[Suggestions updated] Pre-Legion/Ranged Survival

Original post: https://eu.forums.blizzard.com/en/wow/t/pre-legion-survival-spec-fantasy/47579?u=briz-zenedar

One of the more popular topics on various forums/platforms in terms of class discussions, is the return of what was the old ranged Survival spec we had between WotLK and Warlords of Draenor.

First off, this thread and the suggestions in it are not intended to replace what can currently be found within the three existing specs we have on live atm, but for a 4th spec option for the Hunter Class.

There are a few main arguments as to why I think it’s justified to bring in a playable, updated version of what was R Survival up until WoD.

We have had interviews where devs have drawn comparisons between Marksmanship and Survival and how they both played at the time. And that they have come to the conclusion that Survival could not hold it’s own. It did not have a clear theme or a niche.

Asking me, as someone who played that spec continuously from the end of WotLK up until it was removed at the end of WoD(Legion pre-patch), I just cannot agree with what was said in the interview. I found it very easy to differentiate the two specs/playstyles and their intended themes.
Besides, no matter the objective situation, it wouldn’t have mattered going forward anyway. Specs were going to be heavily re-designed and we were getting a lot more focus on identities. You could’ve done the same to Survival at the time.

We have seen a 4th spec addition once before. This was when the Druid class saw Feral being split into Guardian/Feral Combat. So that you had 1 spec focusing on the Bear form while the other focused on the Cat form and what each meant thematically.

Imagine if at the time, the decision was made to scrap either one of them instead of keeping both? Imagine what those who loved either would’ve thought?

I don’t have to imagine. I among others know it already.

The bottom line is, can the DoT-style for a hunter spec have it’s own Identity? Can it be unique enough to warrant implementation? Can it meet the necessary criteria for becoming an additional spec option?
In my opinion, it can!

What is Ranged Survival? What could it be?


Remember that any specific numbers written are just there to give context. Obviously some testing/tuning would be required to make it work in-game.

(Click each tab to expand it, to view the suggestions.)


Core Abilities

Cobra Shot - A fast shot that deals X% of weapon damage as Physical damage.
Generates 7 Focus. Instant cast.

Explosive Shot - You fire an explosive charge into the enemy target, dealing Fire damage. The charge will blast the target every second for an additional 4sec.
2 charges. 10 sec recharge.

Serpent Sting - Fire a shot that poisons your target, causing them to take Nature damage over 15 sec.

Black Arrow - Fires a Black Arrow at the target, dealing Shadow damage over 12 sec.

Quick Shot - Deals X% weapon damage as Physical damage. Costs 25 Focus.

Immolation Trap - When triggered, causes periodic Fire damage to the target over 20 seconds. 1 minute cooldown.
Note: Some talent choices affect how often you can use it along with what it does.

Multi-Shot - Fires several missiles, hitting your current target and all enemies within 8 yards for X% weapon damage as Physical damage.
Multi-Shot applies the Serpent Spread(Passive) -effect to all targets hit.

Note: The idea is that this is not something you use constantly but only as a way to maintain Serpent Sting on multiple targets.


Major Cooldown

Rapid Fire - Increases your haste by X%, and on use, grants a charge of Explosive Shot(triggers Lock & Load).

While Rapid Fire is active, the first hit of Explosive Shot when cast will reset the remaining cooldown of Black Arrow, and the periodic damage effect applied by Black Arrow can now stack up to 3 times.

If you, during Rapid Fire, use Explosive Shot on an enemy affected by Black Arrow, then each explosion from the charge will cause the toxin to spread to other nearby enemies.
Rapid fire lasts for 20 seconds. 2 minute cooldown.


Due to some recent feedback, I’ve decided to add a replacement for the DoT-spread mechanic of Rapid Fire, when in instanced PvP.

Your Explosive Shot will no longer be able to automatically spread any periodic damage effect caused by Black Arrow. Instead, you now have an additional passive effect that is always active, regardless of if your Rapid Fire is or isn’t.

If your Black Arrow is at any time dispelled or otherwise removed from an enemy target, you will instantly gain a free charge of Black Arrow.

Note: This is not a CD reset mechanic. This works like Lock and Load does for Explosive Shot, that it would add an extra charge of Black Arrow on top of what you already have.


Mastery Bonus Suggestions

(1) Mastery Bonus: Neurotoxin
Black Arrow has a chance, based on your Mastery, to instantly be applied with 2-3 stacks.
In addition, any abilities used by the hunter that deals periodic damage will have an increased chance to cause a critical hit on targets below 20% health. Also based on your Mastery.

Example: Lets say you have 30% Mastery. This means that Black Arrow would have a 30% chance to instantly be applied with 2-3 stacks on the enemy target. At all times, not just during Rapid Fire.
And, all abilities/effects you have that deals periodic damage, would have a 30% increased chance to critically hit any target below 20% health remaining.

