We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Page 1 of 2 1 2 LastLast
Results 1 to 25 of 53

Hybrid View

  1. #1
    Join Date
    Apr 2022
    Posts
    409

    Hunter Update - Option #2

    Option 2 is a much larger departure.

    We move Hunstman to a utility line. This allows the inherent utility of blue to apply to both the Bowmaster and Trapper of Foe lines.

    As with the other thread, any trait that is not mentioned is not, currently, slated to be altered.

    Hunstman

    No longer can be specialized.

    0-5 Ranks
    Nock on the Move
    Induction based attacks can be used while moving.

    Quick Shot Focus
    5 Ranks
    +4% Quick shot focus bonus/rank

    Impact Arrows
    2 Ranks
    +2% Ranged Damage/rank

    Scourging Blow
    Grants the Skill: Scourging Blow

    5-10 Ranks

    Fire on the Run
    Requires Nock on the Move
    2 Ranks
    Reduces the induction movement penalty bu 10%/rank

    Press Onward
    Grants the skill: Press Onward

    Split Shot
    Grants the Skill: Split Shot

    Barrage
    Grants the Skill: Barrage

    11-15 Ranks
    Perseverance

    Rank 1: 10% Press Onward Heals
    Ranks 2-4: +5% Press Onward Heals

    Pathfinder
    3 Ranks
    +5% Boost to Find the Path Speed/rank

    Improved Intent Concentration
    -30s Intent Concentration Cooldown

    Strong Arm, Sharp Eye
    6 Ranks
    Ranks 1-6: +2% Bow damage for bow skills that consume focus and +2% Melee damage/rank
    Rank 6: Using a skill that costs Focus has a 15% chance to reduce the cost of all skills by 1 for 5s

    16-20

    Barbed Hindrance
    5 Ranks
    1-5: +6% Barbed Arrow Damage and +4% Hunter Bleed Damage per rank
    Rank 5: Slows the target by 20% for 20s

    Rain of Arrows
    Grants the Skill: Rain of Arrows

    Improved Blood Arrow
    3 Ranks
    Rank 1-2: +5% Max morale over time heal from Blood Arrow
    Rank 3: -5s cooldown of Blood Arrow

    21-25

    Hunter's Voice
    -10s Cooldown to Cry of the Hunter
    +10% Movements Speed bonus

    Fleet of Foot
    (Combines Fleetness and Improved Fleetness)
    On every harmful skill, an additional 20% chance to increase run speed by 10% and gain 1 focus

    Volley
    5 Ranks
    Per Rank: Using a skill that costs focus has a 3% chance to remove the induction time of your next skill stacks up to 5 times and expires out-of-combat

    Exsanguinate
    (Requires 3 ranks in Improved Blood Arrow)
    3 Ranks
    Rank 1: Grants Skill: Exsanguinate
    Rank 2: 66% chance to unlock Exsanguinate after Blood Arrow
    Rank 3: 100% chance to unlock Exsanguinate after Blood Arrow

    26-30

    Strength of the Earth
    2 Ranks
    Rank 1: Grants the Skill: Strength of the Earth and increases ranged and melee damage by 10% for 5s
    Rank 2: Increases ranged and melee damage by 20%

    Shot Through the Heart
    Heart Seeker and Merciful Shot do more damage to targets with active bleeds

    Precision
    2 Ranks
    Tier 1: Stance: Precision now generates 1 Focus every 4s
    Tier 2: Stance: Precision now generates 1 Focus every 3s

    31-35
    Earthborn
    Strength of earth now restores morale and increases 1 focus/second while active.

    Rapid
    Grants the Skill: Rapid Fire
    Bow skills that have a focus cost no longer have a cost
    Duration 10s
    Cooldown 180s

    36+
    Intensified Fire
    Removes all inductions actions for the duration of Rapid Fire

    Bowmaster
    Grants the Skill: Pinning Shot
    Grants: .8s Swift Bow induction reduction
    -25% Attack Duration
    +10 Max Range for all ranged skills

    Draw Weight
    5 Ranks
    +3% induction bow damage and +3% induction bow critical damage multiplier/rank

    Shoot to Kill
    Set Bonus (10 Ranks)
    +10 Ranged Damage
    +2.5% Critical Magnitude

    Deadly Precision
    Requires 5 tiers in Critical Eye
    2 Ranks
    +5% Critical Damage to all Bow Skills/rank

    Improved Rain of Arrows
    2 Ranks
    +1% Rain of Arrows Critical +5% Ran of Arrows Critical Multiplier

