like the Monk's Tzo Kirin's Gaze
You can tell how thrilled you are about this re-work of the set… lol
🤭 I commented on Wudi's Nat Feedback on day 1, saying why it is a bad idea to ask for another build. So imma try my best to summarize.
Every build can be broken into 2 categories:
1. You just move and stuff die build like Ww Barb, inna monk, sprinkler WD and the king itself, GoD DH these kind of build trade power for speed so you just have to blitz from one end of the map to the other end without stopping for anything. Perfect for keys farming, bounties and speed GR (100-120)
2. Back loaded/setting up/ramping up like Marauder and Talrasha, these kind of build priortize maximum output at the cost of time for setting up turrets and meteor stacks, perfect for pushing.
So if a build doesnt belong in either categories, it basically an obsolete and inferior build. Thats why it is very pointless and unwise for people to ask for "Manually" cast Spiketraps build since it will slow you down tremendously, even more so compared to Marauder. At that point, might as well play Marauder which is a pound for pound superior build.
Yes weaker with speed vs slower with stronger pushing.
So a farming fast but weak set that finds the items to play a slower stronger build.
The caltrop's interaction is interesting, but just makes it way too clunky, there would need to be a bonus either on the set or a supporting item that makes caltrop's drop at your cursor instead of at your character.
But if your playing console. Your caltraps would be placed in random spots unless it casted where the enemy was.
@@undeadlubu but your spike traps will be anyway. This isn't viable on console regardless.
Making it manual: yes
Making it a total melee build: very much no thanks. It is clunky, it is squishy and lacks damage aswell....not really what I had in mind for the very last season before D4 :D
this buildchanged my mind.. I go wizz next season
same. a shame really, was looking forward to spinning it in s28.
if it aint broke dont fix it. but the 1% hardcore elites had other ideas.
@@Sam-143 Natalya isn't the Haedrig's gift though, GoD is, and GoD got buffed. Not that I am questioning your decision to play wizard, because I always planned to go wizard as my main in season 28 and use DH and Monk as my secondaries.
@@eryian maybe he is tired of spin to win tactic and want new nat set be build diferently as it is for now
@@eryian It's not about the gift, im talking season-long playing. Played GoD all day yesterday and tbh i found it underwhelming. Maybe the altar will give it a boost, but then again, it will give every other class/build a boost.
@@janezkette3901 exactly. something that works and isn't rushed to be released.
I was looking forward to the spin version. I feel nobody will bother playing this now especially with GoD buffed but I could be wrong.
Terrible, they’ve changed the build and now the new build is dead good work to whoever came up with this
D4 soon just hope it’s better😢
@@geraldwoodward8028 Well Raxx sent a suggestion himself in his doc to make it less "same gameplay as GoD DH" to differentiate them....this is what happened.
@@trespeon6797 becareful what you wish for, i say.
Why would you want to spin with every build? Just play god :)
Or WW
@@trespeon6797 I remember him complaining about it in an older vid too and he seems so surprised in this video that the devs changed it. Oh well, his other suggestions were awesome and made it into the altar.
If this build needs the DH to stand in melee range they should include a toughness boost as a part of the set bonus.
there is 75% dmg reduc on the set. Not so bad :) Personnaly I played as Raxx with elusive ring for the moment cause of a lot of learning / miss play / static gameplay. But maybe with some knowledge and kite, we can remove for more dmg?
@@romainfevrier3493 75% dmg reduction needs to be NOT dependent on the trap counts on the ground(like it currently has), because as currently, there will be times when you left out with no traps currently on the ground and went Poop... it should be something simple like "gained 75% dmg reduction for 10 secs after spike trap is casted" or change up the spike trap denotation mechanics so that not all of them will trigger at once (very short interval).
