Ion about survival

My major grievance with the Hunter reworks in Legion was that they split the specs too hard. The contention was that MoP and WoD MM/BM/SV were too similar mechanically and thematically, aside from BM’s focus on the pet. So they leaned into pets heavily, making the pet like 80% of your damage (up from like 50%), giving you a second pet, making your base Focus generating ability summon a temporary pet from the wilderness, then Stampede, then Crows, like, we get it - animals do all the damage. They made MM into the solo archer, gutted the mobility, removed the utility, and took away the pet entirely. They turned SV into melee.

You started with A, B, and C. They decided A B and C were too similar. So they changed to X, Y, and Z. X, Y, and Z are completely different from one another. They are also completely different from A, B, and C. So anybody who mostly liked A, B, or C as they were? Too bad, enjoy your completely different playstyle.

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I’m fine with the hard split. The problem is that SV didn’t get anything in the split to make it advantageous to play compared to BM or MM.

I mean that none of the specs were anything like their WoD versions, not that the specs were very different from each other.

Had they leaned BM heavily into pets, SV into melee, and left MM largely the same, there would have been less griping, because MM was widely played and well liked in WoD. Ditto for leaving SV largely the same and making MM the sniper we got in Legion.

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Lol love this. Give me all the tears!!

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Dunno if Blizzard wants to have a class that can be a fully functional range and melee without changing specs.

Hunter changes in Legion (and some other classes) were adjusted to accommodate the introduction of the Demon Hunter.

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From pvp standpoint it is podsible, but not from pve due to different mechanics for melee and ranged

This would not be a bad compensation to RSV Hunters, if you are going to re-add range abilities to Hunters why not give MSV range weapons back? At the same time give some of its old abilities as talent options that way if some one wanted to play SV as a range spec again they could.

Yes, I know some will say that range is more desirable than melee and this would just kill off MSV, but at least it would give two sides of the same coin an option on what game play-style they want. RSV keep spouting that MSV is one of the least played specs but there are still players who enjoy it, so I do not see how such a change who shift the scale so quickly.

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I’d put them very close but it’s the opposite for me. BFA is the first time I’ve ever played BM. I want to switch but I’ve spent so much time farming the corruptions for BM, sooo, I’ll stick it out until SL but I’m never going BM again. In wrath and cata (i skipped MoP and WoD, boy was i disappointed when i booted up Legion…) I generally switched between SV and MM every major patch to keep it fresh. Both were amazing. Never felt like I was playing the same spec either. /shrugs

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Big agree with you on this one. Imo Legion MM is by far the worst version of MM we ever saw. The spec was a absolute hot mess and just felt horrible to play.

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Been commenting in the past that all specs should have a single onehander weapon + bow and use melee animations while in melee and ranged while at range (i still think shooting bow point blank looks silly)

let SV talent into Lone Wolf

Ion saying MM and RSV were the same because the used a bunch of ranged shots just makes me wonder how a guy like him can be in charge.

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Source: https://www.gamespace.com/featured/wow-shadowlands-hunters-horde-hairstyles-oh-my/

Question: The Hunter community is still split on the issue of the melee spec even two expansions after its introduction. With your new stance of “class over spec” and more ranged abilities returning to the class, what does it mean for Survival in the long term?

So, before checking out Ion’s answer, this question directed at him is meant simply to get some info on the future of SV as a spec, based on what has been said/discussed/argued on various forums and sites amongst the community since Legion came out. The parts of Ion’s aswer that motivates why they make their choices in terms of it’s development, those reasons are what they are.

Is it all that they are? We don’t know. But this is what they’re giving us.

Having said that…

Ion: That’s a good question. I think part of what led Survival to a melee space to begin with was trying to differentiate Survival from Marksmanship.

So, in short. Going into Legion, they wanted to further differentiate between the playstyles of MM and SV. Nothing wrong about that specifically as, well, that was their general philosophy in terms of all classes and specs at the time.

Ion: The rotations over the years had become very very similar — OK you might have a couple more magical-seeming shots in the Survival space. Beast Mastery was very clearly its own thing with its clear niche as the pet-based spec. But then you had these two ranged specs that basically did a lot of ranged shots in their rotation.

