Shadowlands Hunter class changes

Note: Below is just my intention with the design. Your preferences are ofc your preferences :slight_smile:

My intent with it for that design was to keep it close to what it was in the past for RSV.
I did not want it to have the annoyance we see with many other bonus charge-based mechanics in this game that are of a more recent design.

Barbed Shot for BM is one example. Sure, they made it have 2 charges baseline so it wouldn’t be so infuriating when you got Wild Call procs. But still, I find it annoying when Wild Call procs occur slightly before you actually need them as, it results in a waste of the CD timer.

Meaning? Lock & Load in that concept, adds a bonus charge of Explosive Shot on top of what you already have, and it does not in any way affect the default charge-system of Explosive Shot. So if you have 1 charge left, and the second one is re-charging and you get a proc of L&L, then the base charge will continue to finish even if you now technically have 2 charges ready.
(This also happens to suit a design focused on the idea of the potential of multi-dotting more than the other alternative).


Keep in mind that the concept in that link, contrary to the current hunter specs, don’t get any additional abilities from talents.

You have the option through talents to replace your basic spender with one tied to your pet(for preference or just cases where you want more control over your pet or want to make sure that enemies hit your pet and not yourself).

This was very much intended from my end. I dislike the idea that a spec like BM has very few abilities baseline but then has the option to add in 6 additional abilities through talents alone. All of which are more or less stand-alone with zero interaction with anything else.

To me, that’s basically a waste of talent space. Talents should allow for you to modify your baseline toolkit and what your baseline abilities do rather than focusing on adding in completely new ones, again IMO ofc.


Also worth noting is that those default abilities found in there, were all in their own ways signature features of the old RSV and it’s past iterations.
Part from Quick Shot that is. Although like I said, due to Arcane Shot in SL, we might as well replace Quick Shot in there with AS.

The part with Immolation Trap is actually meant as a theme-accurate replacement to A Murder of Crows.
It has a longer default CD than traps normally do as, it’s not intended to be a “rotational” ability. But rather a situational one.

“The same purpose as Explosive Shot”

You mean in that it deals Fire damage?

I agree that the spec should not be like MM in the sense that pet reliance is not promoted in any way at all really. Beyond the mere basics.

My intent with the design was for it to allow for a middle-ground. Currently, the design allows us to have both Lone Wolf as a baseline passive for those that don’t want to rely on pets. But it does have a few optional talent choices that allows for anyone who wants to, to focus more on the pet. For general preference or for doing quests/leveling etc.

If you put in baseline pet-reliance like BM and MSV has, that middle-ground goes away. And since we already have 2 specs that lean towards that extreme, I’d rather keep it optional.

We all have our preferences ofc.

I decided to keep Black Arrow in there as, in WoW that ability is IMO a defining one in order to achieve something that is similar to the old RSV.

+Black Arrow for the Hunter class in WoW was not intended like the original WC3 ability where you reanimated corpses to fight for you. In WoW, they designed that ability to be more neutral in theme.

Having said that, if they rename it to something else, I wouldn’t really care as much. But the mechanical elements tied to it, I want to keep for the sake of the spec as a whole.

Again, preferences are what they are.

Serpent Spread is however another effect strongly associated to the old RSV. Back from the days where SV, contrary to the other specs, allowed us to apply Serpent Sting to several targets at once.
Something I’ve noticed that a lot of players comment on in today’s WoW.

You could ofc change it so Serpent Spread came from Explosive Shot, although that makes no sense whatsoever if you ask me.

Or did you mean something like below?

Ever Burning - Explosive Shot now deals damage to all enemies near your primary target.



Some of those things are already there, although maybe not exactly as you want them to.

But to mention some examples:

Exotic Munitions - Your auto attacks have a chance to increase the remaining duration of either Serpent Sting, Black Arrow or Immolation Trap by 5 seconds on an enemy affected by either of these periodic damage effects.

T.N.T - If Explosive Shot is used on an enemy already affected by a previous charge, the charge’s remaining duration is refreshed as well as increased by an additional 3 seconds. An active charge can only have a max duration of 9 seconds.

Exotic Munitions-procs now also increase the remaining duration of any active Explosive Shot charge you have on the current target by 3 seconds.

Spitting Cobra - Cobra Shot now extends the remaining duration of Serpent Sting on the enemy target by X sec, up to a max of 15 seconds.
In addition, Cobra Shot now has a high chance of generating double Focus when fired.

Catalysis - When Black Arrow deals damage to an enemy target, damage caused by Explosive Shot against that enemy is increased by 10%.
In addition, when one of your abilities deal Fire damage to an enemy affected by Black Arrow, you have a chance to gain this effect as well.

This effect lasts for X seconds. Stacks up to 10 times.

You then also have the bottom section that focuses on bonus perks that come from other sources in the game, perks that add somewhat minor effects that could still be very useful.

(1) Lock and Load now grants 2 charges of Explosive Shot when it procs, instead of 1.

(2) When you get a Exotic Munitions-proc. It will grant you an additional bonus effect depending on which periodic damage-effect it benefits.

Serpent Sting - Until the current Serpent Sting debuff expires or is refreshed, every time it deals damage to the target, you instantly gain 3 Focus.

Black Arrow - The remaining cooldown on Black Arrow is instantly reset.

Immolation Trap - Your next Immolation Trap will deal an extra X% damage and will also have an increased X% chance to critically hit the affected target.

(4) Quick Shot now triggers the passive effect “Exotic Munitions” when it hits an enemy target.



Hmm?

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