Baseline MS, I agree with. I am, however, hesitant towards the idea of buffing MS damage on it’s own. To a degree, you could do this ofc, but, you ideally want to avoid reaching the point where all you like to do for AoE is to spam MS over and over.
For our ranged specs, having talent based mechanics that build on/add to the base Multi-Shot ability, I think are fine. You could do more with them ofc. Ex. Adding a talent to BM that allows A Murder of Crows to benefit from Beast Cleave if/when activated.
I can’t say how good it is for PvP atm, but the base mechanics for the most part, aren’t very useful for PvE in general(outside of some very niche scenarios).
Especially the Leech talent, I think needs to be looked into.
I think we’re a bit too close to 10.0.7. already, for anything more substantial to be changed, at least if you’re thinking of mechanical changes to talents/spells. I’d argue for bug fixes and possibly/hopefully targeted tuning passes for each spec. Ex. While BMs niche, supposedly, is single-target damage, I think they need to take another look at the AoE side of the spec. By no means should it be at the top, as long as ST is the primary strength, but it should not be quite as far behind as it is in certain scenarios.
Aside from that, from a utility/defensives perspective, there are several things I’d like for the class tree for hunters. Due to the massive changes to our class design and talent system overhaul that we saw with Dragonflight, it makes sense as to why they’re doing more work on that front even for mid-expansion patches. With this in mind, I’m hoping that for 10.1.0, we could get some more in-depth changes to our talent trees. Having said that, if some of them could come earlier, I certainly wouldn’t mind.
Note that this isn’t really aimed at damage/throughput, but rather towards utility and defensives. In short, I’d like for there to be [more] choices for utility(personal/group) along with further increases to our survivability and defensive capabilities. As with what I mentioned in the other thread, before this topic was created, I like to provide some visuals for clarity/support. Below, one can find certain suggestions for this very purpose.
Import code for TalentTreeManager(TTM)
For anyone who wants to look at the suggestions as part of the class tree, in a talent calculator interface, feel free to install TalentTreeManager, and import the code in the link into TTM.
Some highlights:
- Moved some talents around and adjusted pathing in some areas.
- Some multi-point talents have had their effects adjusted, and are now 1-point talents.
- Some talents, such as Binding Shackles, Improved Tranq Shot, and Improved Traps, have either been removed or baked into other talents.
- Snake Trap has returned as a talent-based ability. There’s also a tangent path with a separate ability that allow you to modify your Snake Trap.
- Trap Mastery is a new talent that has replaced Improved Traps, and also provides additional enhancements to certain traps.
- New choice node in the second bracket, where returned talents/abilities; Iron Hawk and Aspect of the Fox can be found. Both have been slightly altered. Ex. Aspect of the Fox has had it’s shared cooldown increased from 8 sec, up to 45 sec. This to prevent class stacking to a certain degree.
- New talent added that improves Freezing Trap, providing a choice for how to use it.
- And more…
Image of the layout:
Note: The path between talents; Natural Mending & the choice node Lone Survivor/Nature’s Endurance has been removed. Reason: Makes no sense for one to bypass the base talent(SotF) which the choice node is meant to improve on.