I agree, I actually feel like the entire DH skillset needs to have a serious balance pass done over it. There’s virtually no point in most of the ranged attacks other than Elemental Arrow (a case could be made for Impale) and the only real survivability option other than SS… and to rely on SS, you need Preparation.
Part of the problem is that the DH seems to be build around the idea of kiting/avoidance, but the wheels fall off in Inferno. In terms of enjoyment, my DH probably peaked in Nightmare. Caltrops, Entangling shot, Fan of Knives and the like remained very useful abilities. I enjoyed using the 3s rune for Smoke Screen in conjunction with Multishot(Suppression Fire). The 3s duration gave me time to maybe launch a couple Multishot volleys and recharge some of the Discipline cost and as such, Preparation wasn’t mandatory.
In Inferno? You can pretty much throw snares out the window as they’re no longer effective against champions/elites, so there goes Caltrops, Entangling Shot, Fan of Knives, Frost Arrow, etc. Vault is only useful for getting out of fire/poison, but with the way mechanics work it doesn’t avoid getting hit and therefore is of limited use. Any abilities which require you to be anywhere other than long range as well as those that require you to be stationary are also no longer viable, so there goes chakrams, fan of knives, rapid fire.
Some real easy number changes I’d like to see them make are a reduction in hatred costs for Multishot and Cluster Arrow and a sizable bump to Shadow Power’s effectiveness and duration - make it a real alternative to Smoke Screen.
Mechanically, Vault needs to be reworked. It needs to trigger an invulnerability as you leap and while the leap is taking place, otherwise it’s not going to get used. The Sentry turret… just needs help. There’s a couple runes that seem like OK ideas (Chain, Aid Station) but the range of both needs to be drastically increased. No demon hunter is going to stay nearly stationary next to their turret in order to get a 1% regen… not when one hit means the end of you. Rapid Fire also needs to be looked at, because staying stationary to less damage than Impale does not work with current game mechanics at higher difficulties.
Anyway, hopefully many of these skills are looked at in 1.1. If I can actually survive a hit or two in Inferno on my DH after the 1.03 changes have been made, which might open up more skill options, but right now there’s very few viable builds and you might as well ignore survivability for DPS. It’s pretty boring, though, so I’m going to level up some other characters and dink around with my L60 Wizard until then.