    Haemorrhaging Shot
    20 Rank Trait Set Bonus
    +5% chance to Critical and On critical Hit; applies an additional moderate bleed to the target

    Focused Precision
    Requires 2 Ranks in Deadly Precision
    On a critical hit: +2 Focus

    Bodkin Arrows
    Removed

    Plant Feet
    Every 1.5s you do not move you earn a rank of Hold Ground
    Hold Ground has 5 ranks
    Hold Ground grants +2% Evade, Damage, and Critical strike chance at each rank
    When you move, all tiers of Hold Ground are dispelled
    When you critically strike, reduce the rank of Hold Ground by 1

    Trapper of Foes
    Grants the Skill: Lingering Wound
    Grants the Skill: Decoy
    Traps can be used while moving and have no induction.

    Rain of Thorns
    5 Ranks
    +10% Damage to Rain of Thorns per rank

    Armour Rend
    Requires Piercing Trap
    4 Ranks
    Penetrating Shot debuffs Target: -4% Physical Mitigation and .75% Parry, Evade, and Block Rating/rank
    Piercing Trap debuffs Target: -2.5% mitigation bypass per rank

    Harassing Shot
    New Skill requries 20 Ranks in Trapper of Foes
    Grants the Skill: Harassing Shot
    Force taunts the target and forces the target to attack the hunter for 5s
    Cooldown 15s

    Survival Gear
    Requires 25 Ranks in Trapper of Foes
    6 Ranks - all remain the same

    The One Trap
    Now requires Piercing Trap otherwise unchanged

    Emergency Preparations
    Requires The One Trap
    3 Ranks
    Rank 1: After evading an attack you place a Set Trap in front of you
    Rank 2: After evading an attack you place 3 Set Traps around you (Front, left and right)
    Rank 3: Grants the Skill: Survival Preparation
    Survival Preparation places a set trap in front of you, a Piercing Trap to your left, and a The One Trap to your right

    Okay, with this setup, the movement utility of the Hunstman becomes available to either style of the remaining specialization lines.
    Trapper of Foes picks up an ability where it can, with proper execution, keep a target locked down with a root for a longer period of time, and can benefit more from the melee bonuses now offered as part of the Huntsman utility. Bowmaster maintains its core strength as the ranged damage powerhouse it has always been, but can now move when it needs to get out of mechanics without seeing an overly detrimental hit to its rotation.

    Let's discuss.

  2. #2
    Join Date
    Aug 2011
    Posts
    1,140
    No taunts in non-tank lines, please.

    And remove taunts from other non-tank lines too, like Knives Out.
    "Not all those who wander are lost....some are so stubborn that they always think they're going in the right direction."

    "The 4th age is the store age" - Hetweith

  3. #3
    Join Date
    Sep 2016
    Posts
    23
    Quote Originally Posted by zipfile View Post
    No taunts in non-tank lines, please.

    And remove taunts from other non-tank lines too, like Knives Out.
    Disagree with this.

    Knives Out is a truly awesome skill. A (albeit not ideal) 3-man group I play with (blue Warden, blue Captain, red Burglar) has used it countless times for all sorts of stunts with a much smaller than traditional group. We did Dark Delvings challenge mode just the three of us at level 60, I know it's not that hard nowadays, but back then it was pretty difficult because blue Warden (myself) wasn't a great tank (survivability-wise), and the blue Cappy healing wasn't great. This was pre-u35.

    The bottom line is, please Orion do not remove taunts from non-tank lines, they are a great niche utility that is really handy in some situations, especially in smaller groups that are at least somewhat coordinated.

    Harassing Shot is a new skill anyway. If you don't like it, then don't trait for it.

    With Knives Out, I don't know if this is still true, but if you don't want the taunt to take effect but still want the damage reduction, then just face the other way when you use it. I'm not sure if that still works though.

  4. #4
    Join Date
    Dec 2014
    Posts
    630
    I prefer option #1 because I think the direction of The Huntsman there has potential to be a fun and more unique playstyle that isn't really offered in Lotro currently if it was pulled off well. That said I have a feeling more people are going to prefer option #2.

  5. #5
    Join Date
    Jul 2010
    Posts
    0
    My vote is Option #2.