First off, Ion is wrong when he says that the “rotations” of MM and SV had become very very similar over the years. In fact, it was the exact opposite.

Starting in WotLK, they decided to add in additional key abilities into each respective talent tree in order for players to have more distinct choices when it came to playstyle-preferences.

In Cata, they basically took parts from each talent tree/category and turned those parts into what we now call Core Specializations.
There was more to it than that ofc. But essentially, Core Specs were now the key choices we had to pick between in terms of opting for our playstyle-preferences. Most talents which we picked, only served to further those initial choices made, to a certain degree/level ofc.

Going into MoP, they essentially opted to combine and preserve several talents and passive effects and make them into key elements tied to each respective specialization. Talents themselves no longer served as additional elements of depth and flavor that was tied to a specific specialization/fantasy.

Ofc talents were still unique elements on their own, but they weren’t designed with the fantasy of each spec in mind. They weren’t designed to focus as much on doubling down on said fantasies.

In short, talents were no longer part of what made each spec unique in when it came to design/fantasy/theme. Neither in terms of mechanics nor aesthetics.

What we have left are the actual Core Specs themselves. Those, apart from some minor filler abilities(ex: Multi-Shot), were nothing alike one another when talking about MM or SV(MoP/WoD).
Sure, both specs were designed with ranged combat in mind. Both were designed to focus on the ranged weapon. But those general themes on their own, and the fact that they were the same, does not warrant such drastic changes to be made.

Again, examples:

Marksmanship had Aimed Shot.
Survival had Explosive Shot.

To say that these two abilities were the same/too similar, would be the same as saying that each signature ability of Mage-specs were the same. Or Warlocks with Destruction/Affliction. Or Warriors with Arms/Fury.
Etc.

Marksmanship have more or less always been designed with the idea of big hits and burst potential, while Survival(when still ranged) was designed with DoTs and concistency in mind. Heck, most of SVs key abilities didn’t even deal “physical” damage. With that, I mean that they weren’t designed with the impact of a projectile/arrow serving as the key focus. They instead focused on what was applied to said projectile/arrow and how it affected the enemy target.

Ion: Some of that is actually fallout from the shift that we did in Cataclysm going into Mists. We moved from the old-school talent trees that could probably better support types of play styles and utility without having to build a whole spec around them.

Here, Ion mentions what I said earlier as well about the changes to talent design that came with MoP. And the fact that it(talents) no longer focused on the respective fantasies tied to each spec.

So it is true that we no longer had talents as a way to further distinguish between specializations. But does that mean that the actual Core Specs themselves became less distinguishable? No, not at all.
It just meant that we could no longer count talents as parts of specializations.

Ion: Having a tree like Survival that was about traps and utility and a little bit of melee stuff in there — that worked when it was something that you could put points into as a broader class initiative. But then turning it into its own spec ultimately led us down a path of duplicating a lot of Mark’s abilities.

I don’t get Ion’s reasoning here. Like has been said before, SV did not actually share much of any abilities with MM.

It does sound here like Ion’s actually saying that MM had things like Aimed Shot or Steady Shot, so therefor, giving SV any ability that was ranged(despite those abilities having different mechanics and interactions tied to one another) was the same thing as “duplicating” MM’s abilities.

Correct me if I’m wrong here but, doesn’t all 3 rogue specs have melee-abilities? Doesn’t Arms and Fury both have melee-abilities?
Mages/Warlocks/SPriests/BDruids/EleShamans, don’t they all cast spells?
And so on…


To me, all this just sounds like they didn’t have a clear vision of what RSV’s fantasy was like/was supposed to be like. And instead of actually looking into what could be done with it, they scrapped it because they had something else in mind and they didn’t really care what the then-current Hunter-community(part of it) wanted from the class.

Going into Legion, they designed MM with the idea of casted abilities(aimed shots) in mind. They designed it to be revolving around the idea of a petless sniper/sharpshooter. Even more so now in BfA.

