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by Idejder, Level 26
Last updated at September 30, 2007, 7:42 pm
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Firstly, I apologize again for the fact that I have not
posted anything in over a month. I have
been very busy here in Arizona
with classes, and that coupled with the fact some people wanted me to wait to
post anymore of these until after 2.2, resulted in the absence. Yet here I am, writing to all of you again
about yet another class in WoW: Hunters.
Hunters are a funny class in a few ways. They are the only physical dps range class
and on top of that they have a pet. The
fact they are ranged means they inherently hate LOS and anything having to do
with LOS. This is just part of the class
and I really won't address that here, as I think it is a valid part of the game
(using LOS to negate a hunter). Their
damage, as with other physical dps classes, is very reliant on the weapon they
wield. A lot of "weapon damage"
abilities are present and this relates them to their warrior or rogue
cousins. This does not mean you treat
them like physical classes. They are
their own sect.
I have a big list of changes, a lot of them a lot of you
will not agree on, which is standard for what I am used to. Comment as you wish as always. What I will address is those times when you
have your target in LOS you should have the option to burst them harshly and
have a great impact in a short time.
Sort of like warriors if they are only in melee range for a short time
and then kited around.
The pets are another topic of concern. I am going to address them as well as I think
they can have a really cool and real place in an arena fight. I really want to see the people's ideas on
pets more then anything else. As with
the others, a change is listed and then the reason is below in italics.
Will start with some basic skill changes:
- Serpent
Sting now scales with attack power.
- This
is just a basic change to let Serpent Sting be more viable as a damage
tool. Currently it is more like a
"put on rogues to stop vanish only" skill, which is not really
intended. Now do not go crazy with
this, I am not saying make the DoT equal to like Warlock DoTs, but just
let it scale off of attack power a bit to let it be noticeable in a
fight. If nothing else, it is
damage that can be done when the target is out of LOS if you get it on
them beforehand.
- This
- Silencing
Shot now is a spell interruption effect and locks out the target's school
for 1 second.
- This
does not affect PvP much at all except in the rare cases when the silence
is resisted, and even then 1 second is nothing. All this will do is allow the skill to
be used in PvE as an interrupt just like kick, pummel, or counterspell. A slight buff to PvE hunters? Maybe.
- This
- Silencing
Shot is now instant travel time
- In
my personal opinion this should have happened long ago because it is
bound by the global cooldown. The
travel time makes it virtually impossible to hit a 1.5 second cast if you
are even close to coming off of a global and need to wait even half a
second. By making this a "magical
arrow that travels instantly" it lets Silencing Shot be a much more
useful skill.
- In
- Viper
sting now drains mana from a shape-shifted druid if applied before
shifting occurs (50% of normal rate). Viper sting cannot be applied to a
druid in animal form.
- This
is to let a druid who shifts out and gets stung to not be immune to the
effect just by shifting back. They
still get drained, but it is just much less then normal. Not like they cannot just cleanse it
anyway, as it is a poison. This
change will help a little bit in the hunter vs druid mana fight if the
hunter can time it well.
- This
- Hunter
traps now give the player a targeting circle, thus traps can be
"thrown" up to 20 yards away where they appear and after 2
seconds may go off.
- I
think this is a really cool and really fun change. This still allows for the "arming" time
of traps, but now hunters no longer have to be right in melee range to
pull it off. This reduces the risk
of relaying a trap and makes all traps much more flexible and better in
fights. The only downside is you
have to click to target and lay the trap, but I do not think anyone will
even think of that when they can start to chuck traps around a map. This is my favorite change out of the
list, I really like it.
- I
And now onto the pet changes:
- Hunter
pets now have the ability "Cleansing Bite". This makes the pet
attack a teammate, which dispels one magic effect off them and then
does 1 damage to them, but the pet becomes immobile and cannot move, attack,
act, or be dismissed for 10 seconds. 1 minute cooldown. X focus cost.
- This
is a team-based benefit for bringing a hunter. Every minute he can try to remove one
CC effect from a teammate (or himself) as long as he has enough focus
(more on that later). Does this
make them a lot stronger in arenas?
Not a lot, but it helps. It
takes the pet out of commission for a bit after, which is a big deal if
you want to kill it since he can't react to that. That and the hunter cannot use any
other fun abilities the pet might have for that time. This is useful but not game breaking
because of the cooldown and the "lockout" time of the pet after it is
used. The focus cost is X because
I am still debating what is the right cost for such an ability (it should
be high).