    Firstly, I'm a little surprised this is the second option, as I (and I'm sure many others) expected you to make Yellow a non-spec utility tree, change a few other things, and call it a day. That would've been the simplest approach, given that Red is widely used, Blue is sometimes used (for landscape and deeding), and Yellow is only really used to swap to before a fight (if ever). When I saw you weren't going this route, I was a little apprehensive, but I actually think your proposal (if well-executed) is the better of all available options (i.e. Option #1 being keeping the status quo, with tweaks; Option #2 being this; and Option #3 being making Yellow a utility line instead). After all, Blue is the actual line with much of the utility (heals, extra run speed, etc.), while Yellow doesn't have a lot of that (barring perhaps those early mits).

    When it comes to trait lines, I think the ones that really work are those that present an entirely different role. Otherwise, those that share a role will always have the problem of one being the meta and the other being ignored. Captain, for example, is viable in all lines, because each of them presents a very different role (healer, dps, tank). Hunter is one of those unique classes where all multiple lines are damage lines. Blue and Red do present different gameplay styles, but there's only really one king spec, and that's Red (by far). Making Blue a passive spec, where everyone can dip into it for that extra moveability and utility, is a good move. It also hugely addresses the issue where raid Hunters choose to stay in puddles so as not to lose out on their dps (which makes the healers' job harder). Now they will have no excuse and won't be overly penalised for moving.

    Now onto Yellow. To make Yellow truly viable, it needs to become a true CC line, and rival LM and Burglar (at least in 3-person and 6-person content). The danger here is that if it is too weak, Yellow continues to never be played (and Hunters will only have one viable line), or, if it becomes too strong, groups will take a Yellow Hunter over a Yellow LM or Burglar. More CC, debuffs, heals, and support are needed to make Yellow truly viable.

    My proposals:

    1.

    Harassing Shot
    New Skill requries 20 Ranks in Trapper of Foes
    Grants the Skill: Harassing Shot
    Force taunts the target and forces the target to attack the hunter for 5s
    Cooldown 15s
    I don't really see any value in a Hunter having a direct taunt skill. Barring edge-case scenarios, this is just going to be ignored, as it will likely mean the death of the Hunter. Instead, I propose granting a longer Decoy, or maybe even a special Decoy for this, almost like a cross between Rune-keeper's Stones and LM Pets, with this taunt skill. It is much more valuable to taunt a boss or add to a Decoy than to the Hunter. It also plays into the Trapper style a lot more.

    2.

    Trapper needs a heal skill to give it more group support. LM and Burglar have this, so to make Yellow truly viable, this is my idea:

    Healing Decoy.

    You plant a healing decoy (carrying signs with inspiring messages, perhaps?) and anyone within its radius receives a Heal over Time. It can also generate threat initially, but with higher ranks drops this threat and then reduces threat for those within its radius.

    3.

    Trapper could benefit from a group power restore for additional utility. My idea:

    Power Decoy

    You plant a decoy that gives enhanced ICPR (to make it differ a little from other classes' direct power restores) within a small radius. Additional ranks reduce power costs by 10%, and max rank gives a 10s immunity to power drains. This would make it very useful in certain content where power drains apply.

    4.

    Make Tripwire grant a Debuff on mobs, reducing their Outgoing Damage by 15%.

    I'll have other feedback on other aspects of this, but just wanted to get in those early thoughts.

    -Bel
    Last edited by Belnavar; Apr 26 2023 at 07:31 PM.
    Belnavar - Captain - 140 - Brandywine | Help sick kids. Support Extra Life 2022: https://www.extra-life.org/participant/belnavar [$1,094.53 raised of $1,000 goal]

  6. #6
    Join Date
    Mar 2022
    Posts
    1,590
    On a quick glance, if it's to stop the plunder of Huntsman - maybe. So long as I'm not having stop moving, cures and all, with nought penalty. Can see why it was worded this way in Option 1 now.

    Still seems like you want to hamper us to allow the puddles to effect us more rather than fix for melee types.

  7. #7
    Join Date
    Mar 2022
    Posts
    1,590
    Option 3

    Make Bowmaster the utility non spec line and have Huntsmen and Trappers form the core of the two builds? Then we plunder red like we are doing now already.

    Too many tears and the stunned shock from the sheep I'd hazard a guess Perhaps too OP!

  8. #8
    Join Date
    May 2007
    Posts
    5,115
    Yes, I vote for Option 2 definitely.

    Regarding a force taunt for hunter. That would require some additional survivability. How about instead force the target to attack the target with the most threat? Or change Beneath Notice to a targeted skill offering the aggro drop and power regen to fellowship members?
    Phrasing! Doesn't anybody do phrasing anymore?

