Hunters need some love(design)

Not in my case. I have a lot of fun with the chimera shot + flanking strike, and it is nothing like an old 25lvl hunter. I tried more variations (which was fun too), but this suits me best.

Yea this Phase would be to much, but i do Hope later on

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I am having fun too, but if you except the chimera disarm thing, there is realy nothing new. The only 2 new things is chimera shot aka improved arcane shot and flanking strike which doesn’t realy add anything to the playstyle since the passive effect is impossible to capitalize and you just macro it with raptor strike.
What do you feel is diferent from the old 25 lvl hunter?

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Seems like I’m the only one amped up about hunters not getting a tanking rune.

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I am using mongoose with raptor strike macro, not flanking. I don’t know what more you wanna explain. You have another shot (which can disarm), and it is very fun if someone desperately trying to reach you, and when he finally does, you crash him as melee in second (if you get second flanking, it is even more crazy burst). Did you expect you will cast fireballs or something? Try level 25 on era and tell me if it is the same. If you are speaking about you have to still shoot some shots and punch people in the face, so yes, this part is, thank God, the same.

Hunter best runes are just stat buffs. There are cool runes that were added but are bad compared to other runes besides few scenarions. Hunters are aight but compared to other classes I played (Paladin, Rogue)… they feel a lot more fun and refreshing compared to vanilla vs sod.

You have to play what is fun not what is best. That is whole point of this game.

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Ohno, 100%.

I preferably will pick my rogue or paladin over hunter. I mostly raid log with the Hunter.
Right now it is not easy to find a raid as a hunter as you only need 1 (maybe 2 if physical damage is lacking) Mostly for pure DPS and heart of the lion. Also the fact Hunter is extremely popular there is a lot of competition.

So I might be forced just to look for raid groups for 2x-3x time instead of actually playing and enjoying the game.

You can try tank dungeons. It is something. But no I do not have a tiny desire to tank a raid as a hunter. I think very little people do. I will try maybe more melee if they will put more runes. But tanking … hell no. But would be interesting see how it would work.

You are right. But I love vanilla hunter the most of all the versions I played. So this suits me well too, and I have great fun in WPVP (no BM or that OP thunder snake, just MM and good old boar). I am raiding with my friend, who is feral, so he gets me everywhere :D.

For OP: Actually, that “Improved Aspect of the Monkey” sounds very cool. Aimshot would be replaced by something like Slam with long cast and a huge DMG. It sounds like a lot of fun. Good one OP. We will see what we will get next phase.

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So let’s make the only ranged physical dps in game, a melee physical dps.
How about we accept the class as an archer archetype and allow aimed shot to actually do some damage?
Why can warlock, with all the survivability and CC at his disposal, trow 1200+ damage chaosbolt but hunter can’t even reach half of that damage with aimed shot?

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All classes are intended to feel overpowered (OP), with varying degrees of strength. Balance is not a priority, as it aligns with the Classic experience. Nevertheless, as a hunter, I desire greater flexibility in selecting my runes. Other classes appear to have more viable choices, while the runes meant to enhance the gaming experience for us often introduce gimmicks or reduce flexibility. This is what I’m looking for. I want to be able to use all my runes not only 4 viable options out of 12.

Tbh priests hasnt changed that much either. A bunch of QoL healing changes. And maybe shadow becomes viable. But priests didnt get a new role or anything. Playing priest feels more like playing Tbc priest than anything else. Not that I complain because I love tbc priest. But really gameplay wise, almost nothing changed at its core. And I dont think it will.

In 6 months from now I can guarntee that priests will feel the most similiar to all vanilla classes at its core gameplay.

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Yeah I can only comment on classes I know well enough but my shadow priest didn’t feel very dissimilar from the usual one. An extra dot, penance cause why not, less Pain I gotta throw around and a mind sear that absolutely destroys my mana reserves.

Another one is druid runes. For the most part it is just a +. Like you enjoy playing kitty? Cool, here’s kitty+. You like bear? Here’s bear+.

It seems like their imagination with crazy ideas ran dry really quickly with SoD.

The more I level up alts the more it feels like it was just slapped together very hastily with very little thought put into some classes and their specs, runes, synergies and how well it’d work in different pieces of content and how valid those runes would be.

Problem is, we’re giving them feedback and they’re barely adjusting anything. So what does this tell of future phases for all classes? If you enjoy playing kitty then okay cool you got more kitty and you’ll probably get even more kitty as the phases go on. But the selling point was discovery and seeing future expansion pack runes sloppily copy pasted in is not what I was expecting with this.