I don’t know. It was not a big pbl for me 🤷♂️ You put 10 traps before explode, you have 10 sec buff. Enough to go for another pack. In other builds it can be way clunky for me. The only weird situation is when you change floor. I think it’s like marauder. You need to put traps immediately at the entrance, then go for mobs and put trap again
Just needs to be like Hells Bells monk. Drop all the bells, pull and blow them all up! The issue is cyclone strike worked consistently, Caltrops doesn't. The issue for me is "Caltrops doesn't land where I aim" meaning I have to become a melee DH. If Caltrops dropped where I aimed, then I could control where they are pulled too without running all over the place. Also I noticed in the video, the pull sucks compared to Cyclone strike. It should blow them to the last caltrops that you put down regardless of if they are set or not. Lightning rune is glitched too. All they have to do is make it like Hells Bells, but where you can aim your caltrops so you don't have to be melee.
If we could lay down all the traps at a distance and then plop a caltrops down on top of the traps and then blow up all the traps while sucking all enemies in, that would feel amazing.
I feel like making it so traps also drop caltrop around them would solve almost 100% of the clunkiness issues. Big sad about how this build looks tbh.
Or make it so the 100% damage on the 2 piece does not depend on using caltrops? Then you can use caltrops if you want, for the pull effect, but you get the same damage output either way.
Or your solution could work. I think the requirement to use caltrops constantly (even when the monsters are already pixelled) is not good.
@@Toxophilix I like the idea of traps laying caltrops and the only requirement is you must have caltrops on your casting bar. There are other builds that work similar to that, where you get a free attack on your set, but you have to have it on your bar for it to work.
@@eryian This looks terrible. They could have done something like traps spawn when enemies hit caltrops. I don't know if that would even be viable or good, but creating space is a necessity. And this build absolutely sucks at creating space. No casuals will play this, and not many hardcore either. At least at the current mediocre power level.
Long time DH player here... The GoD start is awesome but lack of an fun S solo build probably will make me try other class in this last season
Same here. Will start a God Dh for it's speed and casual playstyle to finish gaining powers, than when I hit a wall in GR's and have enough resource/farming capacity, Ill switch to Wizard so I can get higher gems etc. Seems like the logical choice for a casual as myself :)
@@andrassalfay5869 my exact thinking mate ^
Same same
Yeah this. It’s my plan as well, plus I play on console so I’ll probs do wiz twister build for pushing.
With the altar, this season DH will reach gr 150 with Marauder, GoD, Nat, UE, and maybe shadow. So, just relax and pick your favorite.
This is the "Natalya gets into a fight after a night at the tavern" build 😂
The concept of a 'trap' in the real world and in other games, is roughly that it triggers when something steps on it or wiggles the trigger. The idea is, you don't have to be there to trigger it. Once set, traps works passively; otherwise, it's not a trap. The idea that you have to be there to trigger a trap by hand defeats the whole concept and utility of laying a trap. Then it's just an *attack* that requires prep work and luck. That's just objectively worse than an attack that *doesn't* require prep work and luck.
Taking a que from that, then, I think 1) the traps should explode when a monster steps on them, and
2) the secondary dynamic of the set should be: your most recently laid *caltrops* should periodically pull all enemies in. Then you can lay traps directly under enemies, without using caltrops(especially for speed farming), and they explode right away. When you want to suck the enemies onto your traps for area dmg(for pushing), you have to set caltrops and traps in the same place. That will yank ranged mobs onto the traps.
3) And no need for triggering anything with an attack.
This would play like WD planting those swirly ghosts(with Mundungu set) and and the caltrops would function like Pirahnado to pull shit onto them. Pretty simple/easy, but not as simple as spin-to-win.
Two essential problems I see here. 1 caltrop mechanic need a larger range or set to auto cast at place with traps. 2 traps denotation mechanic needs a twik by auto when mob step in or a timer, say 1 sec or something
Let's be honest, why would one pick up this build over any other DH build? 😅🤷🏻♂️
I for sure try to push with this one since its not one those builds where you just hold down one button.GoD is really nice for speeds but pushing with it is boring af.
Cause it's great to push.
Insane area damage on pixel.
Definitly 1st or 2nd best pushing build as DH
@@Edward23409 impale is first marauder 2nd
@@TrueMeKazik No way in this world impale beat an area build late season.
But we'll see :)
I actually prefered the spin version.
At this point the spin to win version would have been better. Does it really matter that there are 2 spin to win builds?
@@MegaMiner25 they just needed to make the 2 piece not work with the strafe skill.
@@MegaMiner25 now the uniqueness of Nats is that nobody is going to play it so I call that a win.
