Mobility
Terms of Engagement needs to return in some way. Harpoon sitting at a 30 second cooldown with no way to reset is simply unacceptable. Imagine Warriors losing Double Time and having the cooldown of Charge increased to 30 seconds. Imagine Sub Rogues losing Shadowstrike and second charge of Shadowstep. That’s where we’re sitting.
Takedown needs its range increased. Coordinated Assault had a 40 yrd range with a 1 min cd and Flanking Strike had 15 yrd range with a 30 sec cd. Having this all reduced to a 15 yrd range on a 1 min cd is a massive loss in our ability to connect to targets, which is absurd given all the talents that emphasize auto-attack damage and our Apex talents requiring melee range.
Survival’s mobility on live is one of the greatest reasons to play the spec. What you’ve reduced this to in Midnight feels like an effort to seek out and destroy what makes the spec fun to play.
Hatchet Toss
Aside from the speed of the projectile needing vast improvement, this ability needs a major upgrade to justify its existence in the wake of losing long-standing core abilities like Kill Shot and Serpent Sting. I think the most sensible improvement to this ability short of removing it altogether would be to have it deal 250% of attack power (Raptor Strike deals 286%), but increase to 500% against enemies below 20% health, effectively taking up the mantle of Kill Shot. This would give the ability a reason to exist across both Hero Trees.
Bonus points if you give it a built-in bleed effect to give some needed weight to Survival’s bleed talents as well as the Hunter capstone Unnatural Causes which is sorely lacking with the loss of Serpent Sting.
Hogstrider could be adjusted to essentially grant Deathblow, causing your next Hatchet Toss to deal damage as though enemies struck were below 20% health.
Flamefang Pitch
As we’ve seen numerous times over, including within Survival itself, having dps tied to stationary ground effects doesn’t work out very well. This might not have been as much of an issue, but you also removed the tools we had to keep targets stationary. Tar Trap can no longer root enemies and you removed Binding Shot.
Also consider that given the similarities between Flamefang Pitch and Wildfire Bomb, FFP could easily be a passive interaction between Wildfire Bomb and Tar Trap. Maybe consider having Flamefang Pitch improve the snare effect of Tar Trap and convert your Wildfire Bomb into Flamefang Pitch (increased WFB damage with a different name) against enemies affected by your Tar Trap. You would still have a similar playstyle, but it wouldn’t matter if enemies moved out of the Tar Trap because the damage of Flamefang Pitch would already be active. Enemies who later run through the burning Tar Trap could also incur the Flamefang Pitch DoT.
Grenade Juggler could refund a charge of WFB when used against enemies caught in your Tar Trap (once per trap). Wildfire Imbuement could activate every time you land a WFB on a target caught in your Tar Trap.
Edit: An alternative solution to Flamefang Pitch would be to change it from an active ability that competes for precious gcds at the 1 minute mark to a passive effect attached to Boomstick since you would frequently want to cast them around the same time.
Dragonfire Shell - The final round of your Boomstick fires a Dragonfire Shell, dealing an additional (600% attack power) Fire damage to enemies in front of you. The ground in the blast area is engulfed in flames for 8 seconds, igniting enemies caught in the flames for (400% attack power) Fire dammage over 8 seconds.
This would accomplish the same concept, remove the need for enemies to remain in the ground effect to receive the full DoT, free up an active keybind, and free up a gcd at that crowded 1 minute mark.
Dual Wield
I know a lot of people are excited for dual wield for Survival, but given that the off-hand weapon still does not contribute to ability damage, I imagine 2H will be the more competitive way to play. Please give Survival a loot option that lets the player choose between 2H and dual-wield.
Crowd Control
Looking at other classes in Midnight, Hunter seems wildly shortchanged in the CC department. You could remove Polymorph from the game and Mages would still have more CC than Hunters. Hunter CC needs another pass, because what we currently have in Midnight will not be able to compete.