- This
- Hunter
Pets can now learn the "Redirect" ability, which makes the pet
charge at the targeted teammate and redirect the next debuff that would be
applied to that player to the pet instead. 6 second duration. X focus. X second cooldown.
- This
skill got its idea from the warrior intervene of course, but instead of
damage it absorbs a debuff. The
duration is how long the pet will follow next to the target before he
leaves, so if no debuff is applied in that time nothing happens. If one is applied, he gains it instead
and then returns to his master. If
you time it well, you can absorb a mortal strike or a hamstring or a
warlock DoT or even a CC ability.
This is a very open ended change and I think it would let good
hunters show some skill. What I
need some help on is A) a focus cost and B) a cooldown. I have several numbers in my head but I
cannot decide, so I will see what you all can come up with. And before warlocks complain, your DoTs
have no cooldown. Reapply.
- This
- Hunter
Pets now gain 25% of the hunter's resilience.
- This
is just a small change just like the pets before this (warlock
class). Allows the pets to gain a
small amount of survivability. Not
a lot, but enough to matter.
- This
And finally onto some new abilities or effects for hunters:
- New
Hunter Ability: Wounding Shot. Does
weapon damage and applies a -40% healing debuff to the target for 7
seconds. 6 second cooldown. X mana cost.
- I
know, I know. Many people will
hate this idea, but I think since hunters are a physical dps class they
should get a Mortal Strike. This
does not do much damage and they will have to re-apply it often to keep
it on, but this allows a hunter to be a main assist in a fight and not
feel like they are not helping the team enough. Hunter damage is easy to heal through
overall right now, and I do believe something like this is needed in the
game. Remember you can just dead
zone, get in melee range, or LOS a hunter to lose this debuff.
- I
- New
Hunter Ability: Weapon Shot. An
instant shot that hit an enemy's weapon, disarming the target for 8
seconds. 60 second cooldown.
- Disarm
for hunters. Again, something I
think is needed for hunters in general.
This is a shorter duration then warriors disarm with the same
cooldown, so it's not much. It is
another way for a team to stop a focus fire and is a defensive ability,
which is needed right now.
- Disarm
And taken from MMO-Champion.com, you can see a list of
supposed patch notes for 2.3 that they have for hunters that some are "confirmed":
- Trueshot
Aura (Marksmanship) no longer costs mana to cast and will last until
cancelled. - Serpent
Sting, Immolation Trap and Explosive Trap now all gain additional damage
based on 10% of your ranged attack power. - Wyvern
Sting (Survival) is now instant cast and has a maximum duration of 10
seconds in PvP. - 20 and
24 Slots ammo pouches have been added (Source) - Arcane
Shot (Rank 6+) will now dispel 1 Magic effect in addition to damage (Source)
With those in mind, Hunters would be a great asset to a team
in an arena match of all brackets.

If you have other questions tell me.
It's hard enough to burst a pet now, and it's essentially the only way to beat good hunter teams in 2s (and usually 3s).
As the game is right now, the only way you can apply an MS-type debuff is by standing right on the target, leaving yourself open to CC and damage. A hunter can bypass this by simply standing and refreshing his shot at max range.
Imagine a Warlock/Spriest/Ele Shammy/Hunter/Paladin team.
With the slowing trap, nobody would ever get close, as the opposing team gets massively raped from range with inefficient healing.
And dropping traps from 20 yards away? They're nearly impossible to avoid as it is (Concussive shot), now you want them to work before melee can even get close? In smaller arenas, there is a lot of potential for abuse.
You are right a MS-type debuff is by being next to them, but you fail to state how many different ways a warrior or rogue has to catch their target. A hunter cannot apply this if you los or get close to him, so its basically opposite from warrior and rogue. This doesn't mean they shouldn't get it, it just means its unique.
Slowing trap doesn't stop other ranged DPS or healing or warriors from moving with freedom and intercepts. And the MS from the hunter wouldn't stack with warriors of course, so I don't see how that is so insane except if they dont burst someone they die from lack of healing. Sounds like a standard gib team.
Traps in general are abusive in smaller areas, that is the nature of them. The throwing part wont stop it from going off it not, it gives the hunter a bit more survivability when trying to give that support to his team (he doesn't have to run into melee range of a warrior, which he shouldn't have to).
