[Suggestions] Levidian's Mega List

by Levidian! | 11/08/2008 03:10:04

Levidian!

Been taking notes, making observations, and just flat out brainstorming for a while now. The piece of paper I've been scratching on is full so its time to regurgitate that information to you.

1st a little background on my experience on a hunter. I've raided everything from UBRS>MC>BWL>AQ>Naxx>TBC up to M`uru, 100,000+ hks, R10 old world, and I've arena`d in every bracket above 2200 at one point in time or another. I'm pretty well rounded and experienced in everything this game has to offer so you can understand my suggestions are coming from someone that plays both sides of the game to their peaks.

My goal with this post is to give logical and balanced explanations to why I think these changes should take place and I hope I accomplished that goal. Happy reading.

Lets get started in no particular order.

<<TRAPS>>
Traps have been debated and changed multiple times over the years. Their strength has been affected by many changes from new class abilities, to item changes (trinkets), and their power was changed based off things like the TBC stamina hike.

My main gripe with traps is the cool down linking between every trap type. I'm not sure why this has endured as long as it has but it is most definitely out dated.

At first I was considering suggestions 3 categories of shared trap cool downs but it may have been too much.

I would suggest breaking traps into 2 categories control and damage.

Control traps
Frost
Freezing
Bear

Damage traps
Immolation
Explosive
Snake

The single trap placed rules would still apply but this would allow a hunter to drop a bear trap on 1 person and then lay a snake trap for example. Hunter traps are too limited by being completely shared which is part of the reason why immolation and explosive are almost never used(besides the fact that they are weak and don't scale for crap)

Explosive trap and immolation traps need some changes at the base regardless of whether or not they maintain the linked cool downs.

Immolation Trap: Immolation trap's damage is laughable at best especially in today's game. I would suggest scaling the damage up and giving it a CoA type effect where its damage ramps up as it's wearing off(as the flames grow) makes sense to me also the time it takes for the trap to run its effect should be decreased.

Lets shoot for a 3k damage total for the max rank version counting the effects of decently high end WotLK gear. Reduce the duration of the dot to 8 seconds.

4 ticks
450
650
850
1050

Explosive Trap: Besides the fact that the damage scaling has been and continues to be on the low side I feel explosive trap is a great contender for the "needs more" mind set. What happens to people that are caught in an explosion? Besides the physical harm one takes from a fire based explosive you can can on(if the person survives) some type of disorientation. A disorientation with a daze effect sounds like the ticket.
Initial explosive - 2seconds of disorientation with 4 seconds of daze timer starting from the intial blast -

At a minimum an explosive trap intial damage should be up in the 1000-1500 area with 200ish ticks for 8 seconds. We're talking 1800-2300 damage to someone that takes the intial blast + is in the radius for the entire duration.

So in the final iteration of the improved explosive trap 1000-1500 intial (scales to match those values due to the scaling of decently high end wrath gear)
200ish ticks 4 ticks 8 second radius burn duration.

<<BROKEN TALENTS>>
Spirit bond, Counter-Attack, and Wyvern Sting

I understand why the original spirit bond was nerfed but the version we were left with is laughable at best. Whenever someone asks me how to tell a bad hunter one of the things I tell them to look for is if they have spirit bond trained (its that bad compared to the other options).

Here is my suggestion for changing this talent to where it "might" actually be considered by anyone that knows better.

Spirit bond - 1/2 talent points
10% of the healing received by either the pet or the hunter is transferred to the other
20% of the healing received by either the pet or the hunter is transferred to the other

How it works - Hunter receives a 1000pt heal the pet would also receive a 100/200pt heal and the same would work for heals landing on the pet.

Counter attack is another talent that is ridiculously laughable for a 21 pt talent.

Basically this ability being only triggered off parries makes it took weak. Just let CA be activated by dodges or parries. This would allow the ability to trigger vs melee and it would keep us from being able to run up and CA/root casters at will.

Wyvern sting has been improved slightly since its implementation but it still is lacking especially for how deep of a talent it is.

My suggestion to bring wyvern up to par is this:

Remove the DoT effect on cure and replace it with a snare&mind numbing poison.
reduce the duration of the post sleep poison to 6 seconds but instead of damage have the poison snare the target at 50% and mind numb the target at 50%. It makes much more sense for one. When you wake up from sleeping you're groggy and confused (Think of when you wake someone up quickly that is in a deep sleepy. Wyvern is a poison induced sleep so you can count on it being extremely strong and deep even for its short duration when the person is cured or wakes they should take a moment to get up to speed and regain their concentration.

