I’ve played hunter since the beginning and played through the class changes on every xpack since then. It’s been my main in classic, TBC, then dropped untill MOP, and kept as an alt some expansions. However, the class has always been tried out at every expansion start. There is something about this class I think is forgotten.
And now a second time when I got to play this class again like it was, the feeling is even more so. I have some suggestions on how to bring back what made me like this class in the beginning.
In the beginning you basically have 2 buttons to click; multishoot and aimedshoot. You time them between auto-attacks or can use addons/macro’s to do it for you - and they had long CD’s.
It’s not a playstyle I think is very hard to maxemize, but as we all know in gaming: Nerds always find a way!
With a long AA-time on your ranged weapon, you could be creative. Those that wanted to push their dps harder, could play a melee-weaving playstyle to increase the output.
If your not familiar with what that is, you do your hunter range-rotations, then when during the wait for next auto attack; run into melee range and swing a slow wpn at the target, then run back out. This was retired already in TBC when you got the introduction of steadyshoot to fill the “wait” in range instead.
Now why would I bring that up? My suggestion isn’t to reintroduce melee-weaving as a thing, but it reminds of a time when you had to aspect dance on boss fights. Or even in pvp. It’s kind of odd, but the “dead-zone” is something I like. The need to swap aspects when in melee and range is engaging. It gives the players more to think about and be creative in. Even if the melee-weaving was gone in TBC, you still had to pay attention to range and aspects to move out of danger. What aspect reduces my incoming melee hit and dps output.
Not a plain buff-and-forget that’s now been here since Cata.
What I suggest; is introduce melee weapons and dead-zone for hunters. I’d ideally want to see a aspect dance that also swapped your abilities with weapon swaps, ie swapping concussion shoot to wing clip - aimed to raptor - etc, mid-fight, and allowing the hunter to play in different style over a pvp battle and boss-phases.
I’d not say both dps outputs should be equal, but allowing the possibility of entering melee for a quick burst of dmg for a short time, then retreating to range for max dmg output sounds like fun to me. When you stack in deadzone on a bossfight in vanilla - you have to be creative to keep dpsing, or move wisely.
I suggest a defense CD that only works with melee weapons - ie have 100% parry like re-worked deterrance, when useing 1h swords, or transforms to a dodge when using 2h weapons, and both parry and dodge have different abilities to activate when you do them. Like initial mongoose bite and counterattack.
It would not be too hard to allow monks and warriors have similar stance dance abilities to allow such constumization. Warriors must have a shield in their old “range” spot and spell-reflect does dmg based on said shield armor?
As it is now, I seems like the class is rather stale… Please give feedback on what you think of my idea =)