Anyone at blizzard ever explained why "deadzone" exists on hunter?

As soon as the arrow normally leaves the bow as it’s being shot, it’s kinetic energy is the strongest. In practice, there is no deadzone to a bow and arrow, or to a gun for that matter. If there is a theoretical deadzone, that’s even more reduced by using a gun at point-blank range.

Arrows also don’t need travel time to become dangerous, in fact the closer they’re shot towards the target, the stronger the impact is.

What’s happening in Classic with the deadzone seems counterintuitive at best and illogical at worst.

Anyone has ever explained exactly why the deadzone mechanic exists? in theory, I believe it might exist in order to limit hunters so that they cannot use their bows in melee and be “too powerful”?

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For gameplay balance, obviously. Hunters can attack while moving, so you gotta take from them something in return.

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classic was all about real-life fantasy. How can you shoot arrow at somebody who is in your face? That’s the whole point of WoW vanilla

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You can shoot an arrow at somebody who is in your face tho (why wouldn’t you be able lol). At point-blank/close range, the result would be quite deadly.

Edit : Silly me. While yes you can shoot at close range, drawing your bow while a warrior/rogue is in your direct vicinity would be near impossible, true.

It exists because it makes for interesting gameplay interactions.

I do think this needs to be looked at for SoD though, in classic its all about the kiting etc, now you have stuff in game like Warbringer for Warrior, so they can now charge in Combat etc, Rogue can shadowstrike to me if i get distance etc (not sure if that was in classic as i didnt play original)

if i get attacked by a melee, its pretty much /afk and wait to die

Would be nice if they just gave us ability to use traps in combat, what good is an ice trap when u normally get snuck up on lol

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I mean that’s kind of only right now a problem because it’s level 25. Would be weird to completely change PVP balance just because of the level 25 bracket.

Too technical, who cares? What is more relevant to me is the high % of times the hunter misses, the mob parries (which in itself is pure daft when the mob is a dumb animal) and glancing blows that reduce damage. It take SO many shots to kill anything it’s like firing paper darts.

Try a melee then… miss, miss, parry, dodge

And how does a caster mob parry or dodge when he is in the animation of casting standing still.

Would’ve been nice if SoD did something with that and create something new, for now it’s just bog standard hunter gameplay with no change.

Deadzone existed to balance the fact that hunters have uninterruptible ranged damage. I’m still salty they ever got rid of it and made hunters the idiot-proof class they are today.

Uninterruptible damage…

I mean, i’m a hunter, I don’t have an interrupt yet, so isn’t every class “uninterruptible” damage to me?

#edited, cant spell

Have you ever tried nocking an arrow or loading a musket and firing it whilst being hit in the face with an axe? It’s a pretty hard to do. I would however, prefer it if I could.:crazy_face:

Even though it’s a game and logic isn’t always what matters most, I’m not even sure it’s really illogical,

Where in a battlefield do you have bows and arrows stationed? At a distance. If it was efficient or even viable to do close combat with bows and arrows then history would probably have shown that they did exactly that.
The game can’t entirely simulate the experience of an archer in close combat because you don’t have to aim and you don’t really have to pick up an arrow and load it into your bow. So it’s not illogical for the game to make it entirely impossible.

I mean Deadzone is legit a stupid concept.

I can see the argument for not being able to use a Bow when an enemy is too close, but the actual Deadzone we are referring to is a range in which, we cannot use Ranged weapon to shoot, and we cannot use Melee weapons to slap.

So like a mage can run up, Frost Nova and sit in a specific range from us where we can literally do nothing anything like that, Roots, Earthbind totem and staying at perfect ranges etc. just neutralizes all damage output for as long as they can maintain the range every now and then

Its like this is mmorpg game not compettive 1v1 shooter. You are not alone in BG. This is exactly why classes on retail are so boring. Every claas have all streanghs but no weakneses for sake of balace so only difference between classes is color of your spells and if you are meele or range. Classic pvp is not about 1v1 andnot even aboit 3v3. Its about big pvp battles.

Also why healers can resurrect people with 100% success, theoretically when you tring to ress a dead person there is low chance for it to happened

This isnt classic…

People need to get their mind set adapted.

It’s a hybrid version of the game. Where some weaknesses have been removed from classes but not adjusted for on other classes.

Take the Warbringer Talent for example on Warrior… How do you kite a warrior that can charge in combat and break out of roots with it…

And yea the game might be designed around team play, but when you have open world pvp as a zone u have to partake in to get certain gear slots filled, there are guna be times where you are solo.

no sry hope u find the answer tho

no sry hope u find the answer tho