i feel like enh didn’t really gain much that it h asn’t had previously, no? ret definitely did gain options.
those 3 dps specs (and unholy, kind of) are sure in an interesting place, but this is entirely irrelevant to dark ranger feedback
i feel like enh didn’t really gain much that it h asn’t had previously, no? ret definitely did gain options.
those 3 dps specs (and unholy, kind of) are sure in an interesting place, but this is entirely irrelevant to dark ranger feedback
You’re absolutely right, back to discussing DR! Just saw the interview w/ Jelly and though I’d give my feedback while SV was actively being worked on. As far as DR I really like the double disengage idea posted by another player!
I thought this tree would 100% have a cuance to change your next aimshot into a wailing arrow or something
Honest question: Do we need Wailing Arrow to be available to BM and MM spec trees, if it’s so rarely taken anyways and Dark Ranger would already supply that bonus to exactly the same specs?
What prevents Wailing Arrow from being a free perk of Dark Ranger (perhaps replacing the discrete but solely maintenance-centric Black Arrow whose mechanic can be emulated almost perfectly through auto-shot and effects which increase attack speed) rather than just a rarely taken low-output BM/MM talent, while Sentinel and Pack Leader provide free utility of similar value in turn (“free” outside of having to pick among Hero Trees)?
Unfortunately, I feel like the only way to really make it thematic without changing the way classes play is to bake some of it into core mechanics with new visuals but I don’t think any of that is likely to happen. Until I see the animations, I think we are going to be BM/MM with a sprinkling of Dark Ranger and it’s going to be a disappointment. That’s why I want to push for the changes I suggested. It changes little in the core rotation but adds a bunch of flair and some mobility/utility. I am holding out hope for some video of the gameplay.
That’s fair. I understand your reasoning, certainly.
I’d just still like 71-80 to make at least as much gameplay difference as 64-70, and right most do not quite seem to do that.
I’d be fine with two buttons per Hero Class, even… so long as there was very good reason / need for them each to be new buttons instead of just gameplay-affecting buffs to existing buttons.
Note here that the original effect does not vary from simply being procced from auto-shots as per modern Lock and Load, and even its reset mechanic’s effect could as easily be imitated by… say… having a chance to leave behinds shadows of oneself as decoys that briefly duplicate your attacks for next to no damage but still generate a high portion of the duplicated attacks’ proc chances, including those of your auto-shots.
I’m hoping the visuals really come through. Someone mentioned giving arcane shot a shadow effect (making it shadow damage could make the shadow dmg buff more useful?). A purplish flare could be cool. I just want to look/feel like a dark ranger.
I’ve played Hunter since Vanilla and my favorite army to build in Warcraft 3 was actually Dark Ranger with Necromancers as Undead. I’ve been longing for a Dark Ranger spec or class in WoW since before 2004!
My knee-jerk reaction to these talents was mixed. There are some interesting talents here, but the core of the tree looks like a reflavored DoT that resets CDs, speeds up damage, introduces little opportunities to the rotation, etc, which we’ve seen a million times before.
The good parts:
The iffy parts:
What I base my Dark Ranger fantasy on:
The key element to the Dark Ranger fantasy to me (possibly due to my Necromancer Undead WC3 experience) was always momentum! The defining feature of the hero, to me, was that inexorability — that unstoppableness — that often influences Death Knight abilities. The key difference was that the Death Knight led from the front and tanked for its minions while the Dark Ranger led from the back and used guile and agility to ensure that it only ever engaged an enemy on terms favorable to the Dark Ranger.
Every part of the Dark Ranger kit was focused on setting hurdles for your opponents, trying to trip them up or impede them at crucial moments, while managing your resources to empower yourself until suddenly they were on their knees and you were at the height of your potential, ready to deal the killing blow.
The image of Bolvar, the mighty Lich King, on his knees as Sylvanas walks out of the fading blizzard and renders him powerless to stop her from just taking the Helm of Domination off his head comes to mind here. She entered the fight on her terms, set a careful trap, anticipated her enemy, turned his strength against him, and when she reached her goal it was a surprise to him but not to her.
Changes I would enjoy seeing:
Big asks that I suspect aren’t possible:
That’s a lot of text. Far more than I realized I had in me.