<PETS & RESILIENCE>
You guys (blizzard) seems convinced that resilience on pets is something that should not happen. This can be debatable but the effects of resilience on pets is something that is very easy to understand.

My suggestion would be to allow pets to have a resilience penetration based off the amount of resilience their masters carry. Here is how it would work.

Hunter with 350 resilience, target with 450 resilience 450-350pet penetration (based off his masters resilience) this means the pets attacks would only be diminished by the effects of 100 resilience in that scenario. This would give a Cheat Death nerf style resilience scaling to pets which would make it balanced. If a hunter stacks PvE gear to increase damage his pets damage would suffer. Just like how if a rogue increases dmg with PvE his survivability suffers.

<<INTIMIDATION>>
With Master's Call being able to be used by a stunned hunter (as confirmed by blue) I don't think its too much to ask for Intimidation to work under the same rule set. A incapacitated hunter should still be able to give both master's call and intimidation pet commands.

<<GLOBAL COOL DOWNS>>

There are a few abilities in the hunters arsenal that should be removed from the effects of the global cool down.

These are Flare, Misdirection, and Intimidation, and Aspects

Flare - This ability should be just as effective as a defensive reaction based ability as it is as an offensive ability. Basically with how many nerfs flare has received over the years compared to how many anti flare buffs rogues have received the abilities power level has fallen too low. GCD removed of Flare would be a good step to increasing its usefulness slightly while maintaining the direct and indirection nerfs like double flares(cd time), sap distance etc.

Misdirection - MD is an ability should both be able to be used quickly in a reactive manor (agro pulling tank assist as well as its more used role as a tank threat burst ability to start fights. MD off the GCD would allow a hunter to react more quickly to situations where fast agro gains can happen such as someone pulling agro in a 5 or 10 man.

Intimidation - Master's call is a pet command that isn't on the global and Intimidation should be the same way. Intimidation is already limited by enough to where it being on the global is just flat out too much limitation to its capability. The pet already has to be alive, be in melee range, and land an attack these are enough limitations to the talent GCD pushes it over the edge.

Aspects - Aspects being on the global cool down is far too clunky, Aspects are supposed to be reactive abilities, and due to being on the GCD they are too weak in regards to their intended purpose. Aspects should be treated like stances where they trigger GCDs on other aspects but are independent of the gcds of the other hunter abilities.

<<FOCUS COSTS>>
Basically no pet ability in the game should have a cost over 50 focus. This allows GFTT synergies during combat to allow for decent reaction times on the highest cost abilities which should be set at 50.
We shouldn't have to ever turn off abilities and let focus build up to 60-100 to use an ability. The stronger abilities are limited by their cool downs they shouldn't also be crippled by >50 focus costs.

<<DISENGAGE>>
The "escape melee debate"

In my opinion disengage is the most logical ability for a revamp considering it it almost completely ignored. For example I haven't used disengage since .... we'll I can't even remember EVER using it to any worth while effect.

Disengage should be a base movement ability for hunters to use that allows the HUNTER to modify his movement. None of this knock back X enemy X yards will work. We need at least 1 escape that can be used against multiple enemies(even if they get us back instantly with a death grip or whatever) we should have an ability that can give us that opportunity.

Disengage 45-60 second cool down.
This would be a melee attack the hunter uses on an opponent that would have no immediate effect on the hunters target but would allow the hunter to jump away from his target. Think of it like blink but backwards instead of forwards.
Limitations would be the hunter can NOT use this ability while stunned or rooted but it can be used while snared/dazed. This ability would allow a hunter to have some more movement during battle. The kings of the are
I'm here to blast this beta test with ridiculous amounts of logic.
You have been warned.

by Koraa | 14/08/2008 10:27:35

Koraa

Intimidation - We'd like to make this instant instead of relying on the pet's next attack.

Disengage - This is being changed in a future build. What it will do is cause the Hunter to jump back instantly 10-15ish yards to gain distance. 30 second cooldown.

Aspect of the Cheetah - The daze is there so Hunter's can't infinitely "kite" monsters or players. Sprints and movement speed bonuses is something we are very weary of giving the Hunter class.
Class Designer

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