(2) Mastery Bonus: Mixologist
Elemental Damage increased by an amount equal to your mastery.
(Any damage caused that is not Physical damage. Meaning: Arcane, Fire, Frost, Nature or Shadow-based).


Passive effects

Lock and Load - Periodic damage caused by Black Arrow and Immolation Trap have a chance to add 1 extra charge of Explosive Shot which will consume no focus when fired.

Note: Getting a proc from Lock & Load, won’t affect the base re-charge system of Explosive Shot.
Example: If you have 2 charges of Explosive Shot available and you get a L&L-proc, you will then have 3 charges. 1 of which costs no Focus.

Keep in mind that L&L has a limited duration.
When the buff expires, so does any extra charge(s) that you haven’t yet used.

Enhanced Traps/Trap Mastery
-Gain the Immolation Trap ability.

-Tar applied by Tar Trap can now be set on fire by Immolation Trap, causing any enemy who stands in it to take increasing damage over time for it’s duration/as long as the enemy stands in it.

-The trigger radius as well as the radius of the effect on your Tar Trap is increased by 25%.

-Freezing Trap can now be triggered manually by the hunter once placed, causing it to form a fragile Ice Block that you can stand behind to protect yourself from frontal attacks until shattered.
The ice block shatters after 8 seconds or once it has taken enough damage.
Manually triggering it requires you to stand in close vicinity to the trap.

Steady Focus - Using Cobra Shot several times in a row will increase the amount of focus gained from each shot by 4. Stacking up to 3 times.

Serpent Spread - Targets hit by Multi-Shot are also afflicted by Serpent Sting equal to 9 sec of it’s duration.

Exotic Munitions - Your auto attacks have a chance to increase the remaining duration of either Serpent Sting, Black Arrow or Immolation Trap by 5 seconds on an enemy affected by either of these periodic damage effects.

Note: When a proc occurs, it can only increase the duration of one the above mentioned periodic damage effects at a time.


Other abilities

Aspect of the Turtle - Works like it currently does on live.
Aspect of the Cheetah - Works like it currently does on live.
Exhilaration - Works like it currently does on live.
Call Pet - Works like it currently does on live.
…along with other abilities such as Counter Shot, Concussive Shot, Mend Pet and more…


Talents

-Level 15-
T.N.T - If Explosive Shot is used on an enemy already affected by a previous charge, the charge’s remaining duration is refreshed as well as increased by an additional 3 seconds. An active charge can only have a max duration of 9 seconds.

Exotic Munitions-procs now also increase the remaining duration of any active Explosive Shot charge you have on the current target by 3 seconds.

Toxicology - Increases the periodic critical damage of your Serpent Sting and Black Arrow by 25%, and Serpent Sting now deals ever increasing damage against targets below 30% health.

Dire Frenzy - Replaces Quick Shot. Causes your pet to enter a frenzy, performing a flurry of 5 attacks on the target.
This will enrage your pet, and if Dire Frenzy is cast again before the Enrage fades, the damage dealt is increased by 100%. Enrage lasts for 12 seconds.
3 charges. 8 second recharge time. Costs 35 Focus. Requires an active pet.

-Level 30-
Death Adder - Any time Serpent Sting is applied, it will also deal an additional 20% of it’s total damage instantly.
Also applies to Serpent Spread(Passive). In addition, every time Serpent Sting deals damage, you have a chance to gain 3 focus.

If the passive effect “Exotic Munitions” procs while your Serpent Sting is active on the target, then this will also trigger the Death Adder-effect.
Requires the Death Adder-talent.

Alpha Predator - Whenever your pet hits an enemy, it gains 2% increased attack speed.
When at or above 30% increased attack speed, your pet’s attacks have a high chance (equal to the amount of increased attack speed) to automatically trigger a Dire Frenzy attack. Also triggering the Enrage-effect. Requires an active pet.
When a Dire Frenzy attack occurs, you instantly gain 10 Focus but lose the increased attack speed on your pet.

Note: Using the ability Dire Frenzy(the talent) will not grant you the extra Focus, nor will it cause your pet to lose the increased attack speed.
The interaction between this talent and the Dire Frenzy-talent above is the ability to more easily maintain the Enrage buff on your pet.

Viper Venom - Every time Serpent Sting deals damage, there is a chance that your next Serpent Sting will consume no focus and deal 75% additional damage over it’s duration.
This effect can stack up to 4 times but will be consumed the next time Serpent Sting is used.

Note: This talent does not provide you with extra focus if picked. The goal is that, if you have this talent then basically all casts of Serpent Sting will be free.

-Level 45-
Utility talents , same as on live: Trailblazer, Natural Mending, Camouflage .

-Level 60-
Ferocious Inspiration - Dire Frenzy now deals damage to all nearby enemies.

