Fair. But even if the shot wasn’t affected by aspect of the hawk, some dmg is better than no dmg. Gotta remember the ABCs here. Always, be, casting.
It won’t give you 1000 dmg, but 600 is better than 0
Fair. But even if the shot wasn’t affected by aspect of the hawk, some dmg is better than no dmg. Gotta remember the ABCs here. Always, be, casting.
It won’t give you 1000 dmg, but 600 is better than 0
It should be. Leatherworkers in BfA can bang a drum in Boralus/Dazar’alor to get one of 3 buffs, one of which is Cat’s Swiftness - when you begin moving, you get a stacking movespeed buff. It falls off when you stop moving.
You could borrow that same logic and have it apply a damage reduction to Aimed Shot rather than a movement speed buff, and have it fall off 2 seconds after you stop moving (assuming 2.5s cast for Aimed Shot). That would guarantee the “buff” falls off before the cast completes, and you get full damage. Move at any point, for any length of time, after the first 500ms (minus your latency) of Aimed Shot and you get the reduced damage.
You’re right, I don’t know why I forgot that there are already many buffs/debuffs in game that track movement. The best way to do it would be to have a hidden buff that that is added to the Hunter upon starting to cast Aimed Shot, and removed by movement.
Same trigger they have with trailblazer maybe? But didn’t we have something like that before? Sniper tactics (maybe the name)? Where if you were immobile for X number of seconds you had a damage increase that would start a 10 second buff window when movement initiated.
Sniper Training, the WoD Marksmanship mastery.
When you stand still for 3 seconds, gain Sniper Training for 6 seconds, increasing damage/range by Mastery%. Sniper Training begins to fade when you start moving.
I maintain that this was an interesting mechanic, and while I don’t like it being tied to Mastery, because then your gear is variable strength depending on how much movement is required in any given encounter, keeping it as a talent option with a fixed %damage increase (nothing for range, it was annoying to be near max range with the buff and all of a sudden be out of range while circle strafing around a target) would be neat. Much more interesting than alpha Master Marksman or Careful Aim at any rate.
That’s a good idea. Make Aimed Shot mobile baseline, but introduce Sniper Training as a talent for those who want to stand still.
I wouldn’t make it a talent, but a baseline passive.
Making it a talent either means you need to switch away from it every time you have a high movement fight, or it needs to be strong enough to be competitive for movement fights that people feel forced to take it the rest of the time.
If it’s a baseline passive, you maximize it as best as you can, but you aren’t opting in to reduced damage when you need to move.
The problem for me was that my high mastery gear would be BiS on a fight where I could stand still the entire time, and I would gain almost zero benefit from Mastery on the next fight if I had to be constantly moving. That meant I had to carry multiple gear sets to be optimal, which SUCKS as a pure DPS.
Understandable, but again I feel like there are a lot of people who just don’t want the ‘stand still and cast’ playstyle. Some do, and that makes sense to make it a talent. But if every MM Hunter had a standstill mechanic then they would all be standing still.
If there is ever going to be a middle ground here, where those who enjoy mobile and those who enjoy stand still are allowed to exist simultaneously, then there will be some fights that one or the other struggles on. But I think it is better to lean towards the mobile option, as that seems to be what most players want.
The whole thing with sniper training though was you had a 6 second grace period for movement. So as long as you moved in 3 second bursts and then pause for 3 seconds you could keep up sniper training 100% of the time even on fights requiring you to constantly move.
Like I said in the other thread, very much agree with this.
Not entirely sure why you have Cower there. I can’t recall any situations as of late where I would want such a talent. Or maybe I’m misunderstanding your intentions with this talent.
Sort of same as the above, despite that one being pet-related. Any situation where you’d want to reduce your threat as a hunter, you can just use Feign Death/Play Dead(pet).
IMO, I would replace those two talents with the following effects:
1. Casting Misdirection now causes you to deal X times the normal amount of threat towards the target of your misdirect, for the duration.
2. Casting Misdirection on your pet instantly resets it’s cooldown.
I hate you for making me choose between Master’s Call and SotF!
But yeah, better than what we have on live at least.
(IMO, this should be the tier that is twice repeating, instead of Tiers 1 and 5).
Yes please!
Nope, there is already enough short comings with all of the current classes and specs to spend time wasted on another spec.
Did you even read my reply?
Wth are you on with here…
So you going to offer any actual feed back or are you just trying to derail the thread so you can complain more about how we “can’t talk about making positive changes to survival”?
I’m not sure this makes much sense for a pet talent. But you are right. If threat reduction doesn’t make sense in the current meta then I’ll replace them with something else.
But this is a very good suggestion. Perhaps it can be streamlined a bit though. Can Misdirection currently be cast alongside other abilities still? Or did the global cooldown change remove that?
Perhaps it could allow the Misdirection effect to be permanent when cast on the pet, but casting it on another target removes the effect from the pet?
That’s a good idea. It might be cookie cutter for both PvE and PvP, but it’d probably be healthier for the class as a whole.
Now that I think about it though, Survival of the Fittest is a pretty boring ability. What if, instead, it becomes something like Soul Link where for the time it is active the pet and Hunter share 50% of their damage, in addition to the 20% damage reduction? That would be more interesting imo.
It’s ok, as long as he is in here trolling the thread keeps getting bumped. I want to add on to this later at some point. I’m thinking a deeper dive into pets, with something like pet happiness (a very altered version of it) and possible glyphs for the Hunter.
Says the hypocrite who couldn’t keep themselves out of the SV should stay post…
My thoughts on this comment of yours are as follows:
I mean to me this doesn’t say survival of the fittest. Suddenly you’re not the fittest because you’re getting help.
How about Attack speed, damage, hp, are all increased by 10% and 10% of damage taken is reflected back to the attacker.
Funny considering that my 1st post in that thread didn’t happen until after the argument already started. So please act like I derailed that thread.
That’s true. ‘Fitness’ to survive hearkens to adaptability to an environment or situation. Perhaps it can be spiced up just a little from the original iteration. With every direct attack taken by either Hunter or pet, both take 10% reduced damage, stacking up to 4 or perhaps 5 times? Could last 12 seconds.
Maybe it could treat physical and magical damage differently too. Like the damage reduction against each stacks separately perhaps?
Your suggestion is alright but I don’t think giving the Hunter a bunch of bonuses to like attack damage and what not would align very well with a defensive talent.
Maybe it shouldn’t be a defensive talent? The best defense is a good offense.