Seriously they nerf BM again?

That’s more likely to be the result of less spiteful pad/frenzy uptime thanks to spiteful than it is to be fort/tyran (though there is a difference there too). BRH 22 last week I was over 300k by the end last week and around 260k today. I was using the new build today though and I’m not sold on it at all, it’s much less active than before without DP and I honestly hate that about it. I’ll probably go pug into a few 22 BRHs this week just to play around with different builds and find one I like.

The nerf is actually smaller than first thought. They only nerfed dire beast kill commands by 30%. This also nerfed the dire beast kill cleaves (which show up in the combat window as beast cleaves not kill cleaves). They did not nerf beast cleave damage though.

Where’s the short cooldown heal? Exhilaration is 2 min.

In what sense do we have enough health to just soak rot damage and not worry about it?

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In no word is Exhils cd’s long unless you straight up aren’t at your keyboard

So every spec should have a blink? Should every spec have disengage too? What about rescue? what about death’s advance to ignore movement speed / displacements?

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DH also for nerf and btw BM is still on top.

Dont know what your talking about DH is way above everyone else in dps even after nerfs, more nerfs incoming I predict lol

If you play BM correctly they are doing more damage than DH. Don’t need to be in melee range to dudge stuff, can move while attacking while at range, no cast time.

Couldn’t agree more. Arguing that it’s necessary to deny certain classes and specs adequate defensive toolkits for mitigating a specific form of incoming damage in the interest of preventing class homogenization might conceivably be justified were it not unavoidable and essentially ubiquitous throughout the majority of raid and dungeon encounters. In general, I would of course agree that utility should not be equalized unilaterally between all classes. I think it’s absolutely critical for the health of the game that each class retains their own unique combination of skills and abilities in order to preserve distinct play styles and class identities.

However, as you elucidated in the case of interrupts, certain types of abilities simply have to be universally accessible because they perform such a crucial function required for overcoming fundamental gameplay mechanics. Encounters that do not feature either intense periodic waves, or constantly pulsing rot damage have become the exception to the rule in dragonflight. As a result, bringing a class such as a hunter who possesses a defensive toolkit entirely bereft of effective rot mitigation is no longer just a minor vulnerability, it’s become such a liability that it often serves to disqualify them from finding a spot in groups attempting higher end content unless the damage they bring is so over-tuned that it negates the disadvantages. Sustained periods of high damage windows have become the norm and unless blizz shifts their approach or modifies the toolkit, we’re going to continue to be a liability. Class identity can be preserved in the implementation of how the abilities work, but imho, every class needs at least some way to mitigate it.

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Yes I am aware. I am replying to someone who is saying Exhil CD is 2 minutes, which is not correct. A sub minute CD on a very large self heal is by definition a short cooldown heal.

Yes I am aware. They said we don’t have a high health pool which is not correct.

Sorry about the that, was typing on my phone and somehow hit send by accident when I put it in my pocket before I finished the response. Anyway, my point was while exhil is definitely a nice little self heal, it’s a bit of a stretch to say that 30% + 16% over 8 sec on a one minute cd is a substantial enough level of self sustain to deal with the constant pressure of rot damage. It’ll save you in a pinch if your heals is overwhelmed, but even with 2 talent points invested in the cdr, it’s not off cd quickly enough to heal through multiple sustained high damage interval windows. Crimson vial by comparison is 25% over 4 sec on a 20 sec cd.

My point with fort and endurance is that they are great, but you frequently have to forgo taking them in order to provide lust for the group. Sacrificing a moderately powerful defensive and a chunky passive health increase in order to access our most powerful group utility when other lust classes get it baseline feels brutal

The problem isn’t that we don’t have a number of solid defensives, the issue that oftentimes they’re just not enough to sustain us through successive high damage rot intervals. One or two, we’re in great shape, but 3 or more in a minute and it feels like I’m made of paper and the healer has to baby sit me or I’ll fall over. I mean even our immunity doesn’t dispell dots. Falling over to ticking damage with turtle active just feels brutal. I think a few tweaks to one or two abilities in order to more effectively mitigate those specific types of damage windows would go a long way.