Note: Dire Frenzy-attacks that proc thanks to the Alpha Predator-talent, will benefit from Ferocious Inspiration as well. The talent Dire Frenzy, is not required for Ferocious Inspiration to affect Alpha Predator.

Wildfire - The periodic damage effect applied by Immolation Trap will now spread to any enemy standing in close range to an already burning target.
As long as an enemy is within range of another enemy affected by Wildfire or Immolation Trap, the Wildfire will continue to spread.
Will ignore CC’d targets. Wildfire lasts for 8 seconds.

Ever Burning - Explosive Shot now deals damage to all enemies near your primary target.

-Level 75-
Utility talents , same as on live: Born to be Wild, Posthaste, Binding Shot .

-Level 90-
Spitting Cobra - Cobra Shot now extends the remaining duration of Serpent Sting on the enemy target by X sec, up to a max of 15 seconds.
In addition, Cobra Shot now has a high chance of generating double Focus when fired.

Note: You can continue to extend the duration of any Serpent Sting-debuff for as long as you want to. However, you can not manually extend the duration of a Serpent Sting-debuff above the baseline 15 second duration.

Pre-Heat - The cooldown of Immolation Trap is reduced by 5 seconds every time Immolation Trap deals critical damage to the enemy target.
In addition, if an enemy target dies while affected by Immolation Trap, it’s CD is reset.

Note: This effect only applies to the enemy who triggers your Immolation Trap. Not to enemies affected by Wildfire(talent).

Intoxication - Your ranged Auto Attacks have a chance to grant you 2 stacks of Intoxication. Lasts for X seconds.
When Black Arrow expires on an enemy, you gain this effect as well.

  • Intoxication
    Causes your abilities that deal instant damage, to be guaranteed critical strikes.
    And causes your abilities that deal periodic damage to last for an additional X seconds, and critical damage caused by these abilities is increased by an additional X%.

-Level 100-
Rapid Recuperation - Every time your pet hits an enemy with it’s Basic Attack(Bite, Claw, Smack), the remaining cooldown of Rapid Fire is reduced by 2 seconds.
During Rapid Fire, each of your pet’s Basic Attacks have a chance to hit one additional time while consuming no extra focus.

Catalysis - When Black Arrow deals damage to an enemy target, damage caused by Explosive Shot against that enemy is increased by 10%.
In addition, when one of your abilities deal Fire damage to an enemy affected by Black Arrow, you have a chance to gain this effect as well.
This effect lasts for X seconds. Stacks up to 10 times.

Resourcefulness - Reduces the cooldown of all traps and Black Arrow by 20%. Your Freezing Trap and Tar Trap both have a 100% chance to proc Lock & Load when triggered.

Freezing Trap when triggered manually can now withstand 100% more incoming damage before shattering.

When an enemy breaks free from your Freezing Trap, they will take an additional 10% damage from all sources for the next X seconds.

Critical hits from Immolation Trap causes an additional X% damage to the affected target.


NEW! - Set Bonus effects/Bonus Traits

Got no good names for these traits/bonuses yet but…

Just wanted to add in some potential fun bonus effects that are spec specific. They can be tied to things such as Set Bonuses or something similar to Artifact Traits/Azerite Traits.
In what way we can get these, depends on what e.g. progression-system we get ofc.

Examples:

(1) Lock and Load now grants 2 charges of Explosive Shot when it procs, instead of 1.

(2) When you get a Exotic Munitions-proc. It will grant you an additional bonus effect depending on which periodic damage-effect it benefits.

Serpent Sting - Until the current Serpent Sting debuff expires or is refreshed, every time it deals damage to the target, you instantly gain 3 Focus.

Black Arrow - The remaining cooldown on Black Arrow is instantly reset.

Immolation Trap - Your next Immolation Trap will deal an extra X% damage and will also have an increased X% chance to critically hit the affected target.

(3) Your Mastery Bonus: Neurotoxin’s secondary effect now applies to enemies below 30% health remaining, up from 20%.
Note: This bonus effect might have to be set to enemies below 25%(or even 35%) health remaining, instead of 30%. This depends on balancing ofc.


5 Likes

Thank you for presenting this post. it does seem that there is a hunter player base that would enjoy a survival/spec like this. I sure would.

3 Likes

So awesome to hear!

You and me aren’t the only ones, I can tell you that.

The topic of bringing back the old ranged SV DoT-spec we had up until Legion, is one of the most popular topics in terms of class development overall. Counting in other class topics as well.

The most popular topic on the US Hunter forum as of now in regards to this subject, is this: We need range Survival Hunters back

We have equivalents on the EU Hunter forum as well as on other platforms/forums.
Not to mention if you check other types of Class Discussion topics, you’ll more often find replies/comments that bring this up as well.


I should say this though.
What often happens when this topic is in any way brought up, is that the discussion almost always turns into current Survival players arguing with past Survival players on the topic of Ranged vs. Melee.