[R]SV was designed with the idea of a mobile/agile archer who did not spend much time and effort focusing on perfect aim. Instead, the focus was on the projectiles/arrows fired and how those could be made to become more deadly on their own. It was also designed with a partial focus on improving the Hunter’s efficiency and deadliness with Traps.

Not even with post-Legion standards could the above be argued to be too similar to one another.

With Legion, they essentially doubled down on such base concepts when they once again made talents that were designed with spec-specific fantasies in mind.
So…why couldn’t they do that with SV as well?


All of this which Ion’s saying is especially ironic considering how current SV(in BfA) shares more with Beast Mastery than SV ever shared with MM between Cata and WoD, despite the fact that BM is designed to be a ranged spec and SV a melee-focused spec.



Just to finish this off…

Anyone who have been here for the last year or so, knows that I’m not one to argue for the removal of current SV and it’s intended design of being a melee-focused spec.

I simply question the developers reasoning and logic for why they did what they did. Specifically with how they did it.

None of the reasons they’re giving us for what they thought warranted such drastic changes were actually valid enough reasons. None of the percieved issues mentioned were big enough for it not to be “fixable” going into Legion.
Especially as their entire philosophy was going to be spec identity and individual fantasies.

How/why were those concepts/philosophies not applicable to RSV?

Going forward, by all means, keep current SV. But nothing above is an excuse not to bring RSV back for all those who enjoyed playing it.

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Yeah, I am convinced that they had someone on their team who really wanted/wants Melee Hunters. Then they retconned a justification for it.

Their explanation and reasoning falls flat under any scrutiny.

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If you were being honest with yourselves, you’d just admit it wouldn’t matter what reasoning they gave. The same people would be here complaining regardless.

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The only reason I ever got a Hunter to 120 is because of MSV. It was crazy and fun and I really enjoyed the “stand with your pet as you slash and hack opponents” feel. For that reason alone, I would hate to see MSV go back to the snooze-fest that I remember RSV (and BM/MM currently and in the past) being.

That said, the spec needs help. Butchery feels mandatory as does Mongoose Bite. They should be baseline. The Azerite trait that makes your Serpent Sting build, then unleash with your RaptorStrike/MongooseBite should probably be a “Serpent Sting Rank 2” or something baseline. Finally, it moves awkwardly. If we’re supposed to be going alongside our pet, why are we always chasing the pet to the enemy? We should coordinate our jump with our pet or something.

Just my 2 cents from someone for whom MSV was the only reason I had fun with the class. I’ll go back to sobbing quietly with the other Priests about Voidform now… :sob:

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It’s a cop out response.

There is huge difference between the two spec’s signature abilities, i.e. RSV’s explosive shot and MM’s aimed shot.

If we use the logic in that response, then if had MM has Fire-shot and SV had Frost-shot, then it would be fine? Cmon…

Also, I should add, I don’t hate melee SV. I actually quite enjoy SV in world questing/world-pvp and pvp in general. Not much point to raid or do keys as SV though.

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As I stated before you have grand total of 5 abilities and only one has any interaction with anything that being Carve reducing CD of Wildfire Bomb. SV needs, desperately, about half their talents as baseline just to fill the eternal boredom of it’s base. You have no procs, no changes… just one static rotation without talents.

Blizzard really needs to bring some Azerite Traits over to Shadowlands. Just looking at Serpent Sting as a DoT it doesn’t interact with anything. Then there is Mongoose Bite which has a builder but no big pay off. Now add Latent Poison and you have some pay off to all that spamming. A the same time you could have Mongoose Fury interact with Kill Command that once you reach that fifth stack you use Kill Command, which works like Fury of the Eagle having your pet charge the enemy unleash a fury of swipes. Or, having Bloodseeker baseline with Kill Command but working more like Barbed Shot, which leaves a stacking DoT that increases haste.

Abilities should all cohesion to together to makes a rotation that when preformed perfectly feels accomplishing.

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And what’s wrong with that?

So you complain about Survival being too boring, but then you suggest 2 things that are passive and change nothing in your overall rotation or gameplay (Latent poison/Bloodseeker baseline)

Noice.