Hi! My name is Podra and I have been playing hunter since I started playing the game in TBC. I have been raiding in Limit/Complexity Limit/Liquid since the Uldir raid in BfA, and recently I jumped on Max’s stream to discuss the Hunter Dragonflight Talent Preview with him and a couple other hunter players. We had a great conversation and were hoping to provide some quality feedback for the development team.
I am making this post to put some of the feedback that I discussed on stream into writing. In this post, I will largely discuss the generic Hunter Tree and save the spec specific trees for other posts. Please keep in mind that my opinions largely pertain to hunter gameplay in a PvE environment (open world/M+/raiding). I will try to keep PvP in mind with my feedback, but I am no PvP expert so I would like to avoid making any outlandish claims.
Hunter Class Talent Tree
Overall, I think the team did an incredible job with this tree. While maybe not a popular opinion, I like the fact that these trees make people choose whether or not they want some of the abilities that were previously baseline.
For hunters, you are able to select all of your utility spells (Concussive Shot, Counter Shot, Tar Trap, Tranq Shot, etc.) while still being able to reach the DPS throughput talents at the bottom of the tree (see this example tree that I would use for MM). On the other hand, depending on the type of content you are doing, you might choose to ignore some of the utility spells in favor of buffing the other spells you have selected. One might not need Tar Trap or Concussive Shot for raiding, and those points might be better spent in Born To Be Wild instead, which reduces the cooldown of your Aspect abilities.
A lot of members of the community might not be thrilled about the left side of the tree (at least the upper two-thirds of it). However, I think these talents are fine to include since they buff pet survivability, which is critical to open world content and PvP. It is important to remember that these trees have to be designed with all forms of content in mind. I absolutely love that the anima power Fogged Crystal has found its way into being a talent. It has very obvious uses in all forms of content and is a very welcome new addition!
It is pretty clear that the bottom left of the tree is tailored towards pet use (BM/SV gameplay) and the bottom right of the tree is more generic, although it will be largely be chosen by MM hunters since they typically are not ones to use pets. Given the drastic differences in playstyle between each of the specs and how some specs rely on pets while others do not, I think the bottom part of the tree flows well.
Like I said, there is a lot more that I like about this tree than there are things I dislike. However, I think it is important to mention them since we are still very early on in the feedback phase. I will group my feedback into three separate areas:
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Undesirable Talents
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Lack of Defensives
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Lack of Raid Utility
Undesirable Talents
Chakrams - I love this choice node at the bottom of this tree, however I think Chakrams is the wrong talent to pair with Death Chakrams. These abilities are too similar in what they do, so this will always come down to which one does the most damage. I think a lot of the community was disappointed to see Flayed Shot, the Venthyr covenant ability, not return. Having to choose between Flayed Shot & Death Chakrams is not as simple as “Which ones does more damage?”, since each ability might be favored over the other based on the type of content being done. It also opens the door to implement the covenant legendary affects for these abilities in some capacity, although then this choice node would not be able to be at the very bottom of the tree.
Binding Shackles - This is an existing talent for MM hunters (however, it currently activates when Binding Shot expires) that is never taken. I do not see a practical use for this talent, and it is required to be taken since it is the only link to Keen Eyesight, which provides 6% critical strike chance. If this talent worked despite the target being immune to Explosive Trap or Intimidation, it would be a solid option as a defensive talent, although I think there are better alternatives.
Nessingwary’s Trapping Apparatus - This is a legendary for hunters in Shadowlands that activated on successfully using any of your traps. For a while, this was the best single target legendary for Survival and led to a very unflattering playstyle, where Survival hunters were required to use their utility traps on cooldown to maximize their DPS. I will not speak for everyone, but this was really not a fun way to play the spec. Now, it is limited to Freezing trap only, and requires 3 points for full benefit. I think this talent will see incredibly little play, and could be removed in favor of some of the additional defensive/utility talents I will mention below.
Lack of Defensives
One of the issues hunters have long faced is their relative lack of survivability compared to other pure DPS specs. This has been alleviated in the previous two expansions with some borrowed power, but those have not been carried over to this talent tree. Everything so far focuses on pet survivability, buffing Exhilaration, and reducing the cooldown of your Aspects.
Outside of Aspect of the Turtle, which is used for its immunity effect as opposed to its 30% damage reduction effect, hunters have no damage reduction tool. The exception to this is Survival of the Fittest, which requires a Tenacity pet (or Lone Wolf MM), but if you compare this ability to Feint, Barkskin, or any number of other DR defensives, its very bad. It’s a 20% DR that lasts 6 seconds and is on a 3 minute cooldown - that is bad. I would love to see the development team re-introduce some form of active/passive DR. Some great examples from the past two expansions are Resilience of the Hunter (DR after using Feign Death), Marksman’s Advantage (DR on the target you have Hunter’s Mark on), Survival of the Fittest (Legion Artifact trait - DR after using Disengage), and Duck and Cover (shield after using Feign Death). Each of these was a unique way to provide some much needed durability for hunters. Ironhawk is a talent many people have mentioned, but I am not a huge fan since it’s purely passive. At least Marksman’s Advantage requires you to choose the target you want to take less damage from.
Another interesting suggestion that was brought to my attention is an entirely new talent that allows overhealing from Exhilaration to be converted to a shield. This would provide hunters with the ability to pre-emptively use their Exhilaration as a form of additional HP prior to a hard-hitting mechanic.
Lack of Raid Utility
This might be the most controversial topic, but we appear to be moving back to a design paradigm where every class is providing unique raid utility that no other class or spec can provide. With rogues receiving two additional forms of utility that no other class can provide, I believe that hunter is now the only class that has zero unique raid utility. Now, I do not necessarily think hunters need to have unique utility, but they certainly need more than they have now.
Currently, hunters using a pet can bloodlust/heroism. Hunters used to be able to combat res with a crane pet - I would love to see that added back. Aspect of the Fox has long been an ability the hunter community wants back. Even the Warlords of Draenor style pet raid buffs could be brought back - each family of pet could provide one of the raid buffs that only warriors, priests, and mages can bring. It is a near requirement to have one of each of those classes in your raid. What is the harm in letting hunters provide one of those buffs (tenacity could be Fortitude, ferocity could be Battle Shout, cunning could be Arcane Intellect)?
A crazy idea could be making the Survival version of Aspect of the Eagle raid-wide, temporarily letting melee classes in your raid use their abilities, or at the very least auto-attack, from range.
Final Thoughts
There is a lot to like about the generic tree. From interesting new talents like Fogged Crystal to the inclusion of talents that are useful to players across all forms of WoW content, it is a great first iteration. That being said, it would be nice to see some less desirable talents be re-worked, more survivability added, and hopefully some form of raid utility added.
One final note - I am not sure what the design philosophy is for having talents be 1 vs 2 vs 3 points to fill out. I think a lot of the 2 and 3 point talents need to be looked at again. For example, does Agile Movement really need to be 3 points to get 6% movement speed? Meanwhile, rogues can use a single talent point for 15% movement speed. Not that everything needs to be equitable, but surely it should not cost 3 talent points to get less than half of the value that another class gets.
Lowering the cost of some of these talents would open the door for a lot more interesting single talent points to be added, which would provide players more meaningful choice when creating their builds. As an example for hunters, there is a rich history of interesting abilities that could be added as a talent. There are even some great ideas from Shadowlands - Acrobat’s Rations (Disengage CDR), Craven Stratagem (Feign Death CDR), Chelonian Crust (can attack during Turtle, but reduce duration instead of extend). Go back across half a dozen expansions, and you can find even more fantastic utility that could be re-introduced talents.