And vice versa ofc. It’s an endless loop.
It will remain an endless loop until we stop treating this as a case of “either-or”.
Hint WoW devs! :wink:

If you look at my design for the intended ranged SV spec, and compare it to what the Hunter class currently has on live(the existing specs). It would have a very different playstyle from that of the other specs.
It has a unique playstyle when compared to any other spec in the game.
And, it fills a void in terms of what the class would be capable of doing(spread cleave + multi-dotting). Which is something we’re currently quite bad at.

Like I said in the OP, topics of 4th spec suggestions. People are often very hesitant towards such suggestions. For a reason ofc.

Looking at history, a 4th spec has only been implemented once before.
But, if a suggested spec/playstyle, is unique. If it has an identity of it’s own. And if it also provides a way for the class to deal with something that it currently isn’t.
And most importantly, if it fits the actual fantasy of the class as a whole.
A fantasy that so many find to be fun and engaging.

Why not?
Why shouldn’t we get a 4th spec option?

Because it would take a lot of work and time to implement?
Idd it would. All new specs and classes takes time to get right.

The trouble with introducing a 4th spec, is that it sets a precedence for all other specs. Do we really need DKs to moan again about an extra 2h Frost spec, or an additional 2H/Tank/Earthwarden spec for Shaman, Sword and Board dps for Warrior, Ranged for Monk, even suggestions of a dps Disc alternative?

The splitting of Guardian and Feral was in necessity of splitting the specs due to role. That isn’t going to happen again, and has been stated by the developers that they are happy in keeping spec numbers down for each class.

Now while I do love MSV, I feel the players who have enjoyed RSV over the years are missing out, despite the fact we already have a large amount of specs that do not play anything like their previous iterations.

MM is a prime candidate for a re-design in 9.0, and would suggest a capable development team look into restoring as much of the old RSV playstyle as possible, as they effectively failed this expansion.

There is not comparable passion for live’s MM as there is for past RSV, or of current MSV. 4th spec isn’t an option, and your most likely option in returning RSV playstyle, is in an effective redesign of MM.

Yes to all except sword and board DPS. The only reason Shaman can get away with it is because their damage comes from spells rather than their weapons. I might actually like to play priest if there was a Light-based DPS option for them.

Don’t even get me started on 2H Frost DK. As far as I am concerned, if they had to remove one, they should have removed DW from Frost.

Need? Hmm…

Probably not. But, asking for a 4th spec just so you can play essentially an existing spec but with different weapons?

IMO, this is not a valid reason to create a 4th spec option.

How would that actually work?
How different from Enhancement would it be?

Also, note that when you talk about tank specs as well as healing, it becomes a different problem.
If you go that route, then every single class that does not have a tank spec or a healing spec, would be justified to demand the same.

How would it be designed?

Would it actually have a unique style/gameplay compared to Arms/Prot/Fury?

If so, then yeah, maybe…

How would that make sense?
Again, please elaborate :slight_smile:

I’m guessing what they are actually asking for, is a priest spec that deals damage pretty much only with Holy spells? Correct me if I’m wrong…

How different would it play compared to what you can do as Disc in it’s current state(in terms of dealing damage)?

It was a big factor idd. Though, they also said that it was because the spec contained 2 different playstyles within one spec, and the things they could do at the time simply did not allow for 2 fully developed playstyles to remain within one spec. Those 2 playstyle just happened to be focusing on 2 different roles within the game.

Example below:

You’d have the same problem here(difference being it would be about two different playstyles involving dealing damage, as opposed to druids where it was 1 dps 1 tank playstyle).

The current design direction with MM, does not allow for a completely separate style to be implemented within it.

To make the old RSV design/fantasy work, you’d have to change so much within MM that it would no longer be MM(as we see it today, focusing on big hits and burst).

No, it isn’t.
Yet people have been asking as an alternative.

Probably very different from current Enh, though it was capable of tanking dungeons in vanilla, alongside being able to utilise 2H. Also, something people are asking for specifically.

I assume it’d be much like the Gladiator subspec, which people have been asking for as a 4th spec…

It doesn’t, yet people keep asking for a 4th spec…
See a trend?

Yup, and you can guess how it’s been asked to be implemented.

The two are very different circumstances. Do not mistake roles (tanking/dps) for different playstyles. There’s been many cases over the years of certain preferable playstyles being abandoned. Being that it was 2 roles acting as a subspec, this needed to be seperated.

Do you believe that current MM design will be around for 9.0?
It’s a safe bet that others will not miss it’s current design, and if a well designed RSV were to take it’s place, I do not think players would mind.

As mentioned in my quote in my post, MM is a prime candidate for a re-design in 9.0. With a 4th spec no longer being considered, which the developers have been vocal on, replacing MM is your best chance to restore RSV.

