I. THE PROBLEMS
A. 3-Talent Point Investment Nodes
Survival has 10 3-talent-point investment nodes. Beast Mastery has 3; Marksmanship has 2 (by the way, a 3-talent-point investment node on the last row of the talent tree seems like really poor design. Legacy of the Windrunners and Windrunner’s Guidance seem fun and flavorful, but way too much of an investment that locks you out of picking either of the improved Trueshot talents). The spec with the next highest number of 3-talent-point investment nodes is Feral, with 4.
Here is a breakdown of the currently available talent previews and how many 3-talent-point nodes each spec has:
- 10: Survival
- 4: Feral
- 3: Assassination, Beast Mastery
- 2: Balance, Blood, Marksmanship, Shadow, Unholy
- 0: Discipline, Frost, Guardian, Holy, Outlaw, Restoration, Subtlety
Survival is not just the outlier, it is the outlier by an order of magnitude. Inversely, Survival gets 32 unique nodes to choose from. The three Rogue specs have 38, 42, and 45. There’s a spec that, simply put, gets 40% more choice than Survival. These trees were clearly not made equally. The Survival tree needs significant work.
B. The Kill Shot Reset
Each Hunter spec seems to have some form of Kill Shot reset, in the flavor of Flayed Shot, but more streamlined. This is a welcome way to bake a fun proc into each spec, and I appreciate that it is not linked to any cooldown or a specific dot that we have to put on a mob that might die before the dot runs out; it dodges all the drawbacks of Flayed Shot as it is today. However, as the current iteration applies to Survival, it is at an unfairly high talent point cost, for an even more unfairly low proc rate.
For example: Marksmanship has to spend a single (1) talent point in Deathblow to get a 10% proc rate on Aimed Shot for a Kill Shot reset, and has almost no drawback for going towards this talent since it gates Lone Wolf and is in the center of the tree both vertically and horizontally, not gated behind a specific path or a large talent point investment.
For example: Beast Mastery has to spend 2 talent points in In for the Kill for a 6% proc rate on Kill Command to get a Kill Shot reset. Perhaps the thinking for the 4% decrease is that Kill Command will be cast that much more more than Aimed Shot? Or maybe it’s a balance calculation? I’m not sure. Additionally, this talent is in the middle third of the tree vertically, meaning that while it is on the far left of the Beast Mastery tree, it does not require as much of a point investment as Deadly Duo in the Survival tree.
Survival, however, has to spend 3 talent points in Predator just to get Kill Command back to reset without any Kill Shot reset potential. To get that reset proc, Survival has to invest in the entire left branch of the tree just to spend 3 more talent points in Deadly Duo to get a 15% chance of the 25% Kill Command reset chance to proc Kill Shot. That is 6 talent points to get a 3.75% chance to proc a Kill Shot reset.
C. The Coordinated Assault rework and the subsequent talents are at odds
Coordinated Assault does not appear to have a flat % damage buff any more, so my understanding of its power comes from the two unique effects: our pet’s Basic Attack buffs Carve or Kill Shot. Carve gives us more Wildfire Bomb CDR, and Kill Shot does more damage. To make this worth taking at all, we have to sink 3 points into Deadly Duo, which is next to useless without sinking 3 points into Predator, just so that we have a 3.75% chance of even activating half of this cooldown’s power above 20% health, by spending GCDs to press Kill Command, hoping for a Kill Shot, all while spamming the Wildfire Bombs we get from the Explosives Expert cooldown reduction from Kill Shot. While it does sound, thankfully, like an interesting playstyle, it has 21 required points to even make half of the cooldown do anything – this is in addition to the requirements it will place on our Class Tree pathing too, almost certainly forcing us to the far bottom left for Alpha Predator.
Furthermore, the follow up talents simply do not have the payoff that should be expected from such a costly point investment: 3 points in Coordinated Kill just to make our next Kill Command crit is laughably bad. We’re not pressing Kill Command for the damage it does, which is minimal at best. We’re pressing it for the reset.
Finally in all of this, there are the capstones, Fury of the Eagle and Birds of Prey, which are the only two abilities that would be available after the heavy point commitment Coordinated Assault requires. They are simply at odds. There is no situation where we would want to press Raptor Strike during Coordinated Assault in its current iteration. It has no interaction with the cooldown, it does not accomplish any sort of Bomb cooldown reduction, or Kill Command reset, or Kill Shot proc. We would only ever get value out of this from Carve or Butchery, and it is unclear if we will be using those abilities enough in the 20 second window to meaningfully extend the cooldown, since it will be a lower priority in our rotation than Kill Command, Kill Shot, Bomb, and the 4 second channel of Fury of the Eagle. Because we will hardly ever be using Raptor Strike during the current iteration of Coordinated Assault, and because we will hopefully have more Bombs, Kill Commands, and Kill Shots to press than Carve/Butchery, Birds of Prey seems very likely to have little, if any, value at all for Coordinated Assault as it has been reworked. Indeed, Birds of Prey seems like an unexamined relic of Coordinated Assault as it is today, not how it is going to be.
II. PROPOSED SOLUTIONS
There are several great suggestions on the forums and in the discord already, below are some of them and some of my own. I welcome any additional thoughts and discussion; hopefully we can find a meaningful solution that Blizzard will embrace.