My point isn't that a warrior can't catch up to a target- it's that, by being on the target, he is inherently opening himself up to whatever the other team decides to do. A hunter would have no such liability, and I think a ranged MS (only preventable by charging into the hunter and his team) would be slightly overpowered.
A hunter's ability to completely control purged warriors (and other melee, or even players who are trying to run to some particular point) through slowing traps is one of the biggest reasons to bring a hunter to an arena. Letting them do that without even leaving the safety of their side of the map also seems a bit too strong.
And Intercept > Snares/Frost Trap.
http://www.wowarmory.com/character-sheet.xml?r=Tichondrius&n=Maldazzar
Do you suck less?
Giving the pet the ability to attack friendly targets would essentially make any team unccable, or (with a long cd), give it another cc break besides trinkets and cleanses.
Its like giving a rogue a dmg over time on themselves. /wrists: you bleed for 30 damage over 20 seconds. Insignifigant ammount of damage for a free cc break on sheep, blind, sap, trap, etc.
might be a little too powerful
If you make it less universal there would probably be less resistance to the idea.
And it doesn't remove intim shout, as damage doesn't break that.
I was wrong, and thus removed that. Refresh page if you still see it.
First off, I cannot express how happy I am that you didn't put some silly get rid of the deadzone cheesiness in your changes; so many people have suggested it, and I feel it is part of the class and not at all what makes Hunters underpowered.
While at this point I will take any of the buffs I can get and I would be happy with your proposed changes, I think that you might have approached the problem without addressing a somewhat elusive part of class balance: synergy within matrices. If you look at a class like Rogues, they weren't really completely underpowered in 5v5 representation (at least recently); they were just locked into a 4dps matrix. While I still feel that such will be their place for a while longer (because MS just brings way too much to the table), the patch changes seem to be aimed at providing them at least some viability in a 3dps matrix - the changes address their mobility, which is primarily important in teams that like to change targets frequently throughout a match, which 4dps dot based teams to my knowledge are not fond of.
I digress, though. My point is that your changes do not address the problem I feel Hunters face in arenas: They aren't really viable in 4dps teams, and in 3dps teams warlocks and shamans (shamans especially) bring a lot more to the table. I think it is plain that the classic Power Trip matrix (Pally/War/Priest/Mage/Hunter), while there are some teams that still pull it off, is vastly inferior to 2345 as a 3dps matrix. I think part of the reason for this is that damage has scaled much faster than survivability/healing, but I won't get into that. I'll just say that, unless Hunters get the burst that would make them viable in 4dps, for them to be viable in 3s one of two things has to happen:
1. Hunters get some sort of utility that would make a Pally/War/Priest/Mage/x lineup want to take them instead of a Shaman or Warlock.
2. Hunters synergize in such a way that a new matrix becomes viable (to an extent CLC's matrix did this, but my personal experience trying to run it makes me believe it far too reliant on dodging RNGs).
Addressing 1, I look at your changes and say, if they became true, why bring a Hunter? Especially with the change to Detect Magic debuff, sheeps will be coming off a lot more easily and in that matrix you already have (conceivably) three dispels per global. When you're talking about fears, 1 damage isn't going to break any fear, and besides, with a one minute cooldown it really isn't that effective - I'd much rather have an extra 10 seconds of covered viper than a single debuff gone. You're with a warrior, who has a much more powerful debuff, so MS shot, while I think its a nice ability, only has its place if you're splitting DPS and then converging, something Classic hunter isn't great at, lacking the NS/ES/CL burst of the Shaman. Everyone knows that bloodlusted manaburns are damn near as effective (if not moreso) than the manadrain potential of Hunters, and shamans have Grounding Tremor (which combined = better than your pet dispel/intervene changes), far more burst potential, the ability to spot heal, and that little thing called heroism.
Addressing 2, your changes make Hunters more of a utility class, providing both offensive and defensive dispels as well as more versatile slows. So then where will their place be? The best matrix I could see if your changes came to pass would be Pally/Restoshaman/War/Mage/Hunter, splitting DPS with the double healing debuffs, then converging on a target with Heroism the decent burst that the dmg/healing replacing healing change will give Resto Shamans. I think this could work, but I'm not sure that it would be more effective than the simply awesome PvP power that is the priest.
So, enough criticism (and it isn't really, again I would be quite happy if these changes got implemented), what would I suggest?
