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[Feedback] Hunter Concerns, Civil Edition
Okay, lets try and do this as cordially as possible. If you want to post inflammatory, derogatory or offensive comments, or if you want to insult the Blues, do it in another thread. Maybe this one can stay constructive hunters talking about issues. (Chances of success 0.01%)

/cast Basic Campfire

Alright. The hunter community, or at least a very staggering percentage of us, feel like there is a huge disconnect between what we feel is fair and what you, as the developers, feel is fair. To say that its a chasm is a gigantic understatement. Its Un'goro Crater. Its Sholazar Basin. So maybe we can meet in the middle somewhere and have some discussion, not just disagreements, about the things that bother us.

This is a long list, so get some Deviate Delights and chill. We're keeping this civil.

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Haste & Gear disconnects -

Much of the gear that's being dangled in front of us has a hefty supply of haste just loaded all over it. And those number crunching members of the Mail wearing community are a bit... concerned. Notice that I suggest its the Mail wearing community, because Enhancement Shaman seem to share our confusion about all this haste.

If this is a deliberate thing to make everything beyond t7+ gear look more appealing, then we'd pretty much just like you guys to come out and say it. As it is, we're being shown item with haste after item with haste and then turning around to show you some math that suggests that, unlike rogues and warriors, haste affects a very minimal portion of our damage output. It would be like putting strength on our gear. Yeah, it does something, but it doesn't do anything we want. Long story short, the community is bothered that our gear is loaded with a stat that doesn't affect enough of our damage.

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The pesky dodge issue -

Okay, I'm sure you guys are tired of it, but I'm trying to make our concerns into cohesive, concise little snippets instead of aggressive posts accusing you of stealing all our kittens. We know you did it.

You guys came out and said, paraphrasing, "You have lower dodge because you will have more agility than everyone else." Okay, we follow what you're saying, but we question the logic in that from a lot of angles. A tanking class is not penalized in how many hitpoints they get from stamina because they are going to have a lot of that. Other casters aren't penalized because they are going to have a lot of intellect or a lot of spirit. Rogues don't get less benefit from hit and crit even though they are going to be nearly bleeding those stats. So its a little bothersome that one of our few defensive methods (oh, I'll get to you) starts at a negative and we get the least gain per agility.

We aren't asking to get more dodge to agility than everyone, but, I guess we all feel its unfair that we get such a huge penalty to our defense because "we're going to have agility."

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Defense, or lack there of -

I am not alone when I say that the hunter class feels like it has less defense when compared to other classes. So I'm going to break down our biggest threats and our tools, with emphasis on what is good and what is bad about them. I'm trying to be objective.

Concern: Once a hunter is in melee, his combat effectiveness is very low due to dead zone, weak melee abilities and insufficient ways to get back to range. To be sure we have a number of options, but many do not work well enough. Our snares are weak compared to those of the melee classes, so escape is next to impossible.

    Tools to deal: Wing Clip, Disengage, Frost Trap, Deterrance, Freezing Trap, Master's Call, Scatter (with spec), Intimidation (with spec).

    Wing Clip as a snare is very weak. Not only is it weaker than those of the melee classes, but it costs far and away too much to cast. Its still mandatory, but it is not effective enough.

    Disengage, if it works properly and is off the GCD is probably your best bet to escape. If it were on the GCD, its going to be very hard to juggle while trying to do everything else we're trying to do. As is, it is not removing snares and sometimes only throwing us a few feet due to a snare.

    Master's Call would be the next choice, but its mostly not working, and we understand that's a bug. Problem is, if it doesn't ship fixed, we're going to be in a very bad spot for the arena season 5 which is a big deal to a lot of people. We've been in a bad state for 4 previous, as you already know. That bugs us.

    Frost Trap is probably the next best choice to escape, once it arms, which is feeling a lot better than it used to, but still has a horribly low arming radius. This is a problem with all traps, and I'll get to that later.

    Deterrance gives you a bit more chance to survive the assault of the pesky rogue, but does nothing to recover from the problem, being stuck here.