A. Reduce the number of 3-Talent Point Investment Nodes
Frankly most of them are weak, uninteresting, and a massive talent point sink for abilities that we already have baseline today. I can swallow having to pay a talent point to get Harpoon or Wildfire Bomb back, but 3 talent points just to make Kill Command have its normal reset chance? And then 3 more to make that reset even remotely worthwhile – to get a 3.75% chance to proc a Kill Shot? Come on. And the number of lazy damage buffs is a clear sign that little, if any, thought was put into this tree. Blizzard is clearly capable of making interesting talent trees (see: Rogue), why isn’t that same effort put forward here?
B. Coordinated Assault and Coordinated Kill need to be reworked (again)
Coordinated Assault needs to be reworked to be a viable pick for both sides of the Survival tree, not just the Bomb/Carve/Butchery left side of the tree. Because Coordinated Assault no longer has a flat 20% damage buff, it needs to interact with Mongoose Bite/Raptor Strike somehow. Perhaps Mongoose Bite/Raptor Strike does a stacking/refreshing bleed during Coordinated Assault windows. Perhaps during Coordinated Assault, our pet’s basic attack increases the Mongoose Bite window, or our pet’s basic attack increases our Mongoose’s Fury stacks. It just needs some interaction with Mongoose Bite/Raptor Strike.
Following Coordinated Assault, Coordinated Kill needs to be examined. First of all, as mentioned above, Coordinated Kill is laughably bad. For the current iteration of Coordinated Assault, it very clearly should interact with the Kill Command/Kill Shot mechanic. I propose that it increases the % chance that a Kill Command reset procs a Kill Shot. I am sure there are more interesting suggestions out there, I’m open to them. I just think that it really has to have some interaction with the actual aoe rotation that will result from the Bomb/Kill Command/Kill Shot/Carve rotation. Making it crit more is meaningless, and a waste of 3 points down a progression path in the tree where we will have invested so many points already.
If Coordinated Assault is changed, as proposed above, to have some interaction with Mongoose Bite/Raptor Strike, Coordinated Kill should also have some interaction with Mongoose Bite/Raptor Strike. Perhaps Coordinated Kill makes Kill Command extend the Mongoose Bite window by .5/1/1.5 seconds (or just 1 second, because it shouldn’t be a 3-point node).
Finally, following these two talents, Birds of Prey must also be examined. Birds of Prey has almost no interaction with the current iteration of Coordinated Assault: there is no situation where we will want to use Raptor Strike during the window, and Carve/Butchery is at least fifth on the aoe priority list behind Wildfire Bomb, Kill Command, Kill Shot procs and Fury of the Eagle. I do not anticipate that we will be able to meaningfully extend the duration of Coordinated Assault as much as we should as an effect from the very last talent point on our tree.
Perhaps Birds of Prey stays as it is for Mongoose Bite/Raptor Strike, but has additional functionality based on the Bomb/Carve/Butchery side of the tree, like Carve/Butchery also reduce the cooldown of Coordinated Assault.
If any of this gets too complicated as a combination, it should be added as choice nodes. I do not believe there would be a meaningful difference between adding both sides of these abilities into one talent node and making them a choice node because they are two distinct playstyles with distinct rotations, but if making them a choice node is cleaner, that would work fine too.
C. Clarify Carve/Butchery
Are Carve or Butchery getting a rework? If, as the latest blue post says, everything that is affected by Carve is also affected by Butchery, why would we ever choose Carve? Will Carve do more damage to offset the fact that it is a frontal not a full circle, and has only one charge instead of three?
D. Swap Killer Companion and Energetic Ally
It doesn’t make any sense to have a Kill Command buff so far away from the Bomb/Kill Command/Kill Shot branch down the left side of the survival tree, and the increase in focus cap makes way more sense on the Mongoose Bite side of the tree where it will actually make a difference.
E. If flat secondary stat buffs are going to remain in the tree, switch Survival’s to Versatility
Survival does not have as much interaction with Crit as Marksmanship historically does through Master Marksman. It does, however, have the eternal problem of being an incredibly flimsy melee spec with a single immunity and a single damage reduction ability – tied to a specific pet family – that has received no attention at all in either the Hunter Class Tree or the Survival Tree. If you won’t address the desperate need for more defensive abilities for Hunters – especially Survival Hunters – at least give them more Versatility instead of Crit.
Additionally, why must the Hunter Class Tree have 9 talent points devoted to healing our pets, or buffing their health, or making them take less damage instead of at least one of those nodes perhaps making their pet abilities better? I understand that Beast Mastery gets Aspect of the Beast, but that is simply a boost to the pet’s passive abilities. How about improving their active abilities – if not all of them, at least the defensive ones? Shorter cooldowns, improved effects, etc.
III. CONCLUSION
In summary, the Survival Tree needs some significant reworking. It needs to have the number of 3-point talent nodes reduced by more than half. It needs someone who has actually considered how the rotation of the spec will work with some of these talents to take a careful look at these interactions. And it needs to be brought into line with other specs in terms of meaningful, interesting choice and power. All of the damage buffs in the world don’t make it any easier to swallow that Hunters have to pay 3 talent points for a 6% movement speed increase, when Rogue pays 1 for 15% – and Outlaw can pay another 1 for 30% total – or that Survival has to pay 3 talent points for a 3 yard range increase, when again, Rogue pays 1 for the same thing.
There is a distinct lack of creativity, thought, and effort put into the Survival tree when compared to any other tree that has been put out so far. This must be addressed, and if there is any chance for it to reach the levels of these other trees, it needs to be addressed and iterated on immediately.