-Aimed Shot now has a higher damage multiplier, a 30 second cooldown (this is arbitrary, could be more/less), a 2 second cast time, and ignores enemy armor. The idea here is one that you said you were going to address, and then didn't - hunters NEED more burst, and some way they can punish people that aren't LOSing. I hardly EVER aimed shot in arenas - its simply better to steadyshot twice if you're being left alone. If aimed shot got changed to be more of a burst-like ability, it would allow Hunters to synergize more with teams that like to switch targets frequently and/or teams that like to unload bursts inside CC windows. It would even make a team like Pally/Restosham/Hunter/Mage/Warlock a viable composition, since you have the MS-like debuff to replace warriors. Ignoring armor I think is pretty necessary here, because to an extent teams with double-physical are denied viability since they're so limited by target selection; it's pretty easy to justify this change, too - it's an aimed shot, surely you're aiming for a hole in the guy's armor or something.
-Improved Concussive Shot is now 20/40/60/80/100%, but to immobilize rather than to stun. This eliminates some RNG interrupt cheese, while giving Hunters a much needed ability to keep their targets from LOSing them. It doesn't really change the metagame much, because the immobilize acts the same way that a frost nova was - it can be cleansed and/or freedomed.
-Distracting Shot now causes the hunter to take it's target's next ability/spell if used/cast within 3 seconds (sorry for the poor wording, don't know how to word it better), and has a 15 second cooldown. This shot really needs some love, especially of the PvP kind, and this provides a similar function to your pet talent but makes it much more controllable and skill-based. With your pet one, the debuff is affecting the pet, which isn't really that much of a sacrifice unless you are relentlessly committed to covering viper or something. Now whatever it is is affecting the hunter. There are SO many possibilities for using this skill cleverly (catching a warrior right before his intercept so he goes to the wrong target), offensively (if you have dots on you, do it to a mage's sheep), defensively (on a burst spell obviously), or just plain clutch (denying a mage counterspell at a critical moment, for example).
-Deterrence now also increases your chance to resist Magic effects by 25% in addition to Dodge and Parry. I have no idea why this change wasn't implemented a long time ago.
-Wing Clip now has a 15 second duration (or Hamstring now has a 10 second duration). This needs to happen. It's dumb as hell to wing clip a war, get hamstrung at the same time, and try to break melee, only to have him catch up to you in the 5 second window.
-There are now two separate trap C/D timers: offensive and defensive. Frost and Freezing traps share cooldowns (same as before) as defensive traps, and Immo/Explo share a separate cooldown (same as before). Not sure which snakes should fall into, but this change is really needed - there is NO reason to EVER use immo/explo traps, and if blizz is going through the trouble to scale them, why not use them once in a while?
-New wolf ability: Smell prey. Come on, I'm sure doggies can sniff out that dirty rogue that's lurking around. Give us a reason not to use scorpid cheese.
-Scorpid poison now stacks to something smaller than 5. It's a bit of cheese right now, give me a break :P
-Viper sting now returns 50% (arbitrary number subject to suggestion/change) of mana drained to the hunter. Right now one of hunters most enormous problems is mana efficiency - we are one of the most easily drained, if not the most easily, in the game, and draining gets rid of most of our viability. While in its current covered state this might be OP, with a reduction in scorpid poison stacking this would be fine, I think.
-Okay, I'm gonna get a lot of **** for this one, and I agree that it is probably way too difficult to balance right, but still: Improved AotH is now Improved Aspects, which causes 20/40/60/80/100% of your Aspect's effect to affect your party. Some other BM talent is given IAotH to placate the PvE hunters that are prolly shaking their heads right about now. And yes, I know this might be a *****, and OP, and hard to balance, but come on, this gives Hunters an adaptive, powerful group utility. Mana regen for outlast and Dodge for when things get tight. None of the other aspects would really be beneficial here, but aren't these enough?
While your changes to pets are novel and interesting, I don't think they need to bring so much to the table. However, I will add my own pet ability, which isn't really mine because I think blizz had it slated a long time ago and somehow forgot it/decided it wasn't needed. Well, it is.
-New pet ability: Free Master. 30s c/d (arbitrary). Pet runs/charges/whatever to hunter, breaks roots and snares and provides 1 second of root/snare immunity. Hunters need a better escape than they have, since the deadzone needs to stay and they rely on range so much. Some people have suggested implementing root breaking into FD, but I like FD as a spell canceller. The immunity is so that you can break melee, since we'll assume that if you have to use this you don't have freedom.
