Feedback: Hunters

Coming from one of top hunters in PvP

General: why remove scatter, explosive trap and bursting shot? Removing fun from PvP

BM - revert it completely, it was already simple enough in TWW, why make it boring and dull? literally 0 skill expression now on this class you have 3 buttons and 0 buffs to track. At least revert barbed shot reducing bestial wrath CD instead of a flat 30s CD

Only thing I like is wild thrash instead of multishot, every other change is bad

MM - again revert, it was perfect in TWW S3 so fun to play, flowed nicely.. now feels like we went 20 years backwards, boring, dull.. bring back explosive shot at least..

the only good change I see is it that only MM has kill shot now, that makes sense.

Survival is a joke, needs complete rework.. I agree it had way to many buttons but removing like 6 or 7 is too much.. if you stopped at 3-4, it would be perfect. Also why remove flanking strike and coordinated assault for takedown? worse in every way, keep 1 remove the other but takedown is lame

1 Like
                                                  Survival Hunter Feedback 

As somebody who has loved Survival rework since Legion,and i have mained this spec since then,i dont think this iteration is going to improve gameplay but rather turn it into dumbed-down version and an empty shell of its former self.The scariest part about this rework is that it might thin out the very few people who actually play this spec.

As many people have already stated,Survival is lacking core class fantasy.You should either go with the Rexxar style approach or the Tinker style,now its a huge mixture that doesnt make sense.

Tinker/Bomber fits (Dwarves/Gnomes) Rexxar fits (Orcs,Trolls) then you got Boomstick that fits Outlaw Rogues more than Survival Hunters.Even if you go with the current version its still leaning to the Dwarves/Gnome side.Hero talents make even more confusion with Sentinel that fits Night Elves

1.Kill Command cooldown removal is nice,it feels nice to press in downtime

  1. Explosive Shot should stay as well , it added more flavour to the spec fantasy ,I liked the pace of Survival with going in and out,attacking from a distance with Explosive and weaving Moongose Bite/Bombs.Give us something else

  2. Kill Shot should stay and deserves a buff ,you can remove the bleed part and make it more like Warrior’s Execute

4 .Boomstick feels really weird on Survival,4 shotgun animation feel slow and clunky,i think you should add Fury of the Eagle as an option at least,and im not a fan of Fury of the Eagle either,but i think its a better choice than Boomstick.

  1. I liked having Spear and Coordinated Assault as seperate buttons,but Takedown isnt bad,i would prefer bigger yd range.

  2. Hatchet Toss feels random and out of place,another spell to press and forget.It also fits more of the Rexxar style

  3. Survival felt good in PvP due to strong utility that actually fits the spec fantasy,if executed well ,it felt like you had the control during the match,or at least made people work harder to reach you.Since Scatter and High Explosive trap got removed,im not sure how this is going to work for us.

  4. Explosive Powder (PvP talent) is useless due to Bursting Shot removal

  5. Tar Trap/Scare beast sharing the same talent slot is a good change

10.Very happy to have dual wield option

I wouldnt mind if this replace kill shot on sv as a finisher type of spell. Right now only a Pack Leader talent gives Hatchet Toss any benefit.

I’d argue it fits pretty much any race in wow. Maybe thematically the packleader animals can be changed with a glyph to summon more race fitting animals. Like mechanicals for Gnomes or owls and nightsaber for elves.

My 2 cents on the design/rework of Survival Hunter on the Midnight beta, which can be categorised into two categories: gameplay and identity, and I’ll start with the latter.

Spec Identity, Theme and Fantasy

To me, SV hunter has a big identity crisis. When leaning into the theme of explosions with WFBombs, Flamefang Pitch and Boomstick (yet with the puzzling removal of Explosive Shot), SV hunter does a thing; blowing up stuff, that no other class or spec really does. Whilst that is a commendable point of direction to reduce homogeneity between classes, SV hunter identity or fantasy just feels like a 50/50 split between two varying identities: one leaning into the Rexxar theme (animals, venoms, traps) and the other of just blowing things to smithereens.

However, this causes the spec identity (and redesign) to feel confused about itself. Boomstick replaces Fury of the Eagle, dual wielding now being a thing and not using a spear (makes sense!) but one the major mechanics of SV is Tip of the Spear. So..there is some Spear-named thing after all? Sure, a simple renaming of the spellname of Tip of the Spear to a differerent spellname (without touching how the spell acts) like Go For The Kill or Animalistic Aggression or something like that would solve that spear-named issue, but I’m bringing this up more as an example of SV being stuck between two worlds.

