Hello! I just wanted to provide some shared feedback from the Survival community on this first iteration of changes Survival is seeing in Alpha. Overall, there are some very interesting designs and new talents in the Survival rework and Iâm excited to see where further iteration leads.
AoE Gameplay Loop
Currently, the AoE rotation for Survival is exactly the same as the single target rotation. It feels like something is lacking, whether it be an additional button to press or some form of DoT management (or both!). Having to rely on random procs of our apex talent to deal AoE damage doesnât feel very satisfying or rewarding. Itâs something that happens passively as you do a single target rotation.
Serpent Sting used to be a core identity of Survival. Our spec description even lists us as âan adaptive ranger using animal venomâ. After spending some time with the new Survival, I think the perfect way to bridge this gap would be to add back Serpent Sting - Hydraâs Bite. This would give Survival another DoT (for Outland Venom synergy), contribute to the spec fantasy, and bring back an iconic ability.
To complete the AoE package, I think some type of talent (akin to the old Volatile Bomb we used to have) could work and keep this separate from Single Target. Some type of âfinisherâ explosion/bomb that is not worth casting on ST, but is strong in AoE. With the amount of empty space in the Survival AoE rotation, I believe this would bridge the gap nicely. Another solution is to just have Hydraâs Bite be the AoE button and it applies Serpent Sting to all targets in a circle around the player.
Single Target Woes
I want to start off by saying the reworked Sentinel tree feels great! The new Sentinelâs Mark adds some nice gameplay variety by giving us a dynamic proc to react to. It feels rewarding to consume your mark and see a huge Wildfire Bomb hit. This lead me into a problem I have with Pack Leader.
It seems like Pack Leader is intended to press Hatchet Toss when you have Hogstrider procs. However, on Single Target, your Boar does not hit enough enemies to stack Hogstrider high enough to where this ability is actually worth pressing. In AoE, this is not an issue, as Hogstrider stacks shoot up AND Hatchet Toss will cleave. It feels worth pressing in this scenario. Perhaps there is some way to make this ability feel good to press when there is only one target?
Dual-Wield vs 2H Weapon
Now that Survival has the ability to dual wield (although we can only Raptor Strike with a 2H as of writing this post), we have some concerns over the viability of dual wield vs 2h.
Is our ability damage intended to scale with dual-wielding (by accounting for off-hand weapon dps)? Currently, one major concern is that using a 2H weapon is just inherently stronger. Abilities will do significantly more damage with a 2H when there is no offhand weapon scaling; however, solving this leads to the next issue.
Lunge currently grants Wildfire Bomb cooldown reduction for every auto attack. This means that since Survival can now equip daggers, daggers would provide the most bomb CDR. IF the ability damage calculations are updated to account for offhand wdps as well, daggers would be the dominant weapon type by quite a large margin. Dual-wield daggers would have more Lunge triggers, more focus regen (as Pack Leader, since auto attacks grant focus), more Wildfire Imbuement damage, and more Skyfury procs (which feeds into all of these effects).
One potential solution would be to have these function based on weapon speed so that faster weapons donât just dominate.
Flamefang Pitch
I think there are some issues with Flamefang Pitch in the current form. Firstly, the visuals for this ability are overwhelming. Itâs very difficult to see any effects or spells that may be underneath the fire.
Additionally, itâs easy for ground-targeted AoE effects to feel punishing or frustrating. Hunters just experienced this with Lunar Storm in War Within and this was remedied by allowing Lunar Storm to move. This problem was also seen with abilities like Death and Decay, Wild Spirits, and Soulforge Embers (the old hunter legendary that was very similar to Flamefang Pitch). When the player has no control over enemies that can simply move (or be moved) out of an ability with a moderate cooldown, it feels bad.
Talent tree layout
Currently, the top â
of the tree only has 8 talent points. We have to take every single talent before moving further and this feels restrictive. Adding just one more talent point, such as the proposed Serpent Sting ability, would allow Survival hunters to have a little more freedom at the top of the talent tree.
Spec Description
Pretty minor concern but just wanted to mention the Survival spec description in the talent pane.
An adaptive ranger who favors using explosives, animal venom, and coordinated attacks with their bonded beast.
Well, we donât have any animal venom to use currently, to loop back into my thoughts on adding Serpent Sting Back. Additionally, the preferred weapons do not show our new ability to dual wield.
Thanks for reading all this!
One last note: we are maintaining a bug sheet with a list of all hunter bugs. Currently this only includes Survival but should get updated throughout Alpha/Beta for each spec.
https://docs.google.com/spreadsheets/d/1SyyJ9FJ-kU5LMMTsaXIesOUE4dY8cDiTkAVc-s0qw9M/edit?gid=2087243201#gid=2087243201