2 Likes

Well you know what I think…

Rockford is basically having the same argument I did with you last week.:grin:

Good luck!

2 Likes

Can agree on that actually. But again, people like different things. Some probably love the DW Frost spec.

Idd.

Ok.
Yep, still remember leveling a Shaman in early days with my 2H. When you got windfury with a 2h, that was a lot of fun.

But overall, I liked DW more for enhancement.

Like you said though, the intent with it was more towards a tank-oriented spec.
And that brings us back to my previous reply with the issue of all classes that currently do not have a tank spec option(or healing for that matter).

Have seen these requests before yes. Never saw that style myself though.

Again, if it fills the criteria for what justifies a separate spec option. I would be all for it.

  • Will the suggested design have strong ties to the Class it’s intended for. As in, would you still play like a Warrior in World of Warcraft?

  • Would the design provide a playstyle that is different from what the Class already has? As in, can it make the class stronger in different areas(of dealing damages as an example) where it’s currently lacking?

  • Is it not just a different iteration(or a compilation) of any of the existing specs within the intended Class?

  • Does the overall new design hold interest of a large enough group of players that are requesting it’s implementation?

Note: that last criteria can be a bit tricky to assess, at least depending on who you are. I personally cannot speak for anything regarding other classes, part from Hunters.

I know the amount of requests to see the old SV spec return are among the most popular topics within Class Development discussions overall. But as for specific requests involving other classes, I couldn’t say. :confused:

Haven’t played priest in a very long time and am currently not following discussions regarding that class. So, not really.
Again, please enlighten me :slight_smile:

But, they are.

Don’t get me wrong. I know the comparison is a bit different.

But still. Due to how specs are designed in modern WoW, and the philosophy that lies behind the designs, if you compare for example current MM and what that spec is intended to play like. Then you compare the old SV spec, and how the core of that spec was designed.
Now, we do not currently have that spec in the game, so Ima refer to my own suggestions and how they would play if implemented.

Even if you were to take away the more minor enhancements(some basic ability/abilities, some passive effects as well as talents), and leave what is pretty much required to get some sort of defined playstyle focusing on that old SV design.
Even that would be to much to implement into MM to work as a subspec.

You would have to take away to much of that which defines the current MM playstyle in order to fit SV in there.
IMO ofc.

As it works currently, probably not.

Both yes and no.
I know(and have heard from) many who did not like the old SV spec, they did not like the DoT-based gameplay. They preferred MM because it overall is intended to be focusing on big instant damage-hits and burst potential.

If you replace a lot of that design/potential with, even a well defined/designed iteration of the old SV spec, I believe a lot of MMs would hate those changes.

Sure, like with current MSV, some will love the changes. But many others wont.
People are different and like different things.

Which is why I stand behind my opinion that when the intention is to introduce new playstyles, it should be done via adding a separate spec option.
Not replacing old ones or partially replacing them.

Sort of yes :stuck_out_tongue:
With some additions(or at least being more specific in referens to other classes and examples).

I get the skepticism and hesitation towards 4th spec suggestions.

Though, many previous suggestions I’ve seen when people want new specs to be added to classes, some don’t meet the criteria for creating a separate spec.
Most that I’ve seen, are essentially just slightly different versions or compilations of existing specs that the intended Class already has access to.

Not all ofc, some as they sound, have potential to be different. But many.

How many players actually like what defines the current MM playstyle though?

Blizzard, since Legion, has been focused on Aimed Shot being the centerpiece of the specialization but as an immobile cast and without the punch of typical Mage/Warlock hard cast abilities.

Legion tried the “Vulnerable” mechanic of implying accuracy through creating and exploiting weaknesses. Players absolutely hated the mechanic and kept that feedback unchanged throughout the entire expansion. The specialization only shined during the first tier and using a build that focused around spray and pray Sidewinders.

Battle For Azeroth takes it another way with a slower cast time and mechanics for both AoE and Single Target locked behind these slow immobile casts. And players basically prove via participation numbers as well as forum feedback that they don’t like this playstyle either.

So when was Marksmanship at it’s most popular? During expansions and patches where it had mobile Aimed Shots and/or when it had frequently occurring instant cast Aimed Shot procs. Which would indicate that Marksmanship has only been truly popular when it played more like Beast Mastery and Survival pre-Legion.

The only consistent bit of “popular” feedback associated with Marksmanship has been tied to the lack of reliance on Pet AI and therefore more DPS control being placed solely in the hands of the player character. Something that always gets hamstringed by Blizzard because of PvP.

So what is better? Having a specialization that plays fast, loose, and mobile like the Class mostly did prior to Legion with a more jack of all trades fantasy or having a specialization that can never fully play into it’s ultimate fantasy because of PvP and DPS balance concerns?

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An exact number? No idea.

But I’ve seen multiple replies on just this forum made by players that do like the current MM spec.