  9. #9
    Join Date
    Jul 2020
    Posts
    1,925
    Quote Originally Posted by Snowlock View Post
    How about instead force the target to attack the target with the most threat?
    Doesn't that happen by default unless some forced-target taunt without a threat match is in effect?

  10. #10
    Join Date
    Apr 2022
    Posts
    409
    Quote Originally Posted by Snowlock View Post
    Yes, I vote for Option 2 definitely.

    Regarding a force taunt for hunter. That would require some additional survivability. How about instead force the target to attack the target with the most threat? Or change Beneath Notice to a targeted skill offering the aggro drop and power regen to fellowship members?
    The point of that would be to move a target to a location where you want it. You could directly pull the target into a trap and hold it at that new location, nearly indefinitely.

  11. #11
    Join Date
    Nov 2010
    Posts
    0
    As much as I like Option 2, I think having a force taunt in a dps line is a bad idea. All I see this doing is letting a hunter move a boss on a whim and screw up positional for everyone else, or cause frontals to the party the tank was already handling. Worst case scenario is some odd combination that lets fights be exploited.

  12. #12
    Join Date
    May 2007
    Posts
    5,115
    Quote Originally Posted by SSG_Orion View Post
    The point of that would be to move a target to a location where you want it. You could directly pull the target into a trap and hold it at that new location, nearly indefinitely.
    Only melee though, and only those not pre-immune. Pre immune or casters are a significant portion of our instance mobs and instances would be the only place this would be effective.

    Unless of course you were going to make it work against monster players and then I'm 1000000000000% in favor of this..
    Phrasing! Doesn't anybody do phrasing anymore?

  13. #13
    Join Date
    Apr 2015
    Posts
    4,112
    Quote Originally Posted by SSG_Orion View Post
    The point of that would be to move a target to a location where you want it. You could directly pull the target into a trap and hold it at that new location, nearly indefinitely.
    Or any tank can do it

  14. #14
    Join Date
    Mar 2016
    Posts
    61
    Quote Originally Posted by Elmagor View Post
    Or any tank can do it
    The point of this taunt is to grab a single mob out of a group of mobs, obviously a tank can just drag a mob into a trap if they're only tanking 1 mob but at that point the trap root + taunt are both redundant.

    When you have several or more mobs it becomes almost impossible to trap certain mobs as any one of them can set it off wasting it.

  15. #15
    Join Date
    Jul 2010
    Posts
    0
    Quote Originally Posted by SSG_Orion View Post
    The point of that would be to move a target to a location where you want it. You could directly pull the target into a trap and hold it at that new location, nearly indefinitely.
    This actually sounds very, very useful for dragging mobs into traps. That said, I think I'd still prefer it on a Decoy than as a direct arrow skill, just for the added flavour of that (plus not having to worry about dying to the mob).

    -Bel
    Belnavar - Captain - 140 - Brandywine | Help sick kids. Support Extra Life 2022: https://www.extra-life.org/participant/belnavar [$1,094.53 raised of $1,000 goal]

  16. #16
    Join Date
    Feb 2010
    Posts
    667
    Making Blue the utility line was my suggested change some time ago so I definitely vote for this. I still prefer Red to be mostly immobile to keep the sniper feel, while leaving Yellow as the tricky skirmisher. But this is already a very promising start.

  17. #17
    Join Date
    Mar 2016
    Posts
    61

    Better but Trapper needs more CC outside of Root/Snares.

    This looks more promising.
    Option 1 left Huntsman in a worse spot so its preferable to just make it a support line to buff the other Specs and focus on 2 proper roles for Hunter instead of a third DPS melee + run&gun role?
    that has to perform worse than Bowmaster so we don't have a repeat of 115 Abyss.

    I saw no mention of Distracting Shot changes in Trapper section, atm its a 3min cooldown 10sec daze with a trait to get it down to 2min and a tracery for 12-16.5sec cooldown reduction.
    For such a long cooldown it's fine in Bowmaster as a quick "oh ####" CC but for a CC spec line that's not reliable enough to keep down mobs that you don't want getting hits/inductions off, worse yet if you require 2 mobs CC'd.
    Good luck if the mob can Adapt, Dazing Blow will just break the daze from Distracting Shot so at best you get 15secs from going Dazing > Distracting(if that even works) and Bards Arrow will also break the fear if you could hypothetically get its CD below 15secs.

