Survival Hunter needs a redesign

so you’d say a destruction warlock is the same? they use the same sort of range and ambush a BM hunter would lol

You saying Warlocks dont use ambush and deception to strike first? Warlocks are about not getting your hands messy.

Originally SV was not supposed to be like Rexxar. SV had a design to be trapee. Utilize traps, animal venom, as well having a pet. Having quick escape options etc.

They went with rexxar because hunter designer is actually wow Janitor who sometimes works on hunter class. They just have one dev that is working on BM hunter. Other two specs are ignored

they went with rexxar because someone smart realized you can’t make an entire dps spec’s whole gimmick “traps” for two main reasons 1) dps traps are really not fun to use 2) utility traps need to be class wide

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I’m just saying what was the original I didn’t say it was better. Hunter trapping was always a skill. In PvP and pve. Hence why they dumbed Bm to current state where you only need a mouse that has 2 buttons on side.

P.S I wouldn’t say smart I would say lazy.

i don’t think obtrusive gameplay is a skill. needing to use your traps either out of combat or give them 2 seconds to work is not skill, it’s just annoying and cumbersome

Are you for real? Tell me the last time this class was reworked, its been the same thing since Legion; a great concept with terrible execution, and horrendous talents.

This has little to do with what scales so much as just what the total expected damage increase is (due to the %bonus per stat on what things are affected).

Let’s pretend for a moment that, for a given build, each point of stat (minus Versatility, since it bundles in mitigation) would increase damage by almost exactly the same expected amount.

  • You’d have a stat that scales its bonus across everything, maintaining the original damage distribution (Crit).
  • You’d have a stat that scales its bonus across everything, faintly shifting the original damage distribution away from your rotational CDs like WFB.
  • You’d have a stat that scales its bonus across only your melee spenders, much more significantly shifting your damage distribution towards your actual kill pressure (Single-target [MB and KS], and —less relevantly— Butchery).

Having three distinct options there is actually a good thing. The Mastery simply has to scale well enough to also be an equally valuable option. (At that point it probably becomes SV’s go-to stat for 2s, but that’s okay.)

The more interdependent you make each skill, the less skill expression is permitted in the timing of that particular skill. Consider: If your ‘normal’/as-intended APM now depends on using your Wildfire Bomb on CD because of its Focus gen or Focus savings, the net reward of smartly holding that AoE for a greater hit count is

  • reduced to the point of narrowing skill gap / expression,
  • outright makes the use cases for that optimization few and far between, devolving more towards just always hitting it on CD
  • and/or in the cases it’s still optimal, it feels worse because you feel starved in taking that optimal action.

Due to tuning, no. But, the better question is: Does anyone not WANT to use Mongoose Bite (say, because of its impact on the rest of one’s rotational opportunities)?

The latter is effectively just another example of the prior; it merely makes that choice either OP (obligatory) or UP (to be avoided) based on whether one can take Sharp Edges, etc., which is arguably worse than what a “boring” %damage buff does.

I see how the Furious Bite talent idea I came up with comes across as the “boring”
% amp talents that I mentioned, but it at least has some rotational components to it. It not just “Mongoose Bite deals x% more” or “WfB deals y% more”

I’m not disagreeing that the likes of Improved Wildfire Bomb or Sweeping Spear are poorly designed (especially under their current tuning/context/placement). I’m just pointing out that an interdependent %amp talent would be slightly worse still, as now their choice is further constrained by bundling despite being no more exciting than the mere %dmg ones.

The point of %amp talents, applied well to a given tree, mostly comes down to either of two things:

  1. Avoiding complexity (Players can avoid complexity you don’t personally enjoy engaging with very little cost), or
  2. Adjusting the APL (The amp can adjust the skill’s balance breakpoints relative to other skills with which it may see timing/priority conflicts, changing the spec’s skill priorities in general or in particular contexts).

Now, due to larger-scale balancing constraints, it can be difficult to make every %amp do that, especially once adding in the effects of tier sets, etc., but that would be how you make good use of those talents.

  • Granted, even then, they should be wholly optional —such as by being located on far edges— unless the APL adjustment would feel like an important and necessary choice for the spec’s fantasy or flow.

Ultimately, I think the main concern is that there is essentially three main components in the Survival kit:

1: Raptor Strike / Mongoose Bite: Consumes Focus

2: Kill Command: Generates Focus and interacts with Pet

3: Wildfire Bombs: Does not interact with resources at all unless talented into the one with Coordinated Assault.

There are plenty of interactions already between Raptor Strike / Mongoose Bite and Kill Command in our current talents, but there are none that are connected to Wildfire Bombs in any way. The only interactions between Bombs and our other abilities have only ever come from borrowed powers.

I just want to see more baseline or easily accessible interaction between our abilities. I love wildfire bomb. I think its amazing. Its the closest thing we have to a Tinker, which is what I really want

What about Wildfire Infusion? It is a must talent and creates more interaction with other abilities. Agreed that with so much focus on WfB that it would take all priority for Survival.

Mongoose Fury could have a talent that connects with WfB in that prolongs the ticking damage of WfB, or take a page from Shadowlands and have Mongoose drop smaller bombs for AoE damage.

Survival Hunter’s play-style has moved towards a just kill it with fire focus.

I think what he is trying to say is that Wildfire Bombs have 0 interaction with spending/generating focus, therefore it has 0 scalation with our mastery. All this is very detrimental since the bomb scalation depends on balance tunning as well as crt and vers.

Okay, I can agree with Mastery not effective with Survival Hunters abilities. I have suggested that it should increase element damage or bleeds. Survival’s Mastery is survival.

Wasnt it because they had no class that used polearms in legion for the artifact

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And we could keep 90% of the visuals if it was just changed to an explosive/shrapnel crossbow our holstered crossbow.

Mastery for survival definitely needs a rework. It’s by far a very uninteresting stat that doesn’t actively interact with our abilities and depending on the meta is an active DPS loss vs any other stat. Mastery shouldn’t be that as a stat.

I love the idea of a melee hunter. Hate the grenadier playstyle of it. I still think BM should’ve been the melee spec :stuck_out_tongue:

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This is out there, but hear me out. Maybe they can replace Raptor Strike with Cobra Shot, Carve with Multi Shot, Wildfire Bomb with Explosive Shot, Kill Command with Steady Shot, throw in Black Arrow, put Serpent Spread somewhere in the tree, replace the polearm with a bow, rework the mastery and tree, and then see if it resonates with anyone. Jk. I don’t think anyone would want a spec that looked like that.

I’m pretty sure that polearm artifact was added for survival, not the other way around

=)

=(

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I mean…this applies to almost every mastery in the game lol. would you say BM has an 'interesting" mastery that “actively interacts with abilities”

sounds like it’d be easier to just put black arrow and serpent spread on MM

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