True.

They are trying to sort of fix that with some proc based stuff for Arcane Shots and what not.

But it still requires some improvements if you ask me.

The base idea of that, was actually a good idea.
The implementation and design that we got, I would say, not as much.

That base concept I would say, has potential as well. Just that needs iterating.
They need to do something that more so changes the pacing. That makes it more exciting to combine your attacks in order to make Aimed Shot more powerful.
Not going into detail here though.

True, but that for the most part, explains itself.
Most people like not having restrictions to movement capabilities.
That connects to instant casts of Aimed Shot as well. It allows for more freedom during combat.

That has been one of the things more commonly referred to, yes.
And for PvP especially, I can certainly understand why MMs wouldn’t want to play with a pet.

I would say that a bigger problem here, is that your references still looks towards a past design of Marksmanship and how it worked back then.

The things people liked about MM back then, were mostly specific to MM.
Mobile Aimed Shots? Instant Aimed Shots?
That’s still MM.

To me, this only indicates the likes of what I said here earlier. That the very base concept of current MM, has a lot of potential. But needs to be improved to allow for more change of pace and a, at times, less restricted playstyle.

Again, not mentioning details here(would make the reply waay to long).

A lot of people say they want this, but …since playing from day 1…ranged survival was not as popular as some people selectively remember. People have posted numbers, other numbers countering them… it’s a mess.

Since doing a hunter from the jump, it was always BM in every group that had a hunter. People would gimmicky play it in PVP but it was always gimped. You want a whole new re-imagined version that is already covered with skills in MM. In order to play Survival in a ranged capacity, you’ll want classic to come out, or you’ll have to gut all 3 specs to reassemble something that no one really liked in the past.

I know people are trying to champion this, but I think people are in love with a conceptual version of MM. Even if they did give us a 4th spec, bolstering the hunter numbers, you won’t see the representation beyond a very select playerbase.

Melee hunter was a much better idea on Blizzard’s part by giving us a Rexxar-esque playstyle that broke from the mold.

If you were dev’ing this amount of content, would you break into a 4th spec for just a few folks? Re-balance everything when you have (barely) a grasp of class balance? I wouldn’t.

MM has the shining parts of ranged Survival, minus a focus on traps. Additional CC is not needed for a ranged class. You’ll want massive damage, superior CC and ultimate mobility. Do you think you’ll see the game re-balanced on a pin for a handful of half the players of melee survival?

I wish you luck, but don’t hold your breath.

1 Like

You have multiple sites that shows spec representation for various stages of the game’s history. Sure, the old ranged SV spec(not the one we had in Vanilla-TBC), but the one we had from Wrath, and especially the one we had from Cata up until the end of WoD. This is the ranged SV spec that people are talking about.

Granted that very few played as it during the later half of WoD due to balancing. The spec performed miles behind the other hunter specs that we had. A reason being most likely that the devs didn’t bother as they were working on the new Melee spec for Legion anyways.

If you compare it’s overall representation in the past, to the current melee version of Survival of BfA, that sees a 0.4% rep of specs overall in PvE. The old SV was never this low. The highest number SV has seen in terms of representation since mid of 2016, was now in BfA, where it peaked at about 1.2%.
So far, I haven’t found a single graph showing that the old ranged SV spec was ever this low. I probably haven’t checked them all though so…maybe you can find one?

Sure, the old SV DoT-spec we had up until the start of Legion(pre-patch), wasn’t in general, the most played spec of all. But to say that it wasn’t popular, I disagree with that statement.

Far from it, ofc this depends on which expansion you’re talking about. Vanilla + TBC, sure. There were a lot of BMs overall.

WotLK, was when we started to see more people move away from BM in favor of both MM and SV.
With Cataclysm, for a while, the SV spec was the top performer of all hunter specs. Which ofc led to more players opting into it.
This is kind of the problem with looking at the representation of specs in general.
A lot of players will switch to the best performing spec available.
Or, they will switch to the spec that holds the best defensive capabilities/utility. Depending on what type of content you engage in.

As far as spec design, and in terms of playstyles, I have heard very few players say that they did not like the DoT-style of the old SV, back when it was still ranged. Many liked that this spec in particular, was very fluid and did not rely on a lot of heavy hitters + burst damage potential.

I would urge you to go back up to the original post in this topic and check my suggestions. The statement that the suggested design above is already covered in MM, I would strongly disagree with.
There’s nothing in the current MM spec that would allow you to even get close to this playstyle/design.

Again, the version of the Survival spec that we had from Vanilla(Classic) to Burning Crusade, is not the one that so many on these forums want back. The version they(we) want back, is the one we had from Cataclysm up until the end of Warlords of Draenor.

WotLK gave us an early version of this spec. It was much more thought out and defined by the time that Cataclysm hit.

No one? Again, I strongly disagree.