    Even with the changes to Trapper the spec would still just be a debuffer class that can keep a Orc Warrior/sapper or 2 out of the group but can't CC a Frostcaller/Blackarrow for longer than 20-25 secs, Trapper needs more than just a dozen ways to root/snare a mob.


    Quote Originally Posted by SSG_Orion View Post
    Harassing Shot
    New Skill requries 20 Ranks in Trapper of Foes
    Grants the Skill: Harassing Shot
    Force taunts the target and forces the target to attack the hunter for 5s
    Cooldown 15s
    Seeing the Hunter discord thread have a meltdown over this was most entertaining, I see no issues with a way for the Hunter to get a specific mob off the tank and into a trap since heaven forbid you use this spec in a 3/6man with 1 tank.....

  18. #18
    Join Date
    Jun 2011
    Posts
    25
    Please, use your common sense and leave red line just as it is. It's strong enough already, spend your resources and focus on blue and yellow which have been irrelevant for years now.

  19. #19
    istvana is offline Legendary forums 1st poster
    Join Date
    Nov 2007
    Posts
    2,356
    As someone that usually runs hunters in blue line I actually prefer the elimination of blue. That way we can have the benefits of specializing in red - and they are many - and more easily add the conveniences of blue and things like barrage for those of us that dislike inductions. Granted we can do exactly the same thing now but eliminating blue as a specialization lets us do it sooner in life and to a larger extent.

    Pacata blue is only irrelevant now if the game consists of nothing but raids and higher tier group instances. This just in - that is very far indeed from being all or even most of LOTRO.

  20. #20
    Join Date
    Feb 2014
    Posts
    3,528
    Quote Originally Posted by istvana View Post
    As someone that usually runs hunters in blue line I actually prefer the elimination of blue. That way we can have the benefits of specializing in red - and they are many - and more easily add the conveniences of blue and things like barrage for those of us that dislike inductions. Granted we can do exactly the same thing now but eliminating blue as a specialization lets us do it sooner in life and to a larger extent.

    Pacata blue is only irrelevant now if the game consists of nothing but raids and higher tier group instances. This just in - that is very far indeed from being all or even most of LOTRO.

    Mobility is key for me. So, if that is early (line 1) of blue tree combining red and blue might be the better option if focus skills stay as on blue and regeneration will not be handicapped further.

  21. #21
    Join Date
    May 2007
    Posts
    5,115
    Rather than a trapper line, I'd rather see this become a general support line. I was watching Fellowship of the Ring and thinking about how Strider protected the fellowship. It wasn't all about violence, but a lot of stealth and warding, so skills like that could be interesting...

    • Beneath Notice being a targeted skill that reduces aggro and adds power to a target
    • Press Onward applies bonus to fellowship wide.
    • Cry of the Hunter applies bonus to fellowship wide, and also temporarily increases hope
    • Bright Campfire placeable in combat and providing a short radius of stun immunity around it.
    • Stances providing bonuses to the fellowship like Precision giving crit , strength mastery and endurance icpr (stackable)
    • Direct flight - fellowship wide sprint with slow immunity
    • Camo - targetable in combat camo, does not drop combat. Increases ICMR and ICPR while in stealth. Stealth broken on damage or when skills are used.
    • Explosive Arrow changed to Weighted Arrow - causes a knockdown and FM.
    • Decoy is a mezz like blinding flash when target enters radius
    • Strength of the earth is an incombat rez
    • Piercing Trap and One Trap also disarm
    • Lingering Wound becomes a permanent mark that reduces target armor.
    Phrasing! Doesn't anybody do phrasing anymore?

  22. Apr 27 2023, 03:26 AM
    Reason
    No reason for expletives and suggestive wording. Let's all try to be constructive and respectful.

  23. #23
    Join Date
    Mar 2022
    Posts
    1,590
    Can we get those crafted triple traps back? So much fun laying sideways in a passage and the reinforcement go doink, doink, doink as we tear down the boss

    Nar too much like fun.

  24. #24
    Join Date
    Jun 2011
    Posts
    0
    Quote Originally Posted by SSG_Orion View Post
    We move Hunstman to a utility line. This allows the inherent utility of blue to apply to both the Bowmaster and Trapper of Foe lines.


    This is honestly great.

    The hunter has 2 competing dps lines.
    - Mobility as a traitline perk is not cool. People will always pick whats "Meta". Even RK is struggling with identity crysis between red and yellow, hunter will not be that loved and will stick to whatever group finds the higher dps at the end.
    - Blue is far better as a passive line. Induction suck, standing still sucks, old fleetness was amazing. Why not give red hunters another line to dip into and allows them a cooldown to do that?
    - A "Survival dps" line doesn't really work. It's basically a "Not good enough" line and will forever be behind. The current blue has that. You are going to struggle greatly to balance them without making one gross when content it favours dominates the meta from that point on.

