On Nimble Fingers, the finesse is there, specifically, for trap consistency - though getting more finesse to consistently hit shouldn't be unwelcome.
It's not a hill I plan to die on, I just still think it's still too much free stat when Hunters are already one of the best placed classes in terms of their stats because of Agility giving 1 point of crit, and Vitality giving 1 point of tactical mit.
Originally Posted by SSG_Orion
On Decoy/Deadly Decoy, it could be made indestructible and simple explode on a timer. Maybe it would make more sense to have the Decoy become different variants. Decoy and Deadly Decoy. They could share a cooldown and do different things so that there would be utility to each variant.
Decoy - being the taunt version that extends its duration with Master Trapper. Better utility in small fellowship/solo play - when needed.
Deadly Decoy being the version that adds the critical chance buff after exploding. Better utility ins fellowship and raid play.
This would actually be very very good, and as such serve both functions well! A very neat idea!
Originally Posted by SSG_Orion
On Combat Traps, I could see moving this up to 2s per rank, but with the addition of explosive traps moving all traps to AoE effects, we need to be cautious with cooldowns.
Understandable, 2s per rank would be better.
Originally Posted by SSG_Orion
On Endurance, I really do think that all the stances need to be updated. I'm looking at ways to update these this weekend.
PLEASE!!!!!
Originally Posted by SSG_Orion
On Danger Sense, I could see a modest increase to the daze and root, but a large boost would likely not work.
Again, understandable.
Originally Posted by SSG_Orion
On Advanced Placement, I can see this being +10-20m over the current 5-10.
Also, PLEASE!!!!
Originally Posted by SSG_Orion
On Master Trapper, given my comments above, Decoy might gain duration. The ommission of Triple Trap's damage boost was just a copy/paste error. I could also see Tripwire moving the knockdown duration.
What is the plan here regarding piercing trap, there was expressed discontent about the mitigation bypass, which I also agree with. I think it should retain it's current effect as it would fill a much needed missing aspect of Yellow Hunters support - off-healing. Perhaps a needed potency reduction though given the aoe aspect?
Originally Posted by SSG_Orion
On Distracting Shot, with the full trait and max tracery, you'd drop the cooldown to about 14s. It's conceivable that the new trait Improved Distracting Shot could see a 5s duration/rank improvement too.
14s cooldown with 15s daze duration sounds.. "Ok", arguably the daze duration should still be in line with the long dazes of riddle and blinding flash however, but again, not a hill I'm prepared to die on.
Or did you mean +5s per rank so essentially 25s duration? If so this is definitely the better option.
Originally Posted by SSG_Orion
On Trapper of Foes in general, there is a desire to push this trait tree a bit further and to allow the utilities to overlap. We will get there through testing, of course.
Final thoughts:
Would it be possible to seperate the traps in triple trap, i.e. you have 10 seconds to place 3 traps and then the skill goes on cooldown, allowing you to place the traps at different locations rather than altogether?
Some kind of reset cooldown skill that could reset the cooldown on all of your traps? Perhaps a 5min cooldown?
Could you please increase the radius on Rain of Thorns to 20m? During boss fights when waves of adds spawn they don't always run together in the same direction or even at the same speed, it can be difficult to lock them down with a small radius.
Armour Rend seems like it is still going to be underwhelming, with high enough finesse nobody b/p/e's anyway, this will probably be a "dead point" trait. Please consider changing to something else?
Please do something with the +% Evade trait.
Offensively, given the aoe aspect of the majority of the traps, especially things like decoy + triple trap, you could potentially argue that the offensive capacity of YHunter would match up to, or even in aoe situations exceed the level of offensive support supplied by a Red Captain, which is not a bad thing, RCaptain has sat on it's lonely throne for far too long - however, these offensive aspects alone are probably not enough to yet compete for said spot - the line needs something else, I don't know what, but, consider all that a RCaptain can do and you will understand what I mean.
Last edited by Hephburz-2; Apr 29 2023 at 06:32 PM.