    Freezing Trap's arming time feels good, but again the radius feels too small, and is easily dispelled long before our snares are expiring. As these still break on damage, its like trying to trap someone in a silk web, which is actually probably more effective than our giant blocks of ice.

    Scatter Shot is only this low because its not fair to assume everyone has it (though we *all* feel it should be baseline). It works wonders. Too bad it costs talent points.

    Intimidation, again, is low on the list because its spec dependent. A short duration stun, if the pet is near (or alive), is a great way to escape. Too bad it costs talent points.


Concern: Hunter class has no way to mitigate damage from a magic source.

    Tools to deal: Run into melee and trap the offending magic user. Yeah, that's it. Or use a pillar. No seriously. You can see why we're a little miffed here.


Concern: Hunter class has no untalented interrupt.

    Tools to deal: Beast Mastery hunters get Intimidation, Survival hunters have Scatter and Marksmanship get Silencing Shot. Doubling up the reasons to use Intimidation (to escape melee and to silence a caster) leaves this spell on cooldown very often when we need it most. Scatter is very often used in the same fashion, leaving it on cooldown when it would be needed most. Silencing shot's cooldown is a bit too long. Either way, our only interrupts are talented, and we find that to be kind of a problem.


Concern: The hunter pet is literally a paper plate.

    Tools to deal: Mend pet and pray. I'm sad to say that I just don't think my pet under any circumstance is very durable. We've expressed our concerns and we understand you guys are trying to do something. We just seem to disagree about what that something is.


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Not yet in -
We've had a lot of attention this expansion, and a lot of other classes are bothered that we get all the Blue love. However, the community is pretty upset that, once again, we're getting a bunch of "we'll take care of that after the expansion ships" replies. We're green with envy that a new class is going to ship more complete. I mean, yeah, we're upset about that. Things like the bugs with our escape abilities, things like Trap Mastery being NYI until after the product goes retail, things like Aspect of the Viper being active only regen... we're just a bit concerned that we're the stepchildren in this relationship, again.

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Mana regen & mana cost -

Not a single hunter I've talked to, to date, has spoken positively about the Aspect of the Viper change. We feel its going to really hurt us in arenas. We feel its really going to hurt our raid DPS. And its active regen. If we're on the move, if we're unable to shoot our target (which is a very common problem), we're stuck with our mana the way it is. All the other casters have the stats to support regeneration when they are on the move, not casting.

As cost of spells goes up, we're left in the cold feeling like we get very little value from Intellect compared to everyone else, and that we're going to be switching into 50% damage penalty mode far too often. Here is an example of what Intellect means to hunters vs. the other casters. Its a little lopsided

To a hunter, WITH Careful Aim:
    1 Int = 15 mana, 1 ap


To any other caster:
    1 Int = 15 mana, increased crit chance, increased regeneration


Some casters get more than that, whether it is more mana or more regeneration, or even more spellpower. We sort of feel like its just not as valuable as it should be too us. It used to affect Aspect of the Viper, but that connection is gone now.

So we have these expensive spells, and we have these smaller mana bars, while we get very little from intellect, when it comes time to regenerate that mana. For any fight above about 3 minutes, hunters are going to have to switch to a 50% penalty on damage output. That penalty is staggeringly close to the 75% penalty from Resurecction Sickness, and testing shows we'll be headed to AoTV a lot, to the tune of spending 20-30% of our fight with that penalty. We're a bit bothered. Maybe we can find some middle ground here.

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I'm sure I could keep going, but this is where I sign off (for now) and let some other hunters write what they think. I'm sure I forgot something, or that I've missed someone's big problem. Just try and keep it civil and maybe we can get some responses, or at least let the designers and managers know that we're not happy about what we've been handed.

That's my 2 cents.

[ Post edited by Skagul ]

Avatar of Skagul
Skagul
Re: [Feedback] Hunter Concerns, Civil Edition

Q u o t e:
/cast Basic Campfire


/cast s'more
/cast coffee cup
/cast gin


Q u o t e:
Haste & Gear disconnects -

Much of the gear that's being dangled in front of us has a hefty supply of haste just loaded all over it. And those number crunching members of the Mail wearing community are a bit... concerned. Notice that I suggest its the Mail wearing community, because Enhancement Shaman seem to share our confusion about all this haste.


