The real problems with Hunters in SoD and other imbalances

As a hunter main I’d like to share my thoughts about the recent nerfs and other problems for Hunter in SoD.

The BM rune nerf, it’s cool, fair play, whatever. Our pets are still very strong now, and they’re only getting stronger with BM talents and pet stat scaling – crit chance, focus regen, Bestial Wrath.

The reason for this nerf is because people are getting ganked in the open world with Eyes of the Beast, and I understand your frustration. But in WSG? Dealing with pets is a cakewalk, there are plenty of CC spells to deal with them and if you bother to coordinate with your team it’s very easy to nuke the pets since they are easier to kill now and healers rarely heal them. PVE wise, warriors and rogues were stronger even before the nerf

Now, the compensation for the nerf? Not cool.

  1. Chimera Shot was never even strong to begin with, even at 125% damage.
  2. Explosive shot’s dmg is barely noticable. The problem with Explosive shot is being an AoE abillity. In classic WoW, single-target damage is far more important – trash mobs are a breeze, and there are not mythic+ keys to make AoE that important.

Pets aside, IMO the real problem is the sorry state of our runes and class abilities. Compared to other classes, our runes are lame.

I just want playing a hunter to be more fun. Most classes got exciting new runes and playstyles in SoD, but… we got the same old classic experience.

Serpent Sting and Arcane Shot’s damages are laughable, and Multi Shot, our only decent ability, costs too much mana. The class is screaming for a redesign. And I hope the new runes in next phases will fix this

In PvE, rogues and warriors still dominate, just like in classic.

Priests’ healing, even after a 20% nerf, is still busted.
Warlocks deal massive damage and are hard to kill.
On top for Rogues being the best of the best, they got even more busted with the runes including ranged damage and ranged stun… wow, and will continue to get even more busted with next phases.
Druid with Starsurge are insane.
And a single mage can solo WC and Stockades effortlessly in 10-15 minutes.

Does this seem balanced??

Next I’d like to ask why this is the case for stat scaling. I’m genuinely asking, not complaining. Why is the stat scaling for agility so different for all specs. Why do hunters get so little dodge% and crit% from agility?

This post is to highlight the Hunter’s issues and the unfairness in some nerfs compared to other overlooked imbalances. I’d really like to hear your opinion about this

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Likely because it’s a ranged class, in other words: it’s a question of balance.

Scaling is the way it is because at the time the developers did not have time to finalize all classes, and hunter was among one of them.

Hunters using mana, for example, is a consequence of that, as mana is meant to balance classes that can spam attacks or spells like casters yet everything a hunter does has a cooldown. They were meant to use focus but ran out of time.

Otherwise, I agree. They have to shift passive permanent damage to active damage for pets and the BM spec in particular not only so that the game is healthier but also because it’s boring being an auto-shot bot that uses multi shot every 10s.

I wrote a thread providing feedback and ideas that could help fixing the awful state of hunter runes, should you be interested: Feedback: shift passive damage from BM runes to active damage to balance pets - #5 by Zerezas-wild-growth

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A rune that transforms mana into focus or energy would have been entirely possible, it would indeed have required a little work but, seems to me that Blizzard is not poor, has the personnel and the tools for it.

But no, minimum effort for maximum profit is the policy now.

I want Disengage, wrath deterrence , Masters call. Aint No fun in Sod soon when all have Gap closer and the amount of new dots… Crit immunity from pet also much needed