Originally Posted by
SSG_Orion
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.
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