Hello Hunter Devs. I’ve been playing hunter on beta for the last week and compiling notes on the changes and now the second lot of changes are out I will add my feedback on all 7 trees this week.
Marksman Tree for this post;
At first there feels like a pathing issue around ‘having’ to go through Lock and Load and also Serpentstalker’s Trickery to get our aoe kit in Volley. It would seem like ‘I’m trying to build an aoe kit why do I want these talents in that?’ however I believe the problem is the opposite. There are so many aoe talents from Volley + Killzone to Salvo + Smallgame hunter to Wailing arrow kit to kill shot kit into razorfragments aoe and also Rapid Fire Barrage. that’s not even mentioning our Multishot + Trickshots + Bulletstorm + Heavy/Light ammo. This amount of aoe talents that barely/neautrally increase our single target damage, makes MM into a spec that is heavily reducing it’s single target damage every time it wants to cleave anything.
A Single target build as MM right now can barely get all the talents it wants to take. So every point you take away from this ST build to get any cleave at all is drastically punishing this spec for cleaving anything. A current single target build cannot do any damage to any target other than what it’s targeting. there is no multi-shot, no volley, no barrage, no razorfragments, no Hydras Bite, no Chimera shot.
Therefore to pick up aoe toolkit every single point will reduce your single target damage. there are 12 talents to minus from ST to move into aoe.
DPS specs should be able to move talents around to move their toolkit from ST to AOE/Cleave depending on the build you want. however this sliding scale should not start at ‘Zero Cleave whatsoever’. if the scale is 0-10, 0 being full ST build and 10 being full aoe build. It feels like most dps specs should start at 3 and go to 8 and move between the scale like that. Meaning that your full single target build is at a 3 and can cleave a little bit, but Hunter starts at zero. Also meaning that your full aoe kit spec would reduce single target and move potentially up to an 8 on the scale so you are fully aoe padding and you still are spending say 20% of your talents on single target abilities.
MM feels like it goes to 11. you can remove 13 talents from single target sources and put them into aoe/cleave talents that are barely (or not at all) any hybrid talents that increase damage in both situations.
This 0-11 sliding scale from single target to aoe/cleave makes it sound like a very versatile tree with many options and flexibility. However the reality of playing a spec like this means that it not flexible at all, it is either doing one thing great where it will be tuned for it’s best single target spec in ST, and then tuned in aoe in it’s full aoe spec. While actually playing the spec you will feel suboptimal is all areas. When adds spawn on a boss you won’t even be able to do any damage to them if you are optimising boss damage to make dps checks. Or Perhaps you are playing dungeons and you are specced into aoe for every pack and then a dungeon boss comes and you are doing quite sad boss damage for that tyrannical timer you want to push.
The best specs in the game go from 3-8 and not 0-11
obviously being optimal wouldn’t mean moving all 12-13 of these talents in move cases. But it would be more appealing design to have aoe talents that still increase single target damage a bit (Like Razor Fragments)
Or have the ‘optimal’ single target build still path through some aoe options (Like Volley + Salvo)
This brings us to the famous Multishot + Trickshots debate about whether they should be talents or not. Obviously the most powerful option is to have them be baseline.
However after spending time since 10.1.5 taking hunter talent trees of my own (on talent tree manager) I’ve decided there’s a rule that should apply.
‘If there are two talents that are, next to each other in a line, and buff the same ability/usecase situation, you ask yourself; Will I ever want one of these without the other? If the answer is no, then should they just be 1 talent? (the answer is ‘not always’) If the answer is yes, then which one should be accessible first? (and how far apart should they be?)’
So if we apply this rule to some MM tree duos lets see.
Multi-shot and trick shots?.. I will never want Multishot without trickshots… just make them 1 talent imo
Volley and Killzone?.. I will sometimes want Volley and not want Killzone… therefore i think they are correctly placed (Although I believe Volley should be much more accessibly early on in the tree)
Small game Hunter and Salvo?.. There are many occasions I would want Salvo and NOT want Small game hunter… therefore I think Salvo should be more easily accessible in the tree and Small Game Hunter should be the ‘capstone’.
Trueshot and Eagletalon’s True Focus?.. I can’t think of a time I would ever want trueshot without eagletalon’s… please make them 1 talent.
Barrage and RapidFire Barrage?.. they are correctly placed imo.
moving on
Trick shots should activate on casting Mult-shot (much like beastcleave activates) rather than relying on hitting 3 targets. Often you will push this global to not to rewarded with trickshots because 1 mob wasn’t quite close enough or was stunned or you weren’t hitting the target in the centre of the group, but instead hitting a prio target slightly off to the side. This results in the worst feeling ever, of pushing multi-shot again, which is a waste of time and focus.
It also doesn’t allow for cool opportunities to think ahead. There may be times where you know adds are about to spawn, so you want to multi-shot on the boss in single target, and then swap to adds and cleave with the trick shots buff already up.
You cannot do this. You have to, not only wait for adds to spawn, but make sure you hit the middle one, and also wait until they are close enough together. There is a horrible feeling of delay to a class that is supposed to be target swap master.
Plus we deserve to at least be able to trick shots 2 target situations, which then creates more use cases for the Heavy ammo talent.
Fan the hammer and careful aim should swap places. making it a choice to get careful aim or not and therefore use it when it will be useful
Rapid Fire Barrage feels strange to target. I often push it and don’t hit what i expect to hit, and I obviously can’t spray other targets after I cast it like regular Barrage. because it’s channeled I really want to know how many targets im going to rapidfire before I press it and invest a 1 min CD.
It doesn’t say how close the targets need to be and it obviously doesn’t target things as far apart as barrage does, so it feels too different to barrage. It’s a great ability I just want it to be more obvious what I’m going to hit.
Thinking I’m going to hit all 5 targets in front of me and then pushing my 1 min CD and it only hitting 2 feels really bad.
(any chance of making it a 45sec CD so we can death chack buff it? please <3)
Barrage should give trick shots. (if barrage gives beast cleave then please give us at least 1 trick shots from pushing barrage)
I would like to see a talent like Salvo go above small game hunter instead of the way it currently is.
The new MM tree is an excellent improvement and I appreciate the dev’s giving Hunter attention. great work. this feedback is so that we get the best version of Hunter not to ‘complain’
Thankyou for reading
Videos explaining my notes in more detail can be found on youtube @Slothfaceyoutube