@@MegaMiner25 It does kind of oversaturate the game with the same skills, but as I mentioned in other posts: strafe was not the only way to play the original build. It was the easiest, mainly because of the lightning rune. They could have changed it almost any other way and it would have been better than this. They could have buffed other runes, nerf lightning and make it more of a farming version for instance. This doesn't even look like a fun build at all to me now.
@@manilowgamer The old uniqueness was that nobody played it the new part is it is now entirely different from any other DH build
Raxx on twitch: this build sucks
Raxx on youtube: this build might be slightly wonky
Spontaneity is honesty's best friend
I don't really like how it is now. Definitely prefer the way it was when I played it on the PTR 2-3 weeks ago. It's not exactly terrible now, and some people might enjoy this, it could push quite high in solo GR, but it's just not for me. How many spin-to-win builds are there? How many of those builds are actually good and viable in pushing solo or group play? The PTR spin-to-win spike trap build was obviously way too overpowered but mechanically it could have been left as it was, just bring the numbers down a bit to be more in line with other high end builds, or bring the power level of other builds up, but either way it would have been better than what we have now in my opinion.
Dude, there's only Wudi who enjoys clunky and over-complex builds 😂
They have been trying to make nats work for sometime and they seem to get it wrong everytime, o well.
They had a good version but then people complained it was too close to the other spin 2 win build.
I'm a pretty experienced DH player and had trouble with this. It's not strong enough to deal with all this mess, seems too squishy, slow and clunky. Also not used to getting into mobs faces like this. You can just play GoD DH for speed and switch to Tal Rasha for easy pushing. This build realllly needed a mid-PTR change so people could give feedback.
GoD is likely just as strong as this build right now anyway. Why play this mess when you can have more fun with GoD?
Welp I was excited to try the spinning and winning traps but this looks clunky as hell gonna be a hard pass for me. Now I'm looking forward to playing meteor wizzy.
I’m with ya on that
I feel like the lightning spike trap rune with the cold Multishot rune would be nice personally. The "give the elites a hug" playstyle just doesn't feel very Demon Hunter to me though. Not a fan of this build. They should of made it so generators drop traps, get rid of the Caltrop deal and just put the damage on the Spike Traps, then detonate with a spender, like Multishot, that way you can still be outside of the action, like a Demon Hunter should be. Definitely a step up from another spin-to-win build though.
there was a way i found to play the set that seems to be more beginner friendly but does require a good chunk of gear and isnt most likely going to be a meta build for it. i dont use dawn and instead use the natalya crossbow but what i started using was Omryn's Chain to drop caltrops when i vault along with wraps of clarity since im using the rune that detonates with the generator. it also procs elusive ring all the time due to constantly vaulting and crimsons isnt necessary for the resource portion but i do use aughild's shoulders and head to also use an aquila cuirass. i have it set up so that im extremely tanky and with the vaulting you go fairly fast through trash mobs to get to the elites faster while still killingsome of the trash that gets lured to all the spike traps youll be dropping after each vault to maintain your discipline
I much rather have kept the spin...this doesn't feel like a DH at all(imo) and that makes me sad, I like my range and having to be mostly melee and squishy is a no for me. :( Looks like I will have to go wizard this time instead of my usual DH run. All good though, hope some people like this change. :)
I still don't see why they needed to add caltrops in there, instead of just combining the old set with the new: rain of vengeance puts traps on enemy contact, trap explosions reduce rain cooldown, bam, a ranged semi-manual build that combines old and new and looks way more interesting then this crap
Sadly this was something I was looking forward too but now looks unenjoyable
This makes crusader look like S tier
I agree with everyone saying if I wanted to tank stuff I would play Barb or Sader. I will never play this set myself.
Tried that build and oh man was I disappointed.
While it CAN throw out dmg, its rly hard to do so and standing arround, killed me very quickly.
I would rather say those changes are needed:
- Traps get massive dmg buff but not the stacking for one big detonation (satisfiying, just why I love explosive palm Monk).
- Traps should be placed like all 5 (or 10) arround you at once.
- Give caltrops a bigger range and better lure to get the enemies to move into it (or make it one enemy triggers it and a big vacuum pulls then all in in X range).
