Survival has a lot of problems.
For one, almost all of their AoE capability depends on TALENTS. Aka without Wildfire Infusion and Butchery(/Hydra’s Bite) you’re left with Carve which deals literally no damage (it’s there just to reduce WB CD), and Wildfire Bomb itself is one of the worst AoEs in game. I mean, it’s okay putting a CONE AOE on a ranged class. Putting a CONE AoE on a MELEE class’, especially one that starts from a MOB not PLAYER, is just ASKING to miss majority of the mob in front of you.
In addition, a lot of TALENTS feel like a must-have choice to even complete the spec (like Alpha Predator being mandatory until you reach uncanny amounts of haste or you end up with no focus and unable to get any for couple of seconds every once in a while).
Then there’s the 4th talent row which has the superb Bloodseeker, while the Steel Trap and A Murder of Crows do not even approach Bloodseeker’s value in single target combat, let alone for AoE. It’s just all around bad talent design. Same with Chakram - it’s a DPS loss compared to the other two talents in that row no matter the situation, and it doesn’t even LOOK good.
Some suggestions:
1st tier (flavor):
Viper’s Venom - change it from 3 PPM at 250% dmg to 4 PPM at 200% dmg so the focus saving on refreshing Serpent Sting is more noticable
Terms of Engagement - turned baseline, replaced with
Strikethrough - Replaces Kill Command with Strikethrough, which 2 charges and 40% more damage than Kill Command and is used by YOU instead of your pet (so that YOU can generate focus regardless of pet - so you don’t get locked USELESS by pet being feared or the extremely annoying NO PATH AVAILABLE error). The downside being that YOU have to be in range (while pet could be commanded to do it from considerable range)
Alpha Predator - 2 charges of Kill Command should be baseline, instead increase the KC damage from +30% to +50%
2nd tier (AoE):
Guerilla Tactics - 2 charges of Wildfire Bomb should be baseline (and explode in radius, not a cone). Change it to ‘up to 300% increased damage based on distance traveled’ so the talent compensates for lack of autoattacks during the time you have to be away from the boss (also to encourage opening fights with Wildfire Bomb -> Harpoon to gap close for a more ‘dynamic’ feel)
Hydra’s Bite - one of the better talents, good AoE, somewhat decent single target increase, no change needed
Butchery - turned baseline, replaced with
Chakram - throws a chakram for 15 Focus on 12 sec CD with 100% bonus damage to main target that bounces between enemies (like DH’s Glaive Throw). Hitting 3 or more targets refunds half the cooldown
3rd tier (utility):
Camouflage and Natural Mending - no changes
Trailblazer - turned baseline for SV spec and replaced with
Wild Pact - doubles the passive effect of your pet type.
4th tier (general throughput):
Bloodseeker - no change
Birds of Prey - moving to this tier to replace Steel Trap
A Murder of Crows - same old, but while the DoT is active, you and your pet deal 15% more damage to the target (as the DoT damage alone is too weak)
5th tier (movement):
Born to be Wild - made baseline and replaced with
Flanking Strike - same as now but focus generation replaced with 1sec Stun (purely a charge-type skill)
Posthaste - also reverts the direction to jump forward (jumping backwards as survival never made much sense)
Binding Shot - made baseline and replaced with
Acrobatics - while airborne, damage taken reduced by up to 100% (while airborne using Disengage or Harpoon you ignore 100% dmg, random number between 10 and 25% while otherwise airborne - falling, jumping, gliding on glider, fly mounted, etc)
6th tier (extra damage):
Tip of the Spear - no change
Mongoose Bite - old functionality made baseline, now 10% chance for Raptor Strike to hit an extra time (this extra Raptor is a guaranteed crit)
Take Down - Kill Command had deals 150% extra damage on targets above 80% HP or below 20% HP. This effect can only happen twice in 10 seconds
7th tier (open for experimentation):
Wildfire Infusion - made baseline
entire tier needs new abilities - possibly taken from current Azerite Gear - like Wildfire Cluster, Latent Poison and Dire Consequences
I put this together in like 2 hours just thinking about the lack of mechanics in Hunter’s playstyle…
I mean, really. As a hunter, you have grand total of 5 abilities and you use only 4 of them regularly. Kill Command is only for focus generation and doesn’t interact with anything. Serpent Sting as a DoT and it doesn’t interact with anything, Raptor Strike as a focus spender that doesn’t interact with anything. Literally the only things that interact in BASE survival spec are Carve reducing CD of Wildfire Bomb. That’s it. SV NEEDS, desperately, about half their talents as baseline just to fill the eternal boredom of it’s base. You have no procs, no changes… just one static rotation all over again.
In addition, the talent tree was put together very weirdly with abilities all over the place instead of grouped together in tiers by their nature.
I’m not saying this thing I wrote here is without faults, but it would surely still be better (and more engaging) than what we have now.