So then why couldn’t they have just reworked Death Chakram to apply shackles and snare all enemies hit? It just sounds like you want Death Chakram removed for the sake of removing it.
Additionally, why would we introduce an AoE knock back like this, which could lead to situations that are inherently unpredictable? Since the direction that mobs are knocked back could social aggro other packs, and lead to a wipe… Not only that, just because enemies are knocked up, doesn’t mean they cannot attack you, as WoW has a lovely NPC cheat mechanic that’s is known as Z axis targeting, that has been in the game since, 2004. Which if you don’t know what that is, it means enemies can hit you while they’re above or below you, even though the floor.
Like wise, I’m not sure why someone would want to rely on that? Especially given that we already have an AoE stop with “Binding Shot”? And arguably, you could spec for “Tar Trap” with “Entrapment”, which roots all enemies for 4 seconds, and you acquire those much much earlier. It makes High Explosive and Implosive trap underwhelming as a capstone. In fact, it doesn’t really feel like a capstone that’s particularly interesting. It just feels like something they threw in there, because they removed an ability so they had to replace it with something.
Which then leads me to this, why couldn’t they have just reworked tar trap to have the aspects of the High Explosive / Implosive trap? Or better yet, just make it a choice key stone, where you can either take tar trap, or implosive trap, and remove High Explosive trap. Then rework Death Chakram to be more interesting, and fit the kit of hunter better?
Moreover, this demeanor is inappropriate at best. There’s been plenty of good feedback, I’ve also walked back on some of things that I’ve said when I know I’m wrong, or even corrected myself, and given constructive well thought out write ups. Along with, I’ve cited & referenced my sources to the in game talent tree, or developer notes.
Having this high horse, elitist mentality thinking that you’re incapable of adding to spam, creating spam, or thinking your perspective and viewpoints are the only ones that matter, severely takes away from your argument and credibility.
I can understand the appeal, and satisfaction of having more utility to fit the class fantasy. However, this circles back to the primary justification for why they removed Death Chakram in the first place.
In the context of this, Death Chakram wasn’t problem, and it still isn’t. Some people, including yourself, are screaming to the roof tops, making statements like these.
However, we have now gained steady shot as a learned skill. Beast Mastery doesn’t use Steady Shot, at all. They don’t even use it in retail, and it does not generate focus as a baseline. The only way, Steady Shot generates focus is if the hunter is spec’d for Marksman.
So how is it, that we’re going to justify the removal of Death Chakam with the argument that is has 0 interaction with the hunter kit, and trade it with Steady Shot which also doesn’t interact with the hunter kit? Which by the way, all three specs now have, and Marksman is the only one who can actually utilize it?
If we’re going to be making arguments like this, it needs to be consistent, and we should also be pointing out that Steady Shot is now inside the kit, but serves so purpose, unless you’re marksman. However, people, like yourself are dismissing that entirely.
So by a net/gain loss we didn’t actually reduce the amount of buttons or abilities that Hunters have, which was the original justification for removing it. We remained the same and now have an ability in our spell book that does less damage, does not buff our damage by 10%, and doesn’t generate focus, unless you spec marksman and choose “improved steady shot.”
Again, as aforementioned, why not just rework Death Chakram? Or better yet, dissolve that ability into Steady Shot?
Or… Make Steady Shot a MM only skill, just like how kill command is for BM & SV. And give it focus generation as a base line.
There’s multiple different ways they could have gone about it, instead of just removing the ability all together, then giving us a redundant trap that ultimately wasn’t actually needed.
I see the view points you’re trying make, and the approach towards certain aspects. Some of them I agree with, but some of them I dont.
For example:
I agree with this, because we all choose ferocity pets so we can have primal rage. Which limits us to one style of pet.
This however I do not agree… And the reason for that, is the main complaint with Shamans is that they lack meaningful utility as compared to other classes. So they’re a last pick when rack n stacked against other classes. Same thing with healers, their main complaint is that everyone one has to much sustain, and self healing so they feel mostly useless. So why would we remove their utility even further, by giving Herosim, Lust, Time Warp to hunters as a base spec that they just have? Doing this just further separates the need and requirement of class diversity within raids.
What made the early expansions of WoW so compelling to people is the fact that each class was REALLY good at certain things in the game, but lacked heavily in other portions in the game, so it forced people to build team / party / and raid compositions because there were other classes in the game that had the utility that they did not have. But when paired together it felt amazing and rewarding because now you have well connected working machine.
Drifting further and further away from class diversity, functionally and utility, is harmful to the game overall.
All in all, I think we’re being one sided with this, and only focusing on M+. When we should be focusing on raiding, delves, quests, and M+ and how the class as a whole functions in all aspects, and in conjunction with other classes when paired up, not just one particular situation.