Hello everyone,
I’d like to reach out to the dev team and ask for the hunter talent trees to be considered for a future rework.
Please note that I’m not asking for hunter buffs, but rather spec diversity and meaningful choices.
I have immensely enjoyed DF so far, but the one big disappointment for me have been the hunter talent trees, from inception to their current form. Here are the problems I see:
General tree:
- the most amount of multi-point talents of all classes. Such talents are underwhelming and limiting choice.
- the general tree is extremely cookie-cutter: as BM you always take the left side of the tree for double Kill command and Serrated shots due to the strong synergy with your spec overall, and Barbed shot bleed damage amplification. You can never take the Explosive Shot / Serpent sting nodes. As MM and SV - the opposite: you never take the left side of the tree due to extremely poor synergy with the specs.
- the choice nodes deep in the general tree are not truly choice nodes: you can never take Stampede or Barrage for any kind of content. Stampede is only taken by new players who do not realize how much better Chakram is; and Barrage is taken primarily by people who bot in order to mass pull mobs/farm old dungeons.
- SV cannot use Barrage / cannot extend Concussive shot with Steady shot due to having a melee weapon
- MM has no benefit to take Kill Command as it does not synergize with the spec at all, and is a huge DPS loss and no added utility, as Arcane shot does massively more damage for less focus
- The tree is overall very small as a total number of nodes and there isn’t much choice
- The end tree talents are not exciting - these are the former first/second row talents of the old talent trees - double Kill Command, Serpent sting spread, Explosive shot. It is strange the the pinnacle of the general tree are in fact the most basic talents you could spec into in previous expansions at level 15.
MM tree:
- enormous amount of mandatory talents just to get the spec working
- all the good talents are at the start of the tree - the end-tree talents are all very underwhelming
- Lone Wolf is awkwardly positioned and forces people to take it even if they don’t use it
- lack of fun abilities to take (especially after Double Tap removal) - Wailing Arrow is not fun and every time I tried this talent, I thought “I could have fired an Aimed shot instead”
- Rapid fire is considered optional, but it it mandatory and no spec works without it, ever. This means it is not a choice at all and there is no spec diversity
- overall, the least amount of choice and spec diversity. The last few points get you wondering where to put them as every choice feels bad
SV Tree:
- Mongoose bite is not a choice, there doesn’t exist a spec without it, therefore having both Raptor Strike and Mongoose Bite in the tree is redundant. Raptor strike will always be replaced. Effectively, you have one talent point less as SV due to this.
- Huge amount of multi-point talents for things that are usually 1-point talents in other class trees. The overwhelming amount of talents in the SV tree are 2-pointers and increase some ability’s damage by x% and 2 * x%.
- Very underwhelming end-tree talents (Deadly duo, Ruthless Marauder). Effectively, SV has one end-tree talent node, and it is the Birds of Prey/Bombardier choice node.
- All AOE talent choices are underwhelming/clunky/uninteresting. There isn’t a good reason to have both Carve and Butchery in the game, Fury of the Eagle needs a lot of talent points invested to become usable.
- the whole theme of “Kill Command resets itself” requires a lot of talents points in many parts of the tree to get going, for very little benefit.
- Overall - very little spec diversity again
BM Tree:
- Again, very cookie-cutter, a lot of mandatory talents (having 2 pets instead of one is not really a choice, etc…)
- many 3-point talents compared to other classes
- many talent points must be spent to give you AOE
- the right side of the tree, and the Cobra shot theme as a whole, are underwhelming
- the best of all 4 hunter trees comparatively, but still very limited in terms of choice.
Please forward my feedback to the dev team. I think the hunter talent trees are a prime candidate for a rework. Some talent trees that were already good and allowed for a lot of build diversity (shaman, DK, rogue) got improved in great ways (mandatory talents became baseline for example), so hopefully the same could be done for the hunter ones.
BR