This is an excellent change. One thing that would make this even more fluid would be reducing the minimum ranged attack distance to 5 yards. It seems to be getting stuck in melee when you move out of melee range, past 8 yards, and fire off a shot too quick. If the melee to ranged attack transition occurred at 5 yards, then I do not think this problem would occur and retain a more immersive game play.
There is a bug when you swap targets with this enabled that it defaults to melee even when you’re at range. It also get stuck on melee and does not swap to ranged autoshot after using a ranged shot ability. If this setting is disabled, then this bug does not happen.
I’m glad this bug has been fixed. I’m still not sold on autoshot going off while casting aimed shot or sniper shot. It doesn’t really make much sense for a shot to go off while you have your bowstring pulled back and are aiming; it’s not very realistic and kind of throws off the immersion. If the devs are insistent on not having clipping in the game from these abilities, then delaying autoshot until the cast is complete makes more sense.
The arrows are currently showing as a really weird green color making it seem like it’s a coding issue and not showing the true colors of the various arrows. I assume this is a bug.
Hawks still spawn on the player and fly to the target (although I like this animation and probably prefer it over it just spawning on the target).
A large portion of hunters keep their pets on passive and then manually command them to attack each target. However, when your pet is on passive and summon hawks, even with the pet actively attacking the target, the hawks do one initial attack and then fly back to the hunter. Please fix this so that the hawks mimic your pet’s actions. If my pet is attacking the target, so should the hawks.
Big win with a lot of buffs going raid wide.