Re: Need help from Horadrim: Mongrels
Someone on the official Blizz forum is calling BS on me. He doesn't believe that the devs said the WD's mongrels are meant to be sacrificed and not kept around. I know they said that, but I can't find the video/post/interview it's from. Anyone that can help me find it and maintain my cred will receive a box of internets.
I believe you are looking for a Jay Wilson interview with 1up.com.
[BLUE="http://www.1up.com/do/previewPage?pager.offset=1&cId=3172030&p=1"]For the Witch Doctor, we wanted to create
a class whose pets were not his primary source of damage output. Sure, you can build a Necromancer that's not reliant on pets, but most Necromancer builds are very pet heavy. The pets do a lot of the damage, and a lot of mechanics are built around debuffing the enemy so your pets can be better against them or taking advantage of the bodies your pets create by blowing them up with corpse explosion.
T
he Witch Doctor's pets are more of a distraction -- they're his form of crowd control.
They're very transient, they don't matter as much to him, and they aren't really a primary source of damage. We wanted to have this general notion of a character who controlled all things slimy and gross, like zombies, bats, snakes, and spiders, but he didn't rely on them -- he just throws them out there.
One of his most permanent pets is his Zombie Dogs, and we have a spell to blow them up because they're just not that important to him. We consider Zombie Wall to almost be a pet as well; it's a short-term pet, but it's a pet nonetheless. Each element is like that, where it's another distraction while the source of primary damage is the Witch Doctor himself. This makes him play very differently than the Necromancer, which was intentional. [/BLUE]
Bold is mine.
Good luck handling that one. I know how annoying it is when people seem to prefer to question your word when they don't have the technical basis or knowledge to do so.