Potential design for four spec Hunter, ALL spells/abilities/talents, and how to make pets engaging again

I’m just saying what it was doing then, to avoid potential scaling issues.

If it scales now with haste, ap, crit, then maybe it was fixed.

Trust me
I want this endeavor to succeed as well. But if they copy and paste from a previous expansion, I want people to know that this was an issue that needed addressing lol

Spinnerdh for mayor.

Also I think leaving pack the way it was originally would be fine. Would be a really wonderful tool in M+ for wipes and empty stretches.

I would have liked to see a summary in your OP and a link somewhere else where format could be better. It’s very difficult to navigate that wall of text and jump around. Would actually be much nicer to have an index with numbered sections.

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That is a good point. Even if Gazelle doesn’t incur a stun Pack still could, but I do hesitate since it would reintroduce the “Turn off pack huntard” thing. This iteration could also see more in combat use. Either way there will be pros and cons.

Do you have any suggestions for where I could do something like that? I’ve never made something like that before outside of a forum.

For Camouflage, the current talent, baseline, would be fine. Make the talent Improved Camouflage:

Improved Camouflage
Passive
Your Camouflage can now be used in combat. When used in combat, Camouflage lasts 4 seconds and its cooldown is increased to 1.5 minutes. When used out of combat, Camouflage lasts until canceled and its cooldown is reduced to 15 seconds.

Move speed reduction isn’t necessary, no existing Stealth abilities have movement speed reduction anymore.

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Do any other classes/specs have stealth other than Rogues and cat form Druids? They kinda specialize in it. I think it is ok for the baseline 30% movement speed reduction for a non-stealth class, especially since we don’t need to get in melee range to attack and it can be talented away.

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Our baseline would have a 50% uptime, theirs is 100%.

They both have abilities that can only be used while stealthed and give significant combat advantage, we don’t.

Rogues actually get increased move speed in stealth, but Druids don’t AFAIK.

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The suggested changes would make Camouflage have an indefinite duration baseline, but the cooldown would still start once it is broken. So we could have much higher than 50% uptime if we play well.

But yes they do have abilities that require Stealth, which means that they rely more on their Stealth, unlike us Hunters who don’t require it in order for our damage or burst.

The suggested changes also remove the actual stealth from it. Much as I like the predator visual, it should be an actual stealth.

I get what you are trying to do, I applaud the effort, but you don’t need to reinvent the wheel on every ability.

I updated the baseline Camo recently to be stealth while moving baseline, rather than just the immunity to ranged attacks. It is basically the current talented Camouflage, except it is baseline, minus the self-healing (which can be accomplished through Aspect of the Crane), with a 30% slow that can be talented out of, and an unlimited duration rather than 1 minute duration.

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I missed the edit and was replying to the original, your updated version is much better.

I’d keep the 4 second LoS usage in combat if possible, that was a neat trick in Cata. You could still break it if you saw the predator shimmer or if you caught the hunter in an AoE, but it was a nice way to break away from melee and open up a gap.

Survival has a talent ‘Master of Ploy’ that would allow them to Camo in combat for its full duration. I think it is ok to let Survival have that one, especially since a lot of the time it would feel like you shouldn’t use camo outside of combat for whatever reason because you might need to use it in combat.

I think it is best left to being a tool to use out of combat for tactical purposes.

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Suggest you rename it to “Recall,” as like when you do dog recall training etc…

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Really enjoyed reading your ideas. Had to split it up on 2 lunch breaks though :stuck_out_tongue:
Loved the idea for feeding frenzy and temporal shot both, as well as pet family abilities.
I feel like I read so much that I’d need to scroll all the way back through to give more feedback, but those were kinda stand out for me.

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Good idea, recall sounds a lot better. Was trying to think of a better name but ‘return’ was the best I came up with.

Thank you very much! I really liked the idea of Feeding Frenzy myself. One of those abilities I would take even if it wasn’t optimal DPS. Spend so much time on the family abilities though. Over the course of like 3 or 4 days off and on, so the ideas for pets as a whole changed a bit over time so they aren’t completely consistent. I think the idea is pretty solid though; to focus on making pets interesting and unique rather than perfectly balanced.

Blizzard is talking about capping AOE and such.
Might work some of those changes into serpent spread/trap design. I believe the talked about caps are 5-10.

Really hope those changes don’t go through though. A lot of the fun on hunters in og survival, was the multi shot serpent spread and then fire dmg off of explosive trap. (Especially the knock back to controll groups)

Indeed, I tried to change all the AoE abilities to do “Up to X enemies” but I might have missed some. As for Serpent Spread, Airborne Toxins kinda revives that and adds a bit of flair, making spreading Serpent Sting more interesting.

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I like this a lot. But movement will always be a part of every fight. Think the dmg reduction to mobile casts and the dmg increase to stationary works smoother.

However, some people like to pop stuff like spirit Walker’s grace and the like…kinda, planing their movement. I need to find your original section on aimed shot and read that

True, mobile Aimed Shot may be too much of a DPS increase for a utility tier. Even still though, I still consider it somewhat utility to still do DPS while moving. But I feel like placing such a talent in a damage talent tier would kinda feel like cheating mobile favored players out of a damage talent.

Perhaps the better option would be to make it baseline castable while moving and make a damage talent in a damage talent tier that makes it a stationary cast but grants a damage bonus as a result.

Could always have chance to proc a second instant-aimed shot, if it’s cast while stationary(with increased crit chance on the second shot) something that gives incentive to cast while not moving, so increased dmg there, while not gimping pve or pvp hunters, for moving

But I’m not a fan of double tap being an activated ability lol. If it was a passive that said, while stationary your aimed shots get a chance to proc an insta cast aimed shot for x increased dmg or for a guaranteed crit, I’d like it more.

Incentive to cast while stationary, ability to cast while moving

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I’m not sure if it is easy to track whether an Aimed Shot was cast entirely without moving. Perhaps Blizzard had the best idea when they introduced Aspect of the Fox. If I allow it to be baseline cast while moving, but only while Aspect of the Gazelle is active, then that would allow anyone to cast while moving whenever they want at the cost of a bit of DPS from Hawk being inactive. But then other shots wouldn’t be benefiting from Hawk so not sure if it would even be worth it for the DPS.