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Sure but this argument is because Ardreaver is saying the class needs a short CD heal (we have one) or having enough health (we have among the highest HP pool of all DPS classes)

To say we need a shorter CD heal is kind of crazy because an instant exhil heal with anything shorter than 45 seconds seems like it’s incredibly screwy and broken.

we also get 10% leech from our “lust” which other lust classes dont get, and baseline 10% leech is actually very good for mitigating rot

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I mean personally I’d rather they diversify the types of unavoidable damage, such that one class has an exceptional toolkit in one encounter, but may struggle in another. That discourages class stacking and is better for the health of the game overall IMO.

But if they are going to put rot damage all over the place, they need to give us better tools to deal with it.

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You are missing what I’m saying.

I don’t care what the tool is that we use to mitigate a given mechanic. I only care that we have an adequate tool to do so. When other DPS classes are able to provide approximately the same damage, better utility, and are better equipped to mitigate unavoidable damage, they will be favored over Hunters.

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you mean how hunter has really solid defensives for most things except rot damage? or hwo hunter has great emergency mobility tools? i’d really like to hear more about this from you. what other types of unavoidable damage do you think there are?

and other DPS don’t do thiis. Sounds like your previous post is right on the money where some classes can do X and some classes can do Y

Please stop, you’re making me miss those times again. Lol

Yeah I mean I don’t necessarily think the solution would be to further reduce the cooldown . I was just making the point that it doesn’t really provide us with enough consistent self-sustain to alleviate the problem. You’re right in theory regarding the 10% leech from ferocity pets, but the only spec that really gets full value from it is surv. BM suffers from the fact that pet damage doesn’t contribute to leech healing and marks has to sacrifice damage in addition to fort due to losing lone wolf. I personally think most if not all our utility should be accessible with or without a pet and regardless of pet family, but that’s another issue entirely. I think the best solution would be to make RoS a PVP talent again, and replace it with a talent that works like survival tactics prior to the redesign. Feign death gives a 90% DR for 1.5 seconds and dispels all (or most) harmful magic effects. Id be fine with them reducing/removing the DR component or increasing the cd from 30 to 45 or even a minute if it proves too strong. RoS has literally 0 value in PvE. I’m still baffled as to why they decided that was the talent that should move to the class tree. At a bare minimum they should make turtle actually function like a real immunity and remove all harmful debuffs. If they decide to increase the cooldown and bring it in line with bubble and block to compensate then so be it. If it’s possible to die with an immunity active, then it’s not really an immunity.

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Agreed. I think it’s sad to see a healer die, and all the other DPS in the group continue to thrive while rot damage just ticks my life away, only at the end for the tank to say, “Wt… what killed you?”

And I’m like, “:sob: it’s just the invisible dot the boss puts on us all.”

I wish they would just give us spirit bond back. All three specs need it, not just SV.

Your sample size is 1. You can’t draw conclusions based on that. Maybe you had a great week last week. Maybe you had a crap week this week. Maybe the adds were pulled together faster last week vs this week. Maybe you got a random mechanic on you that impacted your uptime. Maybe you got PI last week and not this week.

To assess the impact of the nerf, we have to look at more than just our own individual performance. If hunters as a whole see a drop in DPS, that’s a thing. If I do, that could just be better play last week vs worse play this week.

The problem is that we’re all going to see numbers go up this week and next because ilvls are going up. So how do we tell if it’s one vs the other?

In the end, sims don’t lie.

I have 825k health with a Spirit beast out. ilvl 468.

That’s gigantic. It’s bigger than anyone else on my raid team except tanks and warlocks.

I have Bear and SOTF and Turtle and health pots and Exhiliration.

If I die these days, it’s 90% of the time on me. We’re survivable af.

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What does any of your post have to do with racism?

A good start would be to not require the tank pet to get the buff and cd that comes with it. I’m fine with survivability when i got my tank pet out but if i have to do hero then i’m losing too much the leech sucks major ***. Hero is a group buff we should not be penalized for having to do it.

Also they could really buff the spirit beast healing and give all hunter specs the possibility to use a spirit beast. It was op in BFA there’s no doubt about it but it could probably use a small buff atm.

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