    You can not expect players to swap lines freely when LIs are so restrictive. Making the 2 compete doesn't really happen. So players may build blue line on live because it's better solo survival, then suddenly hit a brick wall end-game when they're told to switch to even be viable.

    I'm not a fan of even entertaining blue as a line currently. Sorry.

    Blue line should focus on Focus generation, Bleeds, Reducing induction
    - Survival should really be on yellow more. That way R/y is a more viable option than just thinking about it as loweing your dps in R/b
    - Both yellow and red like bleeds. However, yellow likes it more thanks to "Sustained" damage being nicer on CC/Debuff classes as taking your eyes off the prize to deal with something else is less damaging.
    - Yellow still has inductions in it's "normal" dps rotation and a high focus cost to keep things up. If it wants real damage, it can go red, but it should be able to afford utility of blue to make it manageable.


    0-5 Ranks
    Nock on the Move
    Induction based attacks can be used while moving.
    I'm more a fan of fleetness becoming a skill again. Honestly, this should be further down too as a capstone of the line. Otherwise your just making all hunters lose induct on move as it's priceless.

    A cooldown say 45s with 20s duration. Where you induct on move.

    The gameplay of hunters "gotta get the right position" is contradicting to many instances, but the cooldown will give them best of both worlds and a skill ceiling to optimise it.

    I don't want hunters to become kiting gods, they already are thanks to the CC they have and run speed buffs. They don't need permanent induct on move.


    Scourging Blow
    Grants the Skill: Scourging Blow
    I'm not really sure this skill has a place. In red going into melee would be awkward. In yellow, you want to keep that bleed system going.

    This skill could do somthing else than it's live purpose, but it's not wanted as is.


    Split Shot
    Grants the Skill: Split Shot
    Split shot is pretty wild on live. It's giving back more focus than it costs. It's making Hunters prime nukers and ranged AoE'ers. This skill could absolutely get nerfed and still be perfectly viable.


    Improved Intent Concentration
    -30s Intent Concentration Cooldown
    This skill is completely pointless with it's animation. If this is going to stay, can it be instant and give focus every 1s over the next 10s or somthing?


    Rain of Arrows
    Grants the Skill: Rain of Arrows
    Similar to nerfing split shot, I like this subtle sorting out of Rain of Arrows to not dominate range AoE and range nuking.


    Fleet of Foot
    (Combines Fleetness and Improved Fleetness)
    On every harmful skill, an additional 20% chance to increase run speed by 10% and gain 1 focus
    Not a fan of this as mentioned before. Fleetness as a skill like old was better.

    Random run speeds hunter has it making it a kiting god. in PvP it will be strong. It will make all PvE even more snooze fest. And it feels super steppy on toes of other mobile ranges dps (minstrel, RK) who's stick is attacking on move while not having this kind of buff.

    Standing still should be seen as a punishment for hunters, but an easy mechanic they can play around with (as they have done for 16 years!).

    Lore-master, Healers, are getting awkwardly thrown under the bus if hunters are also in that melee group of people who can easy avoid puddles because they zoom around the map because reasons.

    The generic balance between ranged/melee should be melee are mobile and can deal with puddles on demand. Ranged however might get stuck for a moment. with puddle heavy game, you don't want to buff hunters even more in this table.


    Precision
    2 Ranks
    Tier 1: Stance: Precision now generates 1 Focus every 4s
    Tier 2: Stance: Precision now generates 1 Focus every 3s
    Your treating stances like line=stance. Which shouldn't be the case. Please remove them from LIs too.

    If you want to add in a really easy skill ceiling. Let hunters sudo stance (maybe increase cooldown to like 30s) dance there stances. The buffs they apply actually be useful. and reduce the difference between them.

    Currently they could be removed for all I care because gameplay they don't mean anything. Set and forget, even the game keeps it on for you.


    Bodkin Arrows
    Removed
    Time for some hate.

    I don't mind hunter (and champ) have built in mitigation penetration. They're just too strong.

    It makes them scale better is a group to more define there main purpose, damage.

    Thats not to say they should be stacked like the are, and thats not to say it should be ungodly numbers. But if this went down to 0.5-2.5 it would feel small enough it's not that insane compared to now.