No iteration of MM that we’ve ever had has been close to the design and playstyle that people are requesting for to make it’s return…

Again, I would urge you to look up what the core of the old SV spec(the one from Cata-WoD), and how it played. Then compare it to the core of MM. They were VERY different.

Again, representation comes down to balance for a lot of people. If a spec is not preforming well, many will stay away from it no matter if it’s designed well or not.

As for specific numbers, none of us can really say how popular it will be. We have very little to go on here that would give us any hint of how popular it would be.

Again, if you were to base design decisions on representation alone, the current melee Survival wouldn’t last very long.

Ofc representation varies a bit depending on if you look at PvE or PvP. MSV is more represented in PvP.

What would those “shining parts” that you speak of be?
Because most people who remembers and who liked the old SV, think of a very particular core design that is currently not available to us.

Nothing I’ve written in my suggestion above, speaks to any particular performance numbers. I’ve specifically excluded most numbers in favor of the design concept itself.

It would have the same CC-capabilities as the other hunter specs have currently. To some extent, even a little less…

Which has been a defining part of the Hunter class as a whole since the very beginning. Hunters have always been the most mobile ranged class of all.

Adding movement restrictions to a spec just for the sake of it, makes no sense in terms of class design. Movement restrictions should be there if the design of the abilities(and the fantasy behind those abilities) promotes such restrictions.

The only things we have to go on here, in terms of popularity. Is history. And history says that the old SV playstyle was always more popular than the current melee spec has ever been.


A few last words from my end:

I get that you very much like the current melee Survival spec we have in BfA. Nothing wrong with that. We are all different, and like different things.

But, I’m not suggesting that melee Survival should be removed in favor of the old SV spec. As you said yourself, I want it to be added as a 4th spec option.

You might not’ve liked the old DoT-design of SV that we had in the past. But being against adding in things that others would very much like, just because you don’t like it yourself?
It doesn’t make much sense in a MMO does it?

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MoP survival was P, i want that back.

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Ghorak already did a good job at detailing why your post is factually bankrupt, and he did it in a way that was a lot kinder than what I’m capable of and how I’m about to be.

I just want to stop by and express how somehow after all the lying and marketing from the melee SV crowd I still get surprised by just how far they will go to shamelessly and transparently revise history. How out of it do you have to be to argue with a straight face that melee SV was more popular than ranged SV with literally all data contradicting that point?

Just a reminder that ranged Survival was on more than one occasion the most popular spec in the game. And melee Survival still hasn’t ever seen a world first kill (the last SV world first was Blackhand in 2015 when it was still ranged). Lol.

How little understanding of the Hunter class must you have to argue that ranged SV is already covered by MM abilities? Literally none of them are in the baseline, and the talents that resemble the ranged SV abilities (of which there are 3) are a) all vastly suboptimal and b) barely-resembling their SV counterparts. They hardly even complete the ranged SV fantasy at all. Where is Trap Mastery? Where is Serpent Spread? Where is Black Arrow? Today’s MM plays nothing like ranged SV and that’s why we want ranged SV back. MM is our Destruction and Survival should be our Affliction. We have our hard-casting bust spec, having a multidot spec would complement the spec greatly (and is also beyond the scope of cheap imitations via talents in MM).

Also:

A bunch of melee-favouring developers creating nothing but new melee classes since WoW’s launch going on to replacing one of the game’s only ranged weapon users with a 13th generic physical-damage-dealing melee weapon user is the literal and exact opposite of breaking the mold.

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I would rather them make mm better than make it an old school survival spec. Hunters should just get back melee and bows to fix the problem. And your talents change survival from melee to range or something.

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Understandable, hence why I’m not suggesting for the old SV spec to be part of the current(or future…) MM design.

Mean like we had in the early days as hunters or? With both ranged + melee weapons.

The current SV spec even if you could opt into a ranged version of it, wouldn’t play like the old SV spec. Very little of the current MSV actually speaks to the old design/playstyle.

Fair enough. Looking at the earlier iterations of SV in WoW, even when focusing on the SV talents, you were still intended to be ranged. However, with some capabilities for melee combat(beyond the very basics of the other specs).

Current MSV is also catering towards that hybrid-style. But with an intended focus on melee combat rather than ranged as a primary.

Looking at the class as a whole, sure. Them changing the spec to focus only on ranged combat, like with that old DoT-design/playstyle, this wasn’t exactly breaking the mold.
But looking at the spec itself. The new design/focus we got with Cataclysm(WotLK). That was, breaking it…in several ways.

More focus on ranged combat.
More focus on DoTs, rather than instant attacks and burst(like the other specs).
Also more focus on a unique aspect of class fantasy, beyond what any other class did(animal venom, poisons and explosives).

