Introduction
Hello, all. My time on the Community Council is coming to an end, and I wanted to post one final thread. So buckle up, ladies and gentlemen. It’s going to be a bit of a read, but hopefully an enjoyable one! I certainly had fun working on it over the past few weeks.
Edit: Actually, I’ll be sticking around so ignore the part about my time ending with the Community Council!
Before I go on, I want to establish one thing: my approach here is that I will be talking about the fantasy and thematic. I won’t be talking about balancing, the mechanics-based design (example: node placement in the talent trees), nor tuning. What I will be doing is taking a step back and looking at the forest of class identity and thematic design, instead of inspecting each tree of class mechanisms. The reason I am doing this is because, honestly, there is a great amount of excellent feedback on the things that I am not covering throughout the forums — alpha, beta, PTR, Hunter, and even here on Community Council. I don’t want to beat the same drum, especially when others have already stated the issues so much more eloquently than me.
So, with that being said, let’s begin!
(Note: I will use the term “fantasy” and “identity” almost interchangeably, especially when talking about class fantasy/identity and spec fantasy/identity.)
Setting up the Premises: The Problematic Design
There is a clear turning point in Hunter design and class fantasy: Legion. The Legion re-design of Hunter was so drastic, it is accurate to define the Hunter class by two eras — pre-Legion and post-Legion. While Survival (SV) going melee is by far the biggest (and most obvious) change, there was also a few other big changes: the push towards two pets for Beast Mastery (BM) — to the point that BM’s damage profile is now between three-fourths to nearly all based on their pets — and the push towards Lone Wolf for Marksmanship (MM), along with the severe downsizing of traps for the non-SV specs. The key difference between the pre-Legion, Legion, and post-Legion designs can be summed up in one sentence: class fantasy versus spec fantasy.
Prior to Legion, all classes shared a large majority of their toolkit; some players have referred to this as “80% base class kit, 20% spec-only abilities.” Now, the numbers are not exact, nor they are meant to be — the purpose of this specific figurine is to help convey the idea. People can see this design approach (class-based toolkit) right now on the Classic client. In Cataclysm and Mists of Pandaria (MoP), the design started to drift ever-so-slightly toward a heavier emphasis on the spec identity, but even in MoP, the three Hunter specs still shared a rather sizable toolkit. Warlords of Draenor (WoD) took things further, but even still then there were some overlapping offensive abilities between the specs.
And then Legion came. One of the main selling points of Legion was spec fantasy. Some players believe, and will argue, that it was really “class identity” (due to Class Halls), but in truth it was really more “spec fantasy.” The reason I make that argument is because of the artifact weapons; due to how artifact weapons worked in Legion, all classes came with an extremely sparse toolkit (some classes had a much smaller toolkit than others), and they could “fill out” their bars through talent points and by filling out their artifact weapons. Each artifact weapon had their own unique set of spells and passive effects — thereby driving spec identity ahead at the expense of class identity.
Hunters were a good example of this design philosophy in Legion; there were, functionally, three different mini-classes hanging out in the Hunter hall: BM, MM, and MSV (Melee Survival). The differences between the three specs were extremely stark; for example, the only overlapping abilities that MM and MSV both had were defensive and management talents like: Aspect of the Turtle, Disengage, Mend Pet (assuming MM ran a pet), and the such. There was no shared offensive ability between MM and MSV; BM and MSV both had the offensive ability “Kill Command” but it functioned differently with each spec — BM’s Kill Command was for damage output, whereas MSV’s Kill Command was primarily for generating focus.
Blizzard attempted to develop “clear and separate spec fantasy” between the three specs by doing things like: taking away every single trap from BM and MM — which left the two specs entirely trap-less for over a year — or taking away all pet-related things from MM if MM specced into Lone Wolf (and, considering how powerful Lone Wolf was back in Legion, the vast majority of MM Hunters took Lone Wolf. In Legion, Lone Wolf prevented MM from even being able to summon their pets). Blizzard’s goal in Legion was something along the lines of: Pets for BM, ranged attacks for MM, and traps, utility, and melee attacks for MSV.
It is subjective as to whether this design approach was a success or a failure, but what we can see is that since Legion ended, Blizzard has been steadily moving away from the spec-trumps-class fantasy focus. (In fact, we could see how Blizzard started to reconsider their design approach halfway through Legion, when Blizzard returned two traps to BM and MM in patch 7.1.5.) The class design in Battle for Azeroth (BFA) was not a far departure from Legion’s, although it must be pointed out that MSV received a redesign in BFA in order to put less emphasis on melee — to the point that nowadays, people argue whether MSV is considered a “hybrid” or a “mid-range melee,” or just plain “melee with lots of ranged attacks.” MM received some reworking as well, mainly in the removal of the Vulnerable/Marked Shot mechanic. BM, in comparison to the other two specs, remained largely the same.
In Shadowlands (SL), Blizzard moved even further away from spec fantasy and slightly towards class fantasy — and we can see how Blizzard was actually laying down the foundation for the Dragonflight (DF) talent tree redesign, via the abilities they returned to classes and specs. When DF was announced, Blizzard released a number of “interviews with the devs” videos, and in them, the developers explained that they wanted to move onto a more class-based identity, instead of the spec-heavy identity that started in Legion. However, in these interviews, the devs explicitly mentioned that they meant all the classes/specs “except Survival. Survival will stay melee.” Right from the start, the devs have singled out the Hunter class for reasons yet to be clarified… and I believe that this is a very large factor contributing to the challenge, difficulty, and frustration that the devs has had in designing the Hunter class for DF.
People have been lamenting the woes of the DF Hunter class on the forums ever since alpha and beta; I am not talking about the numbers and tuning, nor the placement of nodes in the talent trees, nor the other issues that many have brought up. But I will talk about the talent trees and the choices that they present according to class identity and spec fantasy. I wanted to mention briefly the number of adjustments that Blizzard has made to the Hunter class since DF’s launch; it is clear from the small and cautious (sometimes overly so) changes that the devs make that they are uncertain — or perhaps unwilling — as how to make changes for the Hunter class.
As an aside, it must be pointed out that the devs said back in the beginning of alpha (when DF was announced) that they don’t want players to experience a significant redesign of their class/spec while the expansion was underway; the upheaval would be unfair to the players. This was what the devs explained, and I found their logic to be perfectly reasonable. This is why I find it odd that Blizzard has, repeatedly, done significant redesigning of the Hunter class while the expansion was still current — the most recent example being the removal of Double Tap from MM. This resulted in Blizzard having to create new talents and adjust various abilities to the point that MM’s damage profile has changed somewhat, particularly in PvP.
This is the premises of the challenge that I have laid out: The difficulty in designing the Hunter class. I will now get into the current existing themes found in the Hunter class and spec trees, and then I will propose what I consider to be the most straightforward and elegantly simple solution: reconsidering the question of Hunters’ class identity versus spec identity — and how it applies to design.