    Plant Feet
    Every 1.5s you do not move you earn a rank of Hold Ground
    Hold Ground has 5 ranks
    Hold Ground grants +2% Evade, Damage, and Critical strike chance at each rank
    When you move, all tiers of Hold Ground are dispelled
    When you critically strike, reduce the rank of Hold Ground by 1
    Anything that tells you not to move completely is bad in my opinion.

    I know this contradicts whats before but it's all in staging.

    Inductions and *Forced* standing still *Forces* the player to work around it. It's an obvious downside to being ranged that melee can be more mobile.

    The hunter can learn to work around this. Using focus spenders or non induction skills to move in windows of opportunity. There is no issue in this. Hunters have been doing it well for 16 years now.

    However, when you now say "Standing still is optimal dps" now it curves. The whole party must work around the hunter to make sure they don't move. Puddle placement away. Whenever you move (which is fun) it suddenly feels bad becuase you lost your buff.

    This again contradicts more conventional hotspots. However they are normally free to jump in and out, it's not a straight punishment. Brawlers get out of there tiny square to get back into it.

    Plant feet should be a medium cooldown with a small hotspot for a short while like brawler. Not an always on, just bonus for knowing when your allowed to stand still.

    Heck, even go crazy and let hunters hotspot buff other ranged dps (tactical+ranged) and don't let them stack so only 1 hunter is wanted


    Trapper of Foes
    Grants the Skill: Lingering Wound
    Grants the Skill: Decoy
    Traps can be used while moving and have no induction.
    We need to talk about these 2 skills given the new concept.

    Lingering Wound is focus heavy as is in yellow. You don't generate much to keep stacking the bleed up. With blue as passive it may make it easier, but, you've also got barrage there costing a lot. This will make focus management on yellow hunter an absolute nightmare, when it should be a nightmare for the dps version, this should be about stacking bleeds and debuffs. Focus should be easier, especially a super rotational mechanical skill to cashout when ready like lingering.

    Decoy is bad for the reasons you don't really expect
    - It's cool decoy grabs aggro from adds
    - It's not cool it's inconsistant in how it applies it's debuff (because you have to pray the target stays next to the decoy when it explodes)
    - It's not cool the decoy stuns targets near by and does damage, the main purpose of the decoy end-game is to move targets away and stun em, the decoy they ruins that

    Decoy should be able to combo with explosive arrow to make the debuff + stun consistent. Allow explosive arrow to trigger the explosion, causing the damage and stun. If they don't use explosion, the decoy should just vanish without anything.

    Rain of Thorns
    5 Ranks
    +10% Damage to Rain of Thorns per rank
    Whyyyyyyyy

    This skill is not for it's dps, it's for it's root, which is 90% useless.

    This skill should apply traps inc damage debuff. That way the hunter has a way to AoE the +IncDamage debuff easier to large groups.

    Honestly, the AoE root is actually not cool (and same with trap). I actually trapped some adds next to a healer once and the healer died because of it. If this skills even remotely useful with damage or debuff, the root is more of a hindrance than a bonus. I would rather a short 5s 75% slow.

    Armour Rend
    Requires Piercing Trap
    4 Ranks
    Penetrating Shot debuffs Target: -4% Physical Mitigation and .75% Parry, Evade, and Block Rating/rank
    Piercing Trap debuffs Target: -2.5% mitigation bypass per rank
    Absolutely broken. You've just moved bodkins to yellow hunter but made it for group. Hunter will now reduce targets mits by 14%? ot 18% physical and 14% tactical?

    If Armor Rend is just 1/2/3/4% more than Penetrating Shots original you're cooking with a cool trait. But this is massive on a dodgy skill.

    Harassing Shot
    New Skill requries 20 Ranks in Trapper of Foes
    Grants the Skill: Harassing Shot
    Force taunts the target and forces the target to attack the hunter for 5s
    Cooldown 15s
    ... why...

    Survival Gear
    Requires 25 Ranks in Trapper of Foes
    6 Ranks - all remain the same
    Very cool with this. (and can you push this to lore-master thread?)

    It's insane how easily hunter gets mits from this trait so easily.

    Debuffers should be tankier naturally (and why I'm pushing this to LM thread) but it should be tough to get. This means R/y can be the tanky dps suppy guy... Likely useful for PvP/Delving/Solo/3man if needed as flavour, but not really impacting the meta.