Everyone will have their personal preference if SV should take a turn towards the Rexxar-hunter or towards explosion expert, but right now it just feels it tries to be two things, that make both identities feel lackluster.

Gameplay

Needless to say, my feedback is subjective, but personally I think SV on retail/TWW right now..is a pretty darn good spec. It has it’s flaws, but I think it’s an almost perfect spot when it comes to rotational buttonpresses and the amount of spells we have track and use. Going into Midnight, the design goal is to prune a lot of things from classes and specs, and unfortunately, SV feels woefully overpruned.

Butchery/Flanking Strike removal: I just fail to understand the reason why. They both were on a cooldown long enough to not be too intrusive, made sense thematically, had the Merciless Blow talent that fed into Bloodseeker and Outland Venom and
were not just not problematic, but a positive addition to the rotation and spec.

FotE removal: being replaced with Boomstick
just feels we lost FotE and got the old Barrage spell back. The parts that made FotE exciting to push, the 50% crit <20% making it a unique “AOE Execute” (and yes, many crits = dopamine hits = fun) and giving us haste (fun) and giving us Tip stacks (handy) is now gone. It’s
just Barrage..with a cooler visual, granted.

Hatchet Toss: doesn’t really do anything atm, apart from it’s interaction with Pack Leader. New spell, iconic..but unfortunately pointless. Unless it gets some reason to press, and letting it do a lot of damage is the most boring solution, it’s just wasted. It needs something, an interaction with some spells or talents, make it give a bleed or dot, just something.

Flamefang Pitch: Static AOE ground spells are just a generally bad idea, unless they are so minor with such a short cooldown that the mobs moving out of it part doesn’t hurt too much, but on Flamefang with a 1 minute recharge is just really not a good idea. Simple solution though, since we are explosion fanatics: make it a Molotov cocktail kinda thing. You throw it with the targetting reticle and it leaves a fire damage debuff. I know that makes it pretty much a bigger and meatier WFBomb, but I’d still take that over the ground effect. Wildfire Imbuement also would benefit from it doing AOE damage, else it becomes a ST increase hidden behind 3 AOE buffing talents. (The spell effect for that talent looks really sick though!!)

In conclusion: to me the spec feels stripped of things that added to the fun and feel of the spec, and (some) of the new additions like Hatchet Toss doing nothing, and Flamefang being clunky are not fixing the holes left behind by the pruned talents and abilities.

SV Hunter:

I’m more confused about Survival than ever. The point of the remake was to make the spec feel more like Rexxar, a rugged, beast-synergizing hunter who thrives in the wild. But instead, we’ve ended up with tinker-style abilities: Bombs, mines and guns.

Rexxar didn’t throw Wildfire Bombs or carry a Boomstick. he used traps, beasts and raw survival instincts. So why is the survival Hunter community being handed gadgets and explosives when the fantasy has always been about traps, stings and beast synergy?

Remove:

  • Wildfire Bombs
  • Boomstick

Add:

  • Immolation trap AoE
  • Explosive Trap SingleTarget
  • Wyvern Sting (Yes a sting, not a shotgun. We are hunters, not engineers!!)

The Talent tree should revolve around traps, stings and beast interaction and not bombs and gadgets. Right now, Survival feels more like a Tinker with a Pet than a true Hunter.

2 Likes

How i would like to see it.

Bombs to Caltrops. (Add tar trap effect through talent).

Kill shot to Hatchet Toss. (Same effect, different visual).

Boomstick to fury of the eagle(can be a more slashing animation for the DW for melee ranged or you sent out a group of actual eagles from ranged.)

Takedown needs a longer ranged.

Flamefang Pitch to Snake Trap.( Aoe cluster of snakes form under the enemy dealing damage, chance to apply stacks of serpent sting if talented).

If Terms of Engagement cant come back than at least add a talent that reduces Harpoons cd for every enemy killed.

1 Like

SV feedback

i think the way survival is now is a lost cause.

imo they should make more focus on beasts, traps and stings/poisens

wildfire bomb should be replaced by the caltrops from legion! do bleed dmg and slow

flamfang pitch should be replaced by a snake trap that releases snakes and puts a poisen on everthing in the radius

boomstick should be removed and/or replaced (either with a serpentsting volley or fury of the eagle type move)

hachet toss should be replaced by the triple axe move we had in legion and each time it does dmg it stacks tip of the spear or could ampliefy the dmg of its self each hit

some other traps they could use explosive trap, immolation trap, steel trap there is alot you could do!

save all the boomstick booms and explosives for a tinker class and make survival more of a beast/trap type spec