So you end up build a big real trap that lures the enemy in and they you go for the big badaboom :)
I rly completly changed my plan for S28 now as I won't go play this Natalya Build.
probably the most consistent youtuber/streamer i know GG
Build is terrible and the PTR version was way better. But for the sake of "I dont want another spin to win buyild" now everyone wont get that cool version from the PTR and now has to deal with this clunky version. I was excited for new season after seeing the PTR version of Natalya, but now I lost my interest.
I wanted to main dh this season but without a good pushing build it is a no for me. Now I have to choose, wiz or monk? I really love super speed builds for farming keys and bounties, and for fast gem leveling (I think monk is way better here) but the tal rasha build seems too good to skip...
the caltrap is an intresting idea, but perhaps the caltrap is auto placed on where the spike trap is placed...it feels....really odd being that close, we already have impale build that can be front and up/close, this could ahve been a bit more range for a trapper or mid-range.
I don't like it. I was going DH when they announced this set, and now I'm going wizard.
They just needed to make rain of vengeance an exclusive skill for this set, Natalya was already a unique set... Also, this is what happens when the community gives bad feedback to the developers. They complained about the GoD set being a "brain dead" set, and now they are complaining about "keeping up the momentum stacks."
"I want unique and different sets," No, you do not. You just like to complain for everything !
this makes things much easier in my head. i would have to eat up all of my armory slots with t16 god,god push, 2 marauder builds, 2 nats builds,and 2 zdh builds. this clears up the nats builds i guess and its back to god for speeds,mara for push,and ..wiz i guess for 150 push lol
They could fix this build by adding: Bolas drops caltrops and detonates traps to the set or supporting legendary.
This would let you drop caltrops at range and detonate traps with one skill.
you know what would make that even better.... On hit spike traps....oh wait
This what happens when top 2% complain about something the rest of us might enjoy
OK lets talk about the white elephant in the midle of the room: Natalya set became shit again. don't get me wrong, i also wanted something diferent from spin to win, i enjoy spin builds but i agree there are too many of them, BUT i preffer a spin natalya than this last season meme, best version of it for me was activating traps with hatred generators and still the build struggles to do a 110 gr, clunky like hell, why people ALWAYS ask for clunky builds? its not even fun anymore.
I also didn't like another spin to win build, but a melee caltrops and trap setup seems to be a dumb way to play and so not matching the theme of the set. Maybe the trap should lure the mobs in, so we could play at distance. This would match the flavor better.
I was very much looking forward to spining my way through this season and maybe finally clearing a 150. Time to learn wizard.
Same feelings here, Ondro. The very first peak at new Nat got me genuinely excited to push really high as well as the thought of my baby son sitting in my lap while running could bring much convenience into practice. The less input and more output, the better.
DH owns no natural damage reduction (as Monk, Crus and Bar do), so I'll stick to highly mobile and fun to play GoD.
I think one of the reasons it feels so clunky in actual gameplay is that the detonations happen in a sequence. If they at least exploded in pairs, the damage would be a bit more chunky to help with mobile Elites.
They have to detonate in sequence, otherwise you would lose +25% dmg every other trap right?
I think, rather, the clunkiness comes from having to swap between left and right click so often. Instead, they could increase the cap of spike traps to like 50. This would also create for some satisfying explosions.
Not only that but it is so counterintuitive to play this god awful set. You "have" to use Caltrop for the dmg multiplier but caltrop is planted right on top of you so you basically pulling the monster to you. Thats stupid because not only that it is slower than Marauder which considered by many to be already slow, it also defeats the purpose of playing a ranged class.
@@NhanNguyen-xk I don't think it's an issue that it's melee, if anything, that's what makes it interesting. Like survival hunter for WoW hunters. You have ranged sets, we don't need another.
But yeah, increasing the caltrops area would be nice, maybe like double it.
i think itd work if it was a set amount on the ground instead of sequential... ie: if you have 5 on the ground, they all do the max damage... but if its only 1 it does 10% or something like that...
Dissapointed
x2 I understand about removing spin to win so as not to kill GoD, but this is not fun
Agreed, clunky af
Day 1, be patient!
