Hunter Updates

Hunter class discussion.

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Heartwood
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Hunter Updates

Post#1 » Thu Oct 09, 2008 8:52 am

There was a flurry of blue posts on the Hunter class yesterday. For those interested:


Upcoming hunter changes
We probably are going to let Barrage affect Aimed Shot. We looked at Explosive Shot again and its damage seemed like a significant increase over Arcane Shot, but if Survival ends up low, then Explosive is probably where we'll try to make up the difference.

Master's Call not working properly
Yeah, we're working on it. It's hard to tell sometimes with abilities that involve pet movement if the data are set up correctly and there's just a code bug somewhere (that may happen infrequently) or if the spell itself is just borked.

Ferocious Inspirations
I suspect it is supposed to be raid-wide.

Too much haste on mail gear ?
We do put a lot of haste on gear. Part of that is because we don't have a huge canvas to work with. We can't put a ton of Strength and Spirit on hunter gear. Also, keep in mind that we aren't trying to make the best possible gear for you. We want you to toss out less optimal pieces for more optimal pieces. Finally, keep in mind that gear is one of the things we use to let players demonstrate mastery of the game. Making the decision of whether that new ring or belt is an upgrade should require a little bit of thought. That's what makes it interesting. But I will bring up the issue of haste and we can talk it over again.

Low dodge % in WotLK
I seem to be having trouble coming up with a way to explain it that makes sense to you. We don't want you to have as much dodge as a rogue or a druid or a tank. If you have great offense and great defense then we're not sure how to balance you. We want you to run away when someone gets close, not stand and take the hits. Mages Blink or Ice Block or Frost Nova to get away from melee. We gave hunters Disengage to try to do the same thing. Note that we don't want it to be an automatic get of jail free card -- sometimes we want the melee to kill you. Maybe they still kill you too much, but it's hard for us to tell if that's a hunter failing or Retadins and Unholy DKs doing too much burst damage. Hunters without LOS issues seem to be able to kill stuff just fine, so it may be that is your Arena weakness and not melee getting up in your stuff.

Wing Clip effectivity and mana cost
It's still a 50% snare, right? The duration is shorter than Hamstring, but is duration really what's killing you? It's possible it's too expensive. We can look at that.

Disengage
Disengage isn't supposed to remove snares. We do want it to move you the same distance whether snared or not, but that takes new code, so it will take a little while. We did recently lower the mana cost from 14% (I think) to 5%. It is off the GCD now.

Scatter Shot
We talk a lot about making it baseline, but it's also a very attractive talent in one particular spec. It's hard to argue that hunters of all classes (except maybe rogues) need more CC.

Aspect of the Viper
We like the design of Viper overall. It's cooler to have to shift your strategy to regen without actually interrupting your ability to deal damage. (Maybe it fits the mage class better to go hide in a corner and build up mana again.) I think Viper works fine for PvE. But I do think it presents a problem in PvP when hunters just can't get their mana back. We're talking a lot about to fix this, but I am going to be very hesitant to promise anything because this forum tends to get pretty upset when we change our minds or otherwise don't deliver.
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Gnomerman
Posts: 1814

Post#2 » Thu Oct 09, 2008 8:56 am

"Maybe it fits the mage class better to go hide in a corner and build up mana again"


LOL so true
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Drizztdeurde
Posts: 748

Post#3 » Thu Oct 09, 2008 12:18 pm

Yeah they haven't quite figured our Mana Regen out.... .Supposedly it was going to be a passive regen while we weren't attacking at like 5% of our base mana a tick. That's from Ghostcrawler on the Beta forums. However I have yet to see this instituted into Beta. Also they haven't figured out how to Balance our dps out quite right. SV pwn'd at the beggining of Beta due to Explosive Shot, hitting much harder and having more damage per tick. They have since nerfed EP shot into oblivion, but all in all we still do descent dps. I posted earlier with a DPS breakdown in all 3 tree's. I think we'll see MM become a raiding build once again if they can figure a way out for them not to go OOM as quickly as they are atm. The SV tree is turning into the PVP tree though with disengage, EP, Scatter Shot, and a few other utilities being added to it and revamped so it should be interesting. I'm still trying to dig up the post, but it was nice to see a GM on the Hunter forums acknowledge we are very lack luster in arena and Blizzard know's this but haven't figured out how to fix it, and to give the some kudo's they have been trying. Un fortunely our problems in Arena are centered around what our class is, ie. a ranged PHYSICAL dps class. We will have LOS problems, we will have problems in melee range because a hunter is supposed to shoot around things and isn't supposed to be able to melee, not what our class as a whole is about. They have given us some utility to get to range so I think they are going in the right direction, but only time will tell.
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Drizztdeurde
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Post#4 » Thu Oct 09, 2008 12:30 pm

http://forums.worldofwarcraft.com/threa ... 0&sid=2000

THis is a great thread about the current state of Hunters in Beta if you are interested.
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Drizztdeurde
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Post#5 » Wed Oct 15, 2008 9:24 am

GC off the beta forums:


Two changes coming up:

We aren't happy with how Aspect of the Viper is working in PvP, but it seems fine in PvE. We're going to try changing it so that 50% of its current regen is passive, leaving the remaining 50% active. That should give hunters some more mana in Arenas in particular when dealing with opponents who manage to get out of LOS a lot. Yet, in PvE where hunter dps is very high, the difference in regen shouldn't be very noticable. We are also going to let Viper return mana from melee attacks for those cases where a melee opponent is too close for comfort.

The second change is to some of the numbers on the special attacks of exotic pets to make sure the pets are around a 10% increase from normal pets. This should make exotic pets a reasonable benefit for the talent point (especially when you also count the bonus pet talents) without making every BM hunter feel like they are limited to just those pets.
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