Marksman Hunter needs to be addressed

I play many classes, but I mainly main Rogue. I have two Rogues sitting at 2.4k+ rating in Solo Shuffle. Overall, I don’t really have any complaints about class balance, except for Marksman Hunter, specifically in the Sentinel specialization.
Honestly, the game has stopped being fun because of this class. Every Solo Shuffle match has at least one Marksman Hunter, and quite often there are two. The class is over represented, and for a reason: it deals ridiculous burst damage in a fraction of a second.
Arenas have stopped being enjoyable, every match with a Marksman Hunter turns into pure stress, knowing that someone might get one-shot at any moment. I’ve talked to many players in the game during arenas, and everyone agrees that it’s just absurd. I think players sitting at 2.4k+ rating have at least some idea of how the game and its classes work.

I play at that rating myself and even have a Hunter and I can confidently say that this class is completely unbalanced. It breaks the overall balance of the game and puts way too much pressure on the entire team. The damage MM deals should be reduced by at least 30%, if not 40%, and spread out over multiple shots so there’s at least some time to react.
I’ve often witnessed Marksman Hunters one-shotting three players at once. The fact that the class is so overrepresented clearly shows something’s wrong.

I don’t know if Blizzard actually reads these forums, but if they care about the satisfaction of the player base as a whole, they really need to address this issue. The amount of damage an MM Hunter can deal within a single global is just way too high.

On top of that, their survivability is basically three walls plus Feign Death, and their mobility is insane, especially in Sentinel with the constant undispellable root effect. Either keep the mobility and nerf the damage, or keep the damage but tone down their survivability and mobility

5 Likes

Hunter as a class needs to be addressed.

Trap should share DR with intimidation. The silence shot should not exist. Scatter shot should not exist.

Pets should require active management, not just sticking it on someone to keep them in combat or they should be a lot easier to kill. If I don’t actively press something on someone as a priest, there’s no way for me to keep them in combat outside of shadowfiend, which is a 3 min cd, meanwhile hunters just go “lol just attack this person” and the pets perma stick on them.

Same goes for all pets. It should not be stick it on someone and forget about it.

If a hunter bm or dk unholy beats you because he perma left the pet on you, while he is dpsing another player, you deserve to lose.

Let us taunt pets, so they change targets….

1 Like

100% agreed. Constant 5-10m dmg crits… After ur deffensive are on cd u are dead.. Nothing u or ur healer can do. Every singel solo shuffle I started in 2k+ mmr and every lobby had mm hunter on it and u can only imagine what it feels like to go with green gear against full geared mm hunters.. My win/loss ratio never been so bad when starting season.

It’s about keeping someone in combat with no effort after just sticking a pet on someone. If you’re not actively managing it, it shouldn’t keep attacking. It’s tilting as hell in BGs when you can’t drink because some hunter or dk decided to send their pet on you and then they have an absurd amount of hp if no DPS helps to kill it, while they’re nowhere close to you.

This topic isn’t about BM Hunters, they’re fine, I guess. Sure, the spec is a bit silly, and pets do 90% of the damage, but that damage can be countered, is predictable, can be interrupted, and gives you time to react. Pets can be rooted, slowed or locked into a vortex, ring of frost etc… Getting out of combat is bugged for all classes. I don’t even try to go for a restealth, because 99% of the time I end up with my teammates dying while I spend 20+ seconds behind a pillar trying to drop combat, even if the pets aren’t attacking me. For all you rogues out there - don’t do that. It’s not worth it 99.9% of the time. The same goes for Blind+Sap combo. Blind-Sap should work, but often people stay in combat after 5 seconds, which is mind boggling. Sometimes I make it work if I Blind, Smoke Bomb, and then Sap before someone exits the bomb to engage in combat, but that’s a rare scenario - most of the time, they’re still in combat ;D

The problem with MM is the complete opposite: you have zero time to react, and the damage is instant. Those instant proc Aimed Shots from Explosive Shot can hit for 10 million damage. The long-cast Aimed Shot without a proc usually hits for 1–2 million, which is fine.