[edit]

In my eyes how the runes should work is like this, of course this is a complete and total overhaul so it’s too late for that. maybe Season Of Discovery 2 in a year from now. But anyway.

Chest
It should be the base template for your build going forward. A laundry list of changes to your character that alters what it means to play it. For Hunter the MM rune would change Arcane Shot to give a little +10% damage increase to any magic damage you deal to the target and Disengage would propel you backwards. For BM it would change Arcane Shot into Disrupt Command and Multi-Shot into Sweep Command which is an attack that interupts and a melee aoe cone that the pet performs. For melee it would change Disengage so it propels you backwards. Multi-Shot to Carve and finally Arcane Shot into Arcane Hook (that basically just acts like Retails Harpoon) so you can jump back, apply a sting then hook back in. Finally the last one would be the tanking rune for the pet that would do tank stuff. Along with these some passives that help set them apart.

Legs
Leg runes would offer a passive bonus to something in your toolset that could synergize but it should be fairly open so it can be useful regardless of the Chest you have. However, all Leg runes should come with a utility ability that your class does not possess. No damage abilities at all, that way there isn’t a meta that doesn’t involve you getting a new utility ability.

Gloves
Finally, gloves would be just active combat ability runes. Some would synergize better than others with the chest runes.

That way there would be no confusion about it. The chest rune WILL define your build and it WILL differentiate you from the classic experience as it would alter existing abilities into completely new abilities, changing your rotation completely.

But woulda coulda shoulda. DOesn’t really matter at this point. We’re stuck with these runes that they can’t even course correct after a month of tuning and hotfixes. :roll_eyes:

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exactly my idea. But only 3 runes for P1

Chest - spec rune
For hunters for examle:
Ranger Mastery - Arcane shot scales with yout attack or spell power, and mana cost of all shots is regudes by 30-50% + serpent sting can now crit

Melee Mastery - 1 agi = 2 melee atp, Mongoose can be use on CD and is AOE, Serpent sting can be used without any range restrictions and mana cost + serpent sting can now crit

Beast Mastery - Arcane shot increase your pets dmg by 4-5% and focus regen by 10% stactking up to 5x = no insane bursts from PETs in pvp but build up for PvE
Pet inherits more of your stats - even hit and crit

Legs - utility
Deterence - shorter CD + passive buffs to reduce dmg, crit chance
Ranger - cast time of Aimed shot i reduced by 50% and its change to hit is increased?
Bestial speed - All Pet how have DASH ability - 5s by 50% 10s CD and Hunter passive movement speed is increased by 10%

Gloves - dmg ability
Arcane wrath - Arcane shot deal +10% dmg and 50% of its DMG is 8y AOE
Heavy swings - Mongoose bite and Counterattack scales with your ATP - fire traps can be use in combat
Bestial madness - Multi shot cause yout pet to deal AOE DMG for 2s and each Multishot Hit regen 10 focus

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this.

the runes for hunters are terrible. playstylewise, it plays exactly like vanilla.
heart of the lion is a pigdeonhole, and at 40 it will get worse with MM tree. then its trueshot aura as well, so the second viable spec, BM, will be a memory.
kings+50ap is too good for melee.

survtree could synergize with lonewolf, if lonewolf (which somehow got nerfed in the first round of nerfs) back to 25% and a leap abillity was added to it.

only way it gets useful.

sniper training should be a buff with 7-10 sec duration indeed.

explo and chimera sharing handslot makes no sense when there are two shot, and they have different purposes, one is single target one is aoe. we kinda use both as a ranged class. we rarely aoe only? we arent mages, and we dont have cc. we also dont have FD atm, so we cant just swap gloves.

hunter is a ranged class. for all those who want to melee or melee weave, make a rogue or warrior.

the problem with MM is aimed shot. its too weak. for a 3 sec cast, it does on average barely over 100 dps with the best gear. u may crit 600+ and think “wow, almost like a warriors devestate crit!” and feel good about it. but u have around 25% crit, and the rest of the casts are noncrits. so do teh math. its around 100 dps. it needs a buff, or another filler (which was what explo shot was supposed to be there)

i dont care abt pvp, but ive seen what the pet, espess WS can do, and its not fair. it needs prob more nerfs. expect BM tree to be dead nxt phase, tuned for 25, at 40. thats how the devs roll. they have no idea how hunter works.

prediction: MM only in PvE. probably in good gear, PVP as well. Midrange dps, stuck with aimed shot as a brick in the cycle, and some melee stupidity new attack that makes more sense on a melee-class.

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