it makes the differentiation based on Way of Earth uptime, which you don’t even need to have on for shaman tanking most of the raid. double-rockbiter is enough for holding aggro, and the bosses (other than lorgus jett, turtle, and akumai) don’t hit hard.
there are only three boss fights i need to have Way of Earth equipped on my pants for.
as a result, a bunch of my shaman’s logs show up as enhancement, even though i was tanking.
Hey @kaivax - Can you give a bit more context into the reasons Priests are getting a nerf beyond “They are outperforming other healers”? As a priest only player, that is truly the only thing I have going for this game so far - given two of the three talent trees are made for being a main healer. When lined up against all other classes, both horde and alliance, priests are at the bottom of the barrel in regards to “class discovery”. I am unable to do any form of dps, and when finding groups I am only there to be a healer. As far as PVP goes - still the only class that gets targeted first, and there are no counter plays to this, besides the heals I can provide myself unlike druids, paladins, shamans (who dont get targeted anyway), mages now, ect. This is just a nerf on top of being the most linear decision based healing class one can choose for the season of discovery. The only thing I have discovered is the variations I have are limited, and the one strong thing going for me is now flat 20% lessened.
Lol what? Hunters are still performing well lmao.
Starsurge also requires alot of spell power to even remotely be a problem, and as I said fix it, it’s bad how it is.
Hunter performs well without or without gear, and yes they shouldn’t have a single rune OP and providing an unreasonable amount of power. Across the board is way better design than performing well because of a single aspect and removal of that aspect kills the class.
I’m not sure how you can argue that’s a bad thing
The issue with Starsurge is it’s scaling, it’s pretty apparent, and secondly visibility.
As to the range, Hunters get ~equal range on everything, not a single spell so how is that an issue? Same with Fire Mage.
The other issue being visibility is it’s hard to see where the Starsurge comes from so it’s more difficult to react to, changing the animation to come from the Druid themselves, or simply reusing one of the previous Starsurge animations instead of I believe the Starshards animation would easily solve this problem.
The only reason I’d argue for range reduction is simply for homogenisation of spell ranges so Balance has consistency. It will be worse next phase though with Travel Form and stun proc, so enjoy it not having those whilst you can
Brain Dead Devs at work again. How many more hunters nerf can we get lets go Just brain dead. BM hunter beast master YES pet should do all the work and destroy Hello us Brian once in a while.
Fair enough, but almost nobody is playing MM in pvp right now so most of the time hunter attacks are covering 27y.
I do still think that minimum range makes a big difference. Nothing to do with pvp but it’s especially annoying on aku’mai because its hitbox becomes so huge in phase 2 that you can’t shoot from the last room where he spawns.
And this is why it needs a range nerf. Highest range in the game, strong nuke, low CD, instant cast, almost no mana cost, coupled with chance to stun and travel form next phase. It will be beyond broken because it will have 0 counterplay. And based on how it works now, it will be useable in travel form…