We do put a lot of haste on gear. Part of that is because we don't have a huge canvas to work with. We can't put a ton of Strength and Spirit on hunter gear. Also, keep in mind that we aren't trying to make the best possible gear for you. We want you to toss out less optimal pieces for more optimal pieces. Finally, keep in mind that gear is one of the things we use to let players demonstrate mastery of the game. Making the decision of whether that new ring or belt is an upgrade should require a little bit of thought. That's what makes it interesting. But I will bring up the issue of haste and we can talk it over again.


Q u o t e:
The pesky dodge issue -

Okay, I'm sure you guys are tired of it, but I'm trying to make our concerns into cohesive, concise little snippets instead of aggressive posts accusing you of stealing all our kittens. We know you did it.

You guys came out and said, paraphrasing, "You have lower dodge because you will have more agility than everyone else." Okay, we follow what you're saying, but we question the logic in that from a lot of angles. A tanking class is not penalized in how many hitpoints they get from stamina because they are going to have a lot of that. Other casters aren't penalized because they are going to have a lot of intellect or a lot of spirit. Rogues don't get less benefit from hit and crit even though they are going to be nearly bleeding those stats. So its a little bothersome that one of our few defensive methods (oh, I'll get to you) starts at a negative and we get the least gain per agility.

We aren't asking to get more dodge to agility than everyone, but, I guess we all feel its unfair that we get such a huge penalty to our defense because "we're going to have agility."


I seem to be having trouble coming up with a way to explain it that makes sense to you. We don't want you to have as much dodge as a rogue or a druid or a tank. If you have great offense and great defense then we're not sure how to balance you. We want you to run away when someone gets close, not stand and take the hits. Mages Blink or Ice Block or Frost Nova to get away from melee. We gave hunters Disengage to try to do the same thing. Note that we don't want it to be an automatic get of jail free card -- sometimes we want the melee to kill you. Maybe they still kill you too much, but it's hard for us to tell if that's a hunter failing or Retadins and Unholy DKs doing too much burst damage. Hunters without LOS issues seem to be able to kill stuff just fine, so it may be that is your Arena weakness and not melee getting up in your stuff.


Q u o t e:
---
Defense, or lack there of -

I am not alone when I say that the hunter class feels like it has less defense when compared to other classes. So I'm going to break down our biggest threats and our tools, with emphasis on what is good and what is bad about them. I'm trying to be objective.

Concern: Once a hunter is in melee, his combat effectiveness is very low due to dead zone, weak melee abilities and insufficient ways to get back to range. To be sure we have a number of options, but many do not work well enough. Our snares are weak compared to those of the melee classes, so escape is next to impossible.


Yeah, like I said above, some ability to escape is good. A very, very reliable way to escape is frustrating for people on the other end. When melee reach ranged units they need to be able to do some damage.


Q u o t e:
Tools to deal: Wing Clip, Disengage, Frost Trap, Deterrance, Freezing Trap, Master's Call, Scatter (with spec), Intimidation (with spec).

Wing Clip as a snare is very weak. Not only is it weaker than those of the melee classes, but it costs far and away too much to cast. Its still mandatory, but it is not effective enough.


It's still a 50% snare, right? The duration is shorter than Hamstring, but is duration really what's killing you? It's possible it's too expensive. We can look at that.


Q u o t e:
Disengage, if it works properly and is off the GCD is probably your best bet to escape. If it were on the GCD, its going to be very hard to juggle while trying to do everything else we're trying to do. As is, it is not removing snares and sometimes only throwing us a few feet due to a snare.


Disengage isn't supposed to remove snares. We do want it to move you the same distance whether snared or not, but that takes new code, so it will take a little while. We did recently lower the mana cost from 14% (I think) to 5%. It is off the GCD now.


