Oh wow, that was a quick turnaround. Thank you. Can you please add an alternative choice node talent to Animal Companion that buffs my one pet so I’m not forced into two?
Button bloat is any time a button that can be replaced by a passive isn’t. This iteration of flanking strike does all of the core things you’re saying, while removing a keybinding, and so it being a standalone button is bloat compared to the passive iteration.
This iteration of flanking strike is no more BM than any other. The entire spec suffers from “This is actually just BM mark2, and we’re just pretending it’s not”-itis.
It doesn’t spend focus, nor can I open on a pack while spending focus to get tip stacks rolling. It also can get me killed randomly far more often than having it active can.
It doesn’t even function the same.
Calling it button bloat is either not understanding last week’s version of FS, or using buzz phrases incorrectly while also not understanding last week’s version of FS.
Because it does all the things that it did last time. It triggers cleave, it gives more tip of the spear econ, and because it’s a strong gap closer for PvE and PvP situations on a rotational button. All of those things are fine reasons to talent into it. It doesn’t need to be a different bind to make it a valuable rotational button.
Agreed, last weeks iteration was literally perfect. Felt like a gap closer and nuke with upside through talents and the flexibility of granting back a tip. 10/10 loved last weeks button.
Thank you for the quick response to feedback! I’d just like to add my own voice to the others here saying the concerns about the previous iteration of Flanking Strike (the spender with increased benefit from TotS) not fitting with survival’s kit are unfounded, and the ability was actually close to perfect - there’s no need to try to fix what isn’t broken.
And thank you for reverting Mongoose Bite as well, it would have been a shame to lose such an iconic part of Survival’s kit. I’m looking forward to seeing what you all cook up for it going forward!
I disagree, and it’s clear we’re not going to agree on this point, so there’s no reason to keep going back and forth on it. We both like what we like, and if you’re happy with that iteration, that’s great for you. I enjoyed the other iteration better, and I’m disappointed to see it go.
I don’t expect this to get fixed any time soon, but I’d love if there were a solution to improve the feeling of multi-dotting with Barbed Shot. In theory, players are incentivized to spread Barbed Shot on multiple targets – there’s “positive” reasons, like Master Handler and Basilisk Collar, and “negative” reasons, like the fact that refreshing Barbed on a target causes damage to be “lost”, so you’re better off casting it on a different target. The problem is that I find most hunters just don’t bother – partly because they’re lazy/it’s a fairly small gain, but also because your pets will charge whoever you Barbed. If they’re far away, your pets might just slowly run over to the target, causing downtime; furthermore, some effects, like Brutal Companion, break when swapping targets like this.
I don’t know what the solution is, because the Barbed Shot charging behavior is usually very nice to keep your pets on a target or quickly change their positioning for better cleaving. But, IMO, it just doesn’t play well with Barbed Shot multidotting.
(Secondarily, late in the expac when you’re flooded with Barbeds, it kinda feels bad to press Barbed back-to-back and “lose” DoT damage by overwriting your DoT without any Ignite-like rolling; I imagine this’ll particularly be a problem for Dark Ranger BM hunters)
Thank you for listening to the feedback from the survival community that actually understands the gameplay and rotation of current TWW beta survival.
Adding a forced dash baked into a rotational ability is extremely bad game design and only provides a massive opportunity for player dis-satisfaction and anger when it goes wrong and forces them into a mechanic to die immediately. We have already seen this issue with Skyreach with windwalker monks and the feedback was the same.
This revert was a step in the right direction. Please do not listen to the other players here who do not understand the key issue stated above. If you really want to, add it as a choice node WITHOUT THE DASH.
Going forward, please focus on fixing the pack leader hero tree, fixing bloody claws, fixing bugs. FOTE also likely should deserve some love as it feels left behind.
That’s fair, and you’re allowed to miss something you liked.
I genuinely hope Blizzard can come to the table and give us a choice node to let both FS type enjoyers have their ideal version of FS.
Thank you for reverting Flanking Strike. Absolutely the right choice. It fits the rotation really well and felt amazing to use last week. Also, please consider bringing down the cooldown on our nifty new AOE stop (Implosion Trap) to 1 minute =)
This here is the only correct answer IMO. Just let us pick. Honestly what I’m mostly annoyed with is the fact they’re making this change after a single day. I wanted to try a +12 with this build and my crew on beta tomorrow, but now there’s not much reason to do any pushing on surv.
It’s a guaranteed way to mess with your rotation because if you need to be in range (like if a demon hunter is eating your face) and want to be away from him you suddenly cannot.
Same with pve, you pop eagle to stay at range on smolderon, annd oh no you ran out of focus because your next kill command will leap you to your death. You need to be able to control your gap closers for them to be strong or even useful.
We don’t have an issue with too many buttons. We had an issue with too many abilities giving too many bombs which was too many GCDs. The number of buttons we have is quite low and manageable for our rotation.
I’d much prefer to see what they cook up with the future revision of flanking/fury than have our already super bloated kill command button do yet another effect. For context, there’s 14 effects that 1 button press can do at the same time with kill command (11 that really matter)