Couple points of feedback so far, which it looks like are potentially being addressed in the case of Survival Hunters.
It was mentioned that there’s awareness to too many big investment talents and this will be adjusted. Will this also include having multiple talents that also do effectively the same thing too? We have two different talents to increase raptor strike/mongoose damage, except one also is a flat wildfire bomb damage increase (and there’s also another flag wildfire bomb increase talent).
We can spend 5 points for 25% increased raptor strike damage which feels very weird.
Again, I understand this will likely be adjusted but I want to point out that some of these flat damage increase talents seem like they can be too significant where the abilities may feel too weak without the talent or too strong with them (if they’re base damage is fine outside the talent). Feels like this can lead to some tuning difficulties in the future. That was mostly a larger concern I had since the investment also means you don’t really get any truly interesting choices which the overall Survival tree feels lacking in.
For the overall class talent tree, personally I think it looks pretty good on the majority of the top rows. Well done, I like the choices available. My gripe comes down to the final few tiers. In particular, Explosive Shot, Charkrams vs Death Chakrams, any of the serpent sting related talents all don’t come across as some interesting playstyle choices, instead you just pick whichever is tuned better. They don’t necessarily have cohesion with the rest of your toolkit minus how latent/vipers venom have SS synergy. Just extra damage buttons and you’d choose whichever just does more damage. I think something different needs to be looked at here.
In regards to alpha predator and steel trap, well at least those are things I might potentially want to take as a SV hunter for extra focus regen (good for mongoose bite builds), or in the case of steel trap while it isn’t a super flashy ability, it at least is something I would consider taking for its utility in PvP depending on the matchup. Of course in regards to PvE steel trap runs into the same issue as I stated previously with the other final tier talents, where you just pick the one that does the most damage based on tuning.
My largest concern is in a world where the final rows are all tuned equally, I don’t think I would even be able to notice the difference between any of them as a compelling gameplay choice, you’d just use them when available regardless and I wouldn’t feel like anything special has happened. That to me seems like it’s missing the mark on your goal for talents that you’ve worked to achieve on other classes, instead of me feeling like “Wow, all these options are really crazy and I don’t know which to pick” instead it’s “These options all seem so trivial that I can’t actually tell if it matters which one I choose”.