One problem I have with the suggestion is this CD. Firstly, it shares a name with the Marksmanship ability which doesn’t make much sense. Secondly, it’s a lot of functionality, some of which is obscure, packed into one ability. It can be hard to keep in mind the total effect this CD has on the rotation. This is actually a problem with the current iteration of Barbed Shot, since it does the bleed, the Frenzy stacks, and the Bestial Wrath CDR while also having a reset/charge mechanic which really pushes it. I think this same thing applies to some of the talents you suggested such as TNT.

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Thanks for the feedback Bepples!
Gonna provide some explanations/clarifications below.

Fair enough. Though it was a CD before it became a baseline ability for MM.
The name is of less concern to me. I just presented it as Rapid Fire was the name of the CD that we had as SV in the past. Plus it fits thematically, in multiple ways.

Hmm, okay.

I designed it this way as I’m not a fan of CDs that simply provide a bonus(%) to damage or some extra haste.
I find those to be incredibly boring.

Feel free to highlight what it is that you’re finding to be obscure. Maybe I can rewrite it.

Fair enough.

To make it clear:

On use, you gain haste and you manually trigger the Lock & Load-passive effect(which gives you a free charge of Explosive Shot).

The second part, basically has the same effect on your rotation, as Killer Cobra does for BM.
For SV, it would cause Explosive Shot to reset the remaining CD of Black Arrow. You can then choose if you want to apply several stacks of BA to a single target, or to several targets.
You can always stack up Black Arrow, multiple times. Just that normally(outside of Rapid Fire), you would not have the CD reset in time to do so.

The third part, has no real effect on your rotation. It’s a passive way to allow for some on-demand AoE(in case of stacked targets). And thus, is very situational.

Never thought of it that way. But no, I’m no fan of the way Wild Call works for BM.
The bleed is of no real concern to me. At least not ST.

I always preferred the old Lock & Load that wasn’t a CDR, but it used to add extra charges on top of what you already had(for a limited time).

Which is also why I designed L&L to work like it used to in the past.

T.N.T. is designed to allow for a choice between burst damage(without the talent) and sustained damage(with the talent).

Basically, without TNT, you can apply several Explosive Shot charges on the same target, much like SoC for Warlocks(think SoC was the equivalent).

If you instead pick TNT, this would change so that you could gain free extra uptime on Explosive Shot if you build it up.

The second part is basically just a bit of extra rng tied to the Exotic Munitions-passive effect. That every time Exotic Munitions procs, you gain an extra 3 seconds on Explosive Shot, in case it’s active on the target.

An alternative design could be that the Exotic Munitions-proc causes the next Explosive Shot fired to have it’s base duration increased by 3 seconds.

What other ones btw?

I just want to add:

I hate talents that are basic percentage increases to damage. Either flat or added to specific abilities.

Talents to me, should be about changing the pace of your baseline priorities. They should allow you to make different choices depending on the situation.
Talents doesn’t have to be additional stand-alone abilities(like what we currently have for BM) with no ties to the core of your chosen spec. In fact, most of them shouldn’t.

Looking at my suggestions you can take(examples):

TNT
A choice between burst damage or sustained damage, from Explosive Shot.
Depending on if you pick the talent or not.

Toxicology
Basic damage increase to a few DoTs. But also with an additional execute-mechanic built in.

Still not an actual execute(like for warriors), mostly because Blizzard have said that they don’t want those for multiple classes.
Meaning: No Kill Shot

Dire Frenzy
Provides a replacement for your minor focus spender Quick Shot. Again, for a change of pace if wanted. But mostly to provide an optional way for some increased pet control. As like in the past, Dire Frenzy has a built-in charge mechanic.

Wildfire
Additional AoE, tied to your Immolation Trap. Though is entirely passive in it’s design. Basically, throw a trap into a stack/pack of mobs and the debuff will behave like actual Wildfire. It will stay up until all of them are dead.

Intoxication
You have a chance on Auto Shots or a guaranteed proc from when a Black Arrow debuff expires to gain Intoxication.

This buff causes the next instant damage attack you use(ex. cobra shot, quick shot, dire frenzy) to be a guaranteed critical strike.
Or you can choose to use the stacks on abilities that deals periodic damage(ex explosive shot, black arrow, serpent sting) as this will increase the damage they deal along with their duration.

Rapid Recuperation
Thematically tied to your Rapid Fire CD.
In short, this will cut the CD of Rapid Fire in half. From 2min down to 1min.

Catalysis
Thematically designed to make Black Arrow an accellerent for Explosive Shot. Increases the damage dealt. Just not a flat percentage increase. But allows you to plan ahead a bit for some nice damage output potential.

Resourcefulness
Basically a leveling/open world or PvP talent. It could also be useful in PvE depending on the situation. Like for priority targets(that are CCable) much like the caster adds on Zul in Uldir.

What if survival became like the the troll axe throwers? Melee/range depending on distant to the target.

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