As I was writing it, I was aware of the balance concerns, and that these talents are expected to interlink neatly with existing specs, but I felt it wiser to just throw everything out there just in case any of it resonates.
More than anything, I’d like to emphasize that (in my mind) a Dark Ranger is proactive. The current proposed talents seem (to me) to be extremely reactive. You throw your DoT out and wait for procs. I personally would strongly prefer a playstyle that focuses on proactively setting up opportunities and properly timing your actions.
For example, I love Marksmanship as a spec in part because of how good it feels to think 10 seconds ahead in a fight and be in the perfect position to spam Aimed Shots while everyone else is scrambling to avoid dying, or standing in front of a frost trap in PvP and catching a rogue trying to gank you before they can do anything.
That’s peak Dark Ranger fantasy to me. You pick your place. You anticipate what’s coming. You make your preparations. And then you execute both your plan and your enemies.
Yeah, I’d rather the top talent just give you Wailing Arrow, and replace Serpent Sting with Black Arrow, and then maybe move Sting into a better place in the tree, so it’s not a pain for BM to get.
Yeah, that would require revamping the Class Tree, but… that probably needs to happen anyways so… /shrug.
Big fan of the overall vibes, but I have to admit that a system like Combo Points, Chi Points, Bursting Sores, or Soul Shards doesn’t really seem to me to fit what you described earlier as much as, say… just CDs with gameplay impact on their following actions (especially if multiple can combine or overlap in deliberate ways to make yet more specific interactions among the abilities that follow them).
Which… seems rather ambiguous/nebulous, now that I’m reading it back. Sadly it may have to remain so until I can generate a mock-up. The short of it is, though, to allow for synergies that do not encourage mere bundling (“pop all these together / in immediate sequence”). That, more so than a CP-like resource system, seems like it would produce the kind of Dark Ranger-esque decision-making you describe here…
replacing serpent sting with black arrow, regardless of position in class tree, would still add a new button to BM, and they have a whopping 0 spec interaction with serpent sting in their spec tree
And how many buttons does adding a Black Arrow that does not replace Serpent Sting add?
…Still one.
…right, which is my point exactly? people are saying black arrow shouldn’t be its own button because that adds “button bloat”. replacing serpent sting with black arrow is the same amount of “button bloat” for BM.
… what do you consider “bloat”?
to a lot of people, any sort of extra button they need to think about is button bloat. in this case, serpent sting/black arrow is button bloat.
i do not agree that button bloat is a systemic problem in wow atm, especially for most dps specs
I think there are different definitions of bloat, but I consider it adding buttons to press that negatively affect the spec. Some think it applies if you have to find a place to put it.
Hunter core rotation is pretty simple, but on par with most classes. However, Hunters have a lot of additional buttons that are situational. Multiple traps, Disengage, Binding Shot, Feign Death, Mend Pet, etc, etc. Trying to find a spot on your bars, and a key to bind it to you, often results in removing something that is used left often. It doesn’t feel good removing things, even if they’re rarely used.
The problem with Black Arrow being an active ability is the number of non-rotation damage abilities they still need to use. I popped on my Hunter to look at what I cast on a typical fight.
In no particular order:
With GCD between each cast, it takes a bit. Adding in Black Arrow only makes it worse. Those GCDs between casts also affect the synergy of these abilities as things like Bestial Wrath is already half over by the time you get to the end of the opener.
Also,
Yet less for MM, which is the more rotationally “button-bloated” (ExS, DC, TrS, Salvo, Vol, AiS, RF, ArS, MS, StS, SrS, KS [12 offensive actions] vs. KC, CS, MS, DC, BW, BS, CotE, and maybe KS [7-8 offensive actions]) of the two specs.
Again, my spitball was to convert/augment AiS and BS and make Wailing Arrow a more central feature (for MM, with a new action, such as summoning the maw of a constructed bone drake or a whole pack of darkhounds as a capitalizing nuke for BM).
I mean, they’re doing it for the warrior tree with Shockwave, so it’s not off the table.
Why list every possible offensive action of MM, but skip a few for BM?
In the end, it doesn’t matter which spec has more buttons to press. What matters is if those abilities have synergy outside of just pressing a different button. On the surface, Black Arrow has synergy. When you dig deeper, it simply compounds on existing problems.