Good work. U wanted no spin now u have a build who need to tank and u will die almost with 115. What will happen on 130...unplayable gz
Rax at one point was frustrated that he couldn't use strafe with the new build because it wouldn't maintain hatred.
I'm confused.
Hey Raxx, I'm frankly dissapointed about this new NAT playstyle + performance compared to effort you gotta put in to speed even this 115 (your showcase). Yesterday i was getting consistent sub 3 min 115s with new GoD with mediocre gear with Guardian's (6 Whisper of Atonement augments / 2,5 mil. sheet damage / 1,2 paragon) effortlessly. I was hoping for DH to have one "less effort needed" push build in this final YOLO season (something similar to TalRasha even if less powerful). Can't imagine anyone wanting to play this playstyle over boosting wizard and blasting high GRs with him. I really enjoyed "spin to win" builds recently, so I'm at least glad there is great alternative in the form of GoD. Nevertheless, I'm really looking forward to upcoming new season, it's gonna be a blast anyway. Thank you and keep up the great work!
why take a squirts if you can never keep it up in this build ? i specifically was watching for that its just inviting about 1 second of damage before you just take a big hit an lose it .
so true! What's a good alternative in your opinion?
@@DanXDelion endless walk
Me: "Natalya's VENGEANCE" set rework will focus on "VENGEANCE" and "Rain of VENGEANCE" skills right? right?
Devs: Oh, let's make it a spike trap set with one of the worst playstyles in the game!!
Why do I even bother checking d3 updates at this point...?
Hi Rax, While you were advocating to have this changed, I just wish you had of asked that the spin version be moved to the Hell Trapper Bow. This way we could of had both options.
I was expecting some kind of a Uliana build for DH but nope, it just looks clunky and not fun to play 😕 and on console it will be so hard to place you spikes precisely.
travelers pledge might be the way to go on that if you keep an eye on the squirts neckleckless stacks though the rift your losing out on free damage since your mostly standing still alot anyway traverlers is the play while moving you gain toughnes anyway so this frees up a slot to change something
They didn't want the strafe build, they don't want this build.
I guess careful what you wish for and the grass is often greener on the other side.....
Either way everybody seems to be losing.
i has having trouble figuring out how to make this work so thanks for the vid. i used to play a thorns dh for fun so standing still and baiting in enemies isnt anything new for me. as you say not for someone who just wants to move fast and kill things as they drive by.
nope never ever going to play that spec :(
Hi, instead of a fun OP Natalyas build we now have a annoying, weak GOD build and a annoying, slow Natalyas build ! The Natalyas build requires no skill at all, stand in the middle of everything and press all buttons as fast as you can. It makes no sense and is horrible to play. I know this was not your intention for the change, but now its a double F. RIP season for DH and yes i played it on NON-Season ( 132 in 9 Min ) but it was 100 % BS and I HATE IT. THX Raxx
Build looks like 1 of those janky challenge rifts u hate every second of playing.
If it goes live like that then it seals the deal to go wizard for me. It doesn't really feel thematic to me for a range class to hug badguys. Make caltrops "roll" toward traps and drag enemies with it dragging enemies away from you? Seems like that could be more thematic.
great idea!!
Instead of having a fun build that everyone will enjoy, they listened to the elite players and made something clunky that only they will play. Well done Rax and Wudi…
The build is now Clunky Af ; maybe if they made it work with Rain of arrows at least
I think if they would only change the way you need to lay the caltrops, everything would be way more fun. Make it so one of the 2-4 or 6 pieces lay caltrops with your spike trap.
@@TheMickkb They should have made it drop caltrops in a circle all around you
@@TheMickkb Can't really imagine more than 2 person working on this more than 2 hours :D I don't know game programming, but creativity seems to be a foreign concept there nowadays. :D
Maybe they could make the strafe aspect work. Oh wai.....
Paragon 1700 with fully optimized gear and primal weapons .... is mid tier?
..... right
Was a fun build on the PTR, this live version looks like poop that not many will play.
Oh my, that playstyle is rough. It doesn't seem overly powerful either. In my mind it should either be packing a bigger punch to compensate for the playstyle or have a much higher degree of grouping faraway enemies to the Caltrops.