Q u o t e:
Freezing Trap's arming time feels good, but again the radius feels too small, and is easily dispelled long before our snares are expiring. As these still break on damage, its like trying to trap someone in a silk web, which is actually probably more effective than our giant blocks of ice.


Are you talking about breaking on damage the way it works on Live or the way it briefly worked on beta? The beta way is the future. We just need Fluffy to grow a brain first and not break it.


Q u o t e:
Scatter Shot is only this low because its not fair to assume everyone has it (though we *all* feel it should be baseline). It works wonders. Too bad it costs talent points.


We talk a lot about making it baseline, but it's also a very attractive talent in one particular spec. It's hard to argue that hunters of all classes (except maybe rogues) need more CC.


Q u o t e:
Intimidation, again, is low on the list because its spec dependent. A short duration stun, if the pet is near (or alive), is a great way to escape. Too bad it costs talent points.


But talents are supposed to be a choice. Particularly in PvP, you should be able to make the decision of wanting more damage or wanting utility talents. I realize in PvE it's harder because such a premium is placed on damage and many of those abilities don't work.



Q u o t e:
Not yet in -
We've had a lot of attention this expansion, and a lot of other classes are bothered that we get all the Blue love. However, the community is pretty upset that, once again, we're getting a bunch of "we'll take care of that after the expansion ships" replies. We're green with envy that a new class is going to ship more complete. I mean, yeah, we're upset about that. Things like the bugs with our escape abilities, things like Trap Mastery being NYI until after the product goes retail, things like Aspect of the Viper being active only regen... we're just a bit concerned that we're the stepchildren in this relationship, again.


We have spent a *ton* of time on hunters. There is no question hunters had the most developer time. I realize a lot of that was spent on pets and that hardcore or PvP-focused hunters might have traded that in a heartbeat for more PvP survivability. But many wouldn't and we have to be very careful not to forsake our gigantic core audience and just cater to the hardcore -- that is how many games fail. :(

You're going to get bugs in a game of this size. When you consider class, mob and quests, the number of spells alone in WoW is easily in the tens of thousands. I don't exaggerate. When we're in rapid iteration mode, it makes more sense to focus on whether the ability can work than whether the ability does work right now. I also don't think it makes sense in a game of this size that evolves this quickly to pretend we can get everything "just right" at any particular point in time. The game will just keep evolving right on through that. It's like the old cliche -- this is a journey, not a destination. The saying they use around the office is that working on WoW is like working on a train that never bothers to stop at its stations. You just keep going and going.


Q u o t e:
Mana regen & mana cost -

Not a single hunter I've talked to, to date, has spoken positively about the Aspect of the Viper change. We feel its going to really hurt us in arenas. We feel its really going to hurt our raid DPS. And its active regen. If we're on the move, if we're unable to shoot our target (which is a very common problem), we're stuck with our mana the way it is. All the other casters have the stats to support regeneration when they are on the move, not casting.


We like the design of Viper overall. It's cooler to have to shift your strategy to regen without actually interrupting your ability to deal damage. (Maybe it fits the mage class better to go hide in a corner and build up mana again.) I think Viper works fine for PvE. But I do think it presents a problem in PvP when hunters just can't get their mana back. We're talking a lot about to fix this, but I am going to be very hesitant to promise anything because this forum tends to get pretty upset when we change our minds or otherwise don't deliver. :)
Avatar of Ghostcrawler
Ghostcrawler
Re: [Feedback] Hunter Concerns, Civil Edition
Couple of follow-ups:

On Viper: Letting it proc off melee auto attacks and specials is probably something we could do (this was mentioned up above). That may not solve all of your mana problems, but it might help when someone gets up in your stuff.

On Haste: I know our item budget is a little cryptic, and to some extent we like it that way. :) However, if we removed any haste from your items, we would have to replace it with something else that is probably equally sub-optimal. It's a "B stat" for hunters if you will. We can't just peel off haste and replace it with say Agi or AP (or if we did, the total would be a lot lower) or the item would be over-budget.
Avatar of Ghostcrawler
Ghostcrawler