But when you combine Rapid Fire, Volley, Explosive Shot, instant Aimed Shot procs (x2), Scatter Shot, the auto-applied root effect from Sentinel that doesn’t require a global cooldown, Tar Trap, slow effect from concussive shot, ranged instant silence on a healer, that goes into stun and Ice Trap, Explosive Trap, Feign Death, two charges of Survival Instincts wall, Turtle, Roar of Sacrifice, and Disengage with its speed boost… it’s just too much.

I can handle playing Rogue against MM myself, but my teammates die instantly and that means I lose the game.

I’ve tried different playstyles against MM. Spreading my bleeds across all targets gives the MM too much freedom and makes it hard for me to connect when needed. Focusing only on the MM doesn’t apply enough pressure to the rest of the enemy team. As a Rogue, my teammates rely on my CC, but when I use it, it’s difficult to reconnect to the MM due to their mobility: auto roots, Scatter Shot, Explosive Trap, Disengage, etc. Even when I manage to connect after CC, they have so many defensive cooldowns that they can always use something on every go. Games rarely last more than three minutes, and if the MM dies, it’s usually because it’s another 1.8k exp player who climbed to 2.4k just because the spec is overpowered. In many matches, I’ve had to Blind the MM just to prevent my teammates from dying, which isn’t the case against other comps. But honestly, I barely see anything else lately - in my last 20+ queues, there were at least one or two MM Hunters in every single game.

Therefore, this needs to be addressed by Blizzard. I’m 100% sure it’s not just me – it’s mostly other classes that are complaining about it. Assassination Rogues, for example, aren’t easy to kill against MM if played correctly, but they have to work hard for their damage.

Before anyone claims that Assa Rogues are overpowered, consider this: it takes at least 10 globals to set up properly, not to mention the CC responsibilities and the effort required to stay connected to targets. You have to play for your entire team, track enemy burst cooldowns, track DRs, avoid making a single mistake, and still many classes or even your own teammates can remove bleeds and poisons. I play many classes and can assure you that rogues need to stay alert at all times.

It’s a high-skill spec, and I’m fine with that because skill should be rewarded. But MM Hunter is simply too easy to play and too effective in a highly competitive environment like arenas, given its current mechanics, abilities, and damage output. I even play MM Hunter myself, and it feels disgusting. I feel sorry when I play it. It’s dumb, awful, and overpowered. It doesn’t feel satisfying, it feels like I’m just trolling.

And lastly, I don’t understand Blizzard’s logic at all. It’s a multi-billion-dollar company owned by Microsoft, and PvP is an important part of WoW that brings in many players. Yet they kept Ret Paladin set bonuses bugged for so long - the damage was not reduced in PvP at all, so the DoT damage was insane. They eventually fixed it.

They also nerf things where it’s not really needed, like Enhancement Shamans. Or the recent Void Disci priest nerfs are laughable. As someone mentioned in another topic, if they address Hunters with some nerfs, it’s likely going to be Arcane Shot… yeah, it sounds stupid, but that’s very Blizzard-like. I wouldn’t be surprised if that turns out to be true.

The solution for MM Hunter is to significantly lower the bonus damage of Aimed Shot. I mean significantly, by around 50%. Let it hit for 5 million instead of 10-12 million. I will compare this with Destruction Warlocks and Chaos Bolt. Sure, they can hit hard, but their damage is more predictable, requires landing several globals before it can even be achieved, is a cast that can be avoided, can be countered or interrupted. Im fine with that because warlocks lack mobility. MM hunters have everything times two.

2 Likes

Hunter class need some prunes or reworks.

The only class that can burst , have survival cooldowns ( a lot) and it is so easy to play.

2 Likes

MM has the best mobility in game, which is a bigger problem than their damage. It’s too easy for them to escape and, still, win. A nerf to rapid fire solves the damage issues.

1 Like