Honestly a bit dissapointed. Altough i could see good improvement if f.e we could use it with 4p marauder( i mean adding line that sentries could also fire traps or sth like that) to automate this build a bit. Or just give it auto drop caltrops when you take dmg.
RIP season 28 for lots of people. thanks for screwing the easy and super duper build, you have made quite a poor decision. however for past entertainment we still love you
This looks really unfun. Was planning to roll DH start this season but having major second thoughts now. Could be a tried and true Witch Doctor angle with buffed Manitou haha. Tal Rasha Meteor looks kinda amazing though so think that may actually be what I do now seeing this set. Maybe both since they share INT and we can farm so quick this season.
The squirt amulet on a build that stays still confuses me. At this point wouldnt even a hellfire be better?
Hey Raxx, I was having better success dropping the Dawn, wearing Nat's Slayer and using Endless Walk + CoE in my jewelry slots with ~62% CDR. Cleared a ~GR125 pretty easily this way, although Nat's doesn't appear to really be the 140+ killer we thought it might. The Caltrops pull doesn't seem to be functioning properly right now so I'm waiting to see if that gets fixed before making a final judgment.
The pull not working because everytime we aply a crowd control the pull chance gets reduced and guess what? calltrops aply cc as well so probably the traps will almost never pull, another thing is the traps activating ONLY when a hatred expender or generator(depending on the rune) is used,making the build super clunky, i can't see a reason to not play GoD or UE instead. That happens when people ask for a huge set change in the last week before season. Wizz start GG.
Weird to see a stationary, face tanking DH build. Hopefully they drop the caltrops requirement, as without it you could at least place and detonate the traps at range (and make it so they don't detonate on strafe).
Would be great if they buffed the two Caltrops items - Cape of the Dark Night and Omryn’s Chain - in the game.
Both could buff all damage the affected foes suffer by 100% and / or additionally offer playstyle alternatives.
Cape
🔹 “Automatically drop Caltrops when you are hit. This effect may only occur every 6 seconds.”
🔸 Drop Caltrops when Smoke Screen ends within 15 yard radius of any foe. Smoke Screen gains Displacement rune and gives 15% Dodge chance for 10 seconds.
Belt
🔹 “Drop Caltrops when using Vault.”
🔸 Caltrops are dropped when Vault lands within 15 yard radius of any foe. You gain 20% additional Armor after landing for 10 seconds up to 10 stacks.
For some reason Rapid Fire doesn’t trigger Mantle of Channeling’s power. 🤷♂️
Only the pros didn't want another spin to win build. The casuals enjoyed it so thanks for screwing up Nat's.
Raxx Did you checked the modified God too? It feels weak for me, and I need a second opinion that the buff works properly.
It’s definetly slightly stronger but doesn’t feel as good as I thought it would be.
@@zainb2261 in season with altar buffs,it's gonna be at least +10 tiers stronger
@@NikoRM78 I tested the Ue, old god, old nat without the exploit in ptr season, but all of them was weaker then shadow in s27 for speeds. If the god buff is not bugged then that will be still weaker in my opinion this season.
Yeah i also feel like the god is not as strong as i thought. Feels week to me. Should have buffed it more.
Perhaps they can change the caltrops for the natalya set to be cast at range so you don't have to hug everything
Hey @rexxantrax please tell them to introduce an item that lets us plant caltrop remotely so we can actually be range class. I mean they gave it to monk WoL and made him range lol
Use vault for manoeuvrability. It is always up with the discipline generator. Vault in, drop traps vault out to minor demons, and hit primary skill to detonate. Rinse repeat. Explosive traps. I was using caltrops in PTR. Great buffer or amplifier
Thanks for this. Got mastery on it on second attempt, despite not having a full build or a ton of paragon :D
I think the one change that would make this build better is have caltrops drop at your cursor instead of one you. Better survivability because your not having to hug everything
I liked the spin to win stuff from last season but it had to change up. But this is far too complicated for someone as casual as me. I guess ill just make another wwbarb while waiting for d4. Great vid as always raxx!