    The One Trap
    Now requires Piercing Trap otherwise unchanged
    This is a really bad change, but lets just list out traps

    Default trap is mostly useless in red's group content but has usage solo to cheese fights further.
    Triple trap: OK Damage. Same as above but added +IncDamage debuff that is awkward: Not garenteed to hit your target, potentially not 100% up time, targets can evade them by moving while placed with lag, the root can actually be a negative (as detailed above) in groups.
    Tripwire is a unique knockdown/knockout which stacks with other CC. Easily got by red. Again used in solo to cheese fights. Long enough cooldown not abused. Trap again not always your target.
    Piecing: A weak dot, with a terrible HealOnHit debuff. Basically pointless slow.
    OneTrap: A mid dot with a basically pointless slow.

    Why limit the slightly better dot by the bad dot? They're the same and both bad.

    This is without going into Hunters complete bloat of CC which needs to be addressed.
    - Why does Hunters Cry even do CC? It's the Anti-Stun, leave it as just that and nothing else. And then a terrible bubble on top, and last it puts a run speed buff for reasons?
    - Bards Arrow is good CC without line limit, if you want yellow as CC, red basically has it here.
    - Dazing blow stuns, for some reason? Is a default skill.
    - Distracting Shot, the perma stun skill similar to Burglar and LM, doesn't last long enough to perma stun... WHY IS IT 3MINUTES DEFAULT!
    - Pinning Shot - WHY IS THIS A THING! Does the hunter not root enough!!! WHY IS IT IN RED!!!
    - Low Cut root - AHHHHHHHHHHHH!!!!!!1!!11!!!

    And thats the hard CC's... Slows are even stupider. And then you have to remember hunter has traps it can craft and use.

    It's an absolute mess. And it's all pointless. It's all worse than burglars riddle and AoE twist in actual content.

    Can you please review this? before terrible suggestions like this...

    Emergency Preparations
    Requires The One Trap
    3 Ranks
    Rank 1: After evading an attack you place a Set Trap in front of you
    Rank 2: After evading an attack you place 3 Set Traps around you (Front, left and right)
    Rank 3: Grants the Skill: Survival Preparation
    Survival Preparation places a set trap in front of you, a Piercing Trap to your left, and a The One Trap to your right
    This is so bad.

    It's all the issues above with even more awkward stuff added on.

    Stop. Keep it simple, please. It's a bad line, stop trying to make it "cool" and make it useful.


    Suggestions:

    You have to nerf the CC down and make it more focused.
    - All Traps (Trap, Crafted Trap, Triple Trap, Rain of Thorns) no longer root and instead -75% run speed for 2s.
    - RainOfThorns is also applies trap debuffs
    - Dazing Blow reduced cooldown to 15s default, no longer stuns, trait in yellow reduce it to 2/4/6/8s. (Corruption removal utility)
    - Remove CC, Run speed, Animation, and Bubble from Hunters Cry.
    - Tripwire applies a short 10s -10% damage -10% crit chance debuff. 1min cooldown.
    - Bards Arrow is now unlocked early in the yellow line and applies knockdown & Knockout at 1min cooldown
    - Pinning Shot is now a yellow exclusive set bonus replacing 'Heightened Senses' which reduces the targets damage by 10% (30s, 12s cooldown)
    - Piecing Trap is persistent for 4seconds on activation dealing damage to all targets who stand on it (similar to explosive arrow puddle). Deals damage each second and applies dot. 1min cooldown. Each hit applies 0.2/0.4/0.6/0.8/1% mitigation reduction for 30s with trait Armor Rend)
    - The dot Piecing Trap applies is stacks of Lingering Wound and can be cashed out.
    - Distracting Shot is now default 30s cooldown, tracery reduces this to 15s
    - Low cut root removed
    - Decoy no longer explodes by itself
    - The OneTrap applies Trap, Piercing, and Tripwire in one place 3m cooldown.
    - Explosive Arrow combos with traps:
    - - Decoy, explodes the decoy, applying crit debuff and stun.
    - - If Explosive Arrow is used on an un-activated trap (Trap, Piercing, Tripwire) it will preps the trap and piercing damage to be fire damage and buffed.

    Replace Emergency Preparations with basically anything simple. CC hunter is so bloating even with these nerfs and changes, the new huntsment idea makes them a kiting god regardless. With any traps or stuns traited you can still CC fine.


    Trapper of Foes picks up an ability where it can, with proper execution, keep a target locked down with a root for a longer period of time
    Who struggles with that?
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  25. Apr 28 2023, 03:59 AM

 

 
Page 1 of 2 1 2 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload