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The new "Kill Command"...
It does more damage when you chose to use it. What's even better is that it causes damage, on command, when you want it (less often, but it works) in a larger burst... buuuut.. the key thing?

Kill command is an ability that can be used while the target in LoSing the hunter.

This means that an enemy can get out of line of sight.. and a 'Kill Command' has more likelihood of killing the target that is barely escaping out of line of sight.. then in it's origional incarnation.

Even if it isn't perfect, a lot of hunters asked for tools they could use to combat LOS; and most things, given a hunters designed play style (a ranged attacker) have to include the pet. Now I don't know if a 3 minute cooldown is justified.. it could be on a two minute, or a one minute -- but it's still a step in the direction hunters could use. Especially combined with intimidation -- so a hunter has time to get back into LOS.

Dunno. Just my thoughts. Most of my family plays hunters.

So now you have a ranged execute that has no cast time, a long cooldown, and hits for about the same damage Hammer of Wrath has been hitting for since Season 3. :P Grats.

[ Post edited by Heglamore! ]

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Heglamore!
Re: The new "Kill Command"...
Kill Command was initially created as a reactive ability, something you hit when an event happened (a critical strike). The problem was that the event happened too often, and players just stuck it into a macro. Kill Command basically just became a flat damage increase. Players are right to assume their DPS has jumped because of shots not interrupting the auto-shot timer (it has, our tests show a ~140 DPS increase in some trials), so I think it's fair to say the class' sustained DPS will be okay.
Class Designer
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Koraa