Comments, criticisms, and flames are all welcome
But 'sniff prey' is enough Bull****, sorry. We cant get a restealth with a pet attacking us anyway, and you already have a trap, flare, and track hidden to try and find us. Giving you a definite rogue finder is not a necessary nor fair buff. Rogues arent overpowered by any means, and their more substantial combos are getting nerfed already(rogue resto and rogue rogue w/ the implementation of blind DRs).
A more powerful means of finding a stealth when arenas are already littered with ways to break our class' defining characteristic is a stupid and uneccesary addition (Read: Paranoia, Perception, Flare, Pets, AoE, Shouts, FF, Eyesight buffs.)
In addition to that, I think your 15 sec Wing Clip is also overpowered, you have frost trap. I understand your point about Hamstring, but you can't balance things overpowering one class-specific ability to counter another one which is overpowered against all other classes. I like more the idea to reduce the Hamstring duration AND/or the 3 sec cooldown that Idej suggested in his blog about Warrior balance.
Also, I am not so sure about Idej's idea of Weapon Shot. It's a good idea, but disarming the target for 8 secs from far... well, dunno, seems like a bit too much to me. Rogue's version is an 11 talent point skill, which only activates after a parry, and lasts 6 seconds. Besides, consider the 2.3 patch zero immunity to disarm. Yes, it is something needed by Hunters, but if you really want to make it a defensive ability, it should be a meelee one just like Wing Clip, but then it will lose its purpose about being useful for the team.
If you wished to give hunters a form of healing debuff the OBVIOUS way would be via a sting, downside being it would be fairly easily negated by shamans/druids. Further to that, you could just talent stings to give say a 25% healing de-buff on the target when applied that way all your stings are potnetially useful still, this could restict spec usage if too strong.
Trap wise - you could always add a trap that gives off an attack/casting speed de-buff aura, as a more defensive ability. Would be good against war/rogues and useful against healers.
Personally think pets should be left as is utility wise - we're not warlocks. Sure let them take on some resil i guess, but nothing game altering.
(To preface these comments with perspective, I'm a paladin playing on a team with hunter on
number 1&2 teams on Rampage; we play a war/hun/wlk/pst/pld drainburn setup).
Not sure where to start, so I'll just start with the mana efficiency mentioned by Tzatziki earlier. Hunter's ooming is quite comparable to warlock's ooming, even if it happens (which it does quite often), it really doesn't impact the game that much. Given the burn capabilities of the class, at the point where the hunter ooms from ability usage, he has most likely made 2 opposing players oom already, which imo is a pretty good trade-off.
Another thing is ooming from being burned/drained, and being forced to drop out of action to regain mana. I don't think we've ever lost a match where the opposition burned our hunter's mana. If you burn our hunter, by the time you're done we've burned 2 of your peeps (since you neglected both our priest & lock). Hunter spends few secs out of combat before getting back in to the action, where you now
have 2 combat bound players out of mana.
Now I understand that even if hunter ooming in our setup isn't a problem, it might be that for other setups (like the one mentioned before, with mage/hun), which brings out what I think is the main flaw of the class. It's too picky on what setups it can play with. You absolutely have to play an outlast game,
since the hunters’ CC/burst/interrupt capabilities just aren’t enough.
This is where I’d like to see some change, to buff up the diversity of the class. Having a healing debuff would allow teams with hunter to spread DPS since you could easily nuke two targets, making healing versus them a bit more tricky. Armor ignoring buff/debuff/ability would allow hunters to nuke down warriors, paladins & shamans, giving them scary burst against classes who usually are off limits to such treatment. Buffing Silencing Shot to also have a 3 second lockdown effect if it hits a cast would allow hunters to be used in gib setups, since the SS wouldn’t be dispelled/shielded out off anymore, creating windows of burst which usually are created with CS/Spelllocks.
Well, all/someof this on top off the already announced changes combined with fixing pet pathing and giving pets percentage of their master’s resilience would go a long way in making the class more wanted in arena.
You actually agreed with most of my post, since its essentially saying that classes don't synergize well with hunters in their current state (your "pickiness" argument), and need more burst.
and btw you're not rank 1 and 2 :P
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