If you drop traps it schould automaticly drop caltrops, so it would be much smoother to play....
not gonna lie... kinda want the old spin to win build :(
all well :P
Either make it possible to drop clatrops at your cursor or put into the bonus set something like "when you drop a spike trap a caltrops is summoned at the same location. Caltrops needs to be in the action bars for this effect to trigger. (5 sec internal cooldown)". I also didn't want natalya's to be another spin to win build, but an "hug" build? That's so un-DH as it could be. Something more in the likes of old sentry builds, where positioning and deployment awareness was required. Guess i'll build DH for the GoD farming and then switch either to Necro or Wiz this season, before D4 comes around.
Great. Thanks for ruining Spin to Win build that wasn't going to give me carpal tunnel just for you elitists to get another tryhard build. As if you didn't have enough.
💯
Isnt the zeis kind of unnecessary if you have to stand on top of the mobs
This build does not do enough damage for how annyoing it is.
It could clear a 140 with this gear, in this time and I still wouldn't bother to play it.
For what it is now, the previous version was way better, regardless if we have enough spin2win builds in the game.
The build just doesnt feel/look like a DH build... its way to close range in my opinion. I like that they included caltrops with the traps but something just looks off about the build
Thanks to show, why I won't bother with this build :D
with taking away most of the mobility from the build seems like they should add some survialbity to balance, something like if you are X meters away from a trap or caltrops you take 30% less damage. Dont hate the new interaction just seems like you have to stand still to much making you very vulnerable.
I dont think this build is actually a "melee" build like what's being shown here. I think the idea is to run into an elite pack with smokescreen active, placing your caltrops to lure them and other enemies toward it, then shoot your spike traps into it from a range away and shoot them with strafe/evasive fire from a range. You can place spike traps with your cursor, it's only caltrops that has no range and is placed on your character. Ideally you would shoot the spike traps when your COE timer is up, not that you're using it here which is fine.
What they need to do is let us drop caltrops where cursor is or let the buff happens as long as YOU are on the caltrops without needing the traps to be on top of caltrops.
And i feel like the range of the explosions need to be widen a bit
When I saw the changes I was completely turned off from the build. It was going to be what I wanted to start with for the season, but that dream is dead. Time to roll tal wizard
Its sad to see the direction this went. It was fun at the start of PTR. Too bad that now it is something you need high paragon to play.
I'm slightly demotivated using the Natalya Spike Trap build. I was hoping it would feel and look badass laying traps everywhere and then detonate them but this is just lame in my opinion
Buffed GoD, buffed UE, buffed Typhons, and Tal Rasha is best build in game right now, I'll still be playing DH and Wizard as they've always been my favorite classes, but I won't bother playing Natalya at all for the duration of this build/rework of the set, just keep 5 pieces of the set until I get the page for the set dungeon for the altar, then salvage any Natalya's gear I have. Also with the rework, I'm hoping everybody who doesn't have the wings of mastery but wants them has already mastered Natalyas set dungeon, because I'm guessing it'll now be impossible to master.
great video, thanks for the effort!
it's refreshing to see new style build, but it might be under performing? similar gear-wise meteor wiz would clear like 10 tiers higher, no? and you need to hug elits and bosses, thats gonna suck in higher rifts..
I play on console and you can’t place spike traps where you want but only in front of you so this makes it so you can’t put caltrops on a boss then run away then place and explode from a distance actually utilizing the damage buff from Zei’s stone
I'm glad it's unique, but I'm simple and probably would've preferred the original version. I think if I could spread the traps out to cover more area and still have good damage (instead of stacking them in place), I'd be into it. I won't fault them for trying something different.
I still don't understand how it's doing less dmg than the V1 trap dh. All the numbers are higher. We are putting traps at almost the same speed if we play this kind of static gameplay. Before the patch, just by seeing numbers on paper, I was thinking about a "timed burst gameplay" instead of a "no brain constant little dps spin". But actually... Where is the burst? oO
a little bit sad, the spin version seems so powerfull and chill, the god dh is very cool but i am a little bored to play this build every season, i like spinning around but i was happy to not have the momentum to stack... Well, maybe it's time to try wizard
this makes every crusader build looking good 😅
lmao!!! crusader builds are GOOD... wutcha talkin about