If the demon hunter is crowd controlled after the hunt cast has finished, but before reaching the target, the ability goes on cooldown, does no damage, and does not apply the debuff. This includes immobilizing effects.
This⌠doesnât seem âbuggedâ just that youâve noticed itâs âinterruptibleâ
Thats not what I am saying. Its interruptable, but if you crowd control after its finished casting, it goes on cooldown and does not do damage. The debuff goes through divine shield and iceblock. I highly doubt they want the covenant ability to be so easy to completely negate and put on cooldown.
All you have to do is cast a stun while they are in the âchargeâ animation and the ability does absolutely nothing and goes on cooldown.
The damage either needs to be instant, or still happen when ccâed. If you ever cast this ability from farther than point blank range you will completely waste the cooldown and do zero damage with your covenant ability unless the enemy does not have a crowd control. This turns a 50 yard range ability effectively into a melee range ability in pvp.
At minimum, the leech debuff needs to be applied instantly upon completing the cast.
Thats why you cast it in melee range. Its a way to balance the damage by allowing players that are skilled to time the cc for it. A lot of cov abilities are interruptible .
Yeah if the cast goes off on something then that something should do damage period.
Skilled? timing? Iâm pretty sure everyone in the entire world has a reaction time lower than 1 second to be able to do it 100 percent of the time. The cast time is supposed to give time to react/counterplay, not completely negate the ability with something so trivial. Why ever interrupt the hunt when you can put it on cooldown by just ccâing .1 after the cast ends. This does not take skill or timing.
So you just want an ability that has no counter play and does crazy burst? You have to think about it from other perspectives. Its not hard to line it up with cc.
Sounds like you got counterplayed. Which is good.
Can confirm thatâs the case . Which makes it not OP. I take back my earlier posts asking for a nerf to it . Itâs fine as is .
I am more calling for the invigorate buff to be applied instantly upon completion of the cast. The damage portion just makes it so the ability is essentially a melee range ability instead of a 50 yard ability. There are plenty of covenant abilities which do very high burst and are instant cast, such as chain harvest.
I cant think of many other abilities where you can just crowd control the person AFTER the cast has completed to completely negate the ability other than channeled spells. I donât expect the hunts damage to remain this high in pvp, especially when there is such a powerful soulbind trait for it that will only make the ability stronger as time goes on.
The invigorate buff is applied to people who are immune to damage, and cannot be removed in any way once applied. This makes it appear like they want this debuff to always be applied, so it does not make sense for it to be applied through divine shields and iceblock, but let you just mass entangle mid charge to completely negate the ability.
I never have said that its hard to cast it during a stun from point blank range, but it does remove the whole point of it being a ranged ability and a gap closer. The damage is very likely to receive a pvp nerf. The leech debuff should be applied instantly
Shadowmeld
Cloak of shadows
Spell reflect
Ice block
Divine shield
Hunter turtle
Netherwalk
Touch of karma (in a manner of speaking)
Grounding totem
These are examples of abilities that completely nullify and in fact may reverse the damaging component of spells on cooldowns.
If you want your hunt to land, plan it in advance. This isnât remotely a problem
Its purpose is not to be a gap closer. You are a dh. Its purpose is to land a kill. That is literally its only purpose
That is a completely different thing. Can you spell reflect a deathcoil that is midair? Can you spell reflect a chaos bolt after the cast has completed? Hard immunities are the only things in the game that prevent spells that have already completed. Nearly everything you have listed other than spell reflect is an immunity.
Immunities work on EVERY spell in the game. That point is irrelevant. Also every spell you listed still gets the leech debuff applied.
Correct. You cast a spell and incur a cooldown but it has no net result.
This is healthy for the game if you get outplayed. Donât get outplayed.
Cast the hunt while in meta and with furious gaze
It is not outplayed. It is just limiting the use of the covenant ability to be a cheap one shot ability due to it currently being overtuned burst in a fast meta. Casting the hunt while in meta with furious gaze does NOTHING. Both of your points are irrelevant to the topic.
All of your examples are examples of damage immunity. All of your examples the debuff still gets applied.
Except spell reflect and grounding which idk why you even brought them up, because both require you to cast them before a cast completes. Not while a projectile is midair.
It lowers the cast time, decreasing the likelihood youâll get stopped, and increases the damage of your dot because its affected by haste and crit in the unfortunate event youâd donât immediately land the kill
Are you⌠aware of how the ability works?
No it does not. You are talking about players who donât know how to pvp. Even if it was a .5 second cast it would be easily reactable for literally everyone to stop during the travel time unless casted point blank. You are talking about buffing the damage, which is obvious. How is that relevant to the topic? Casting it with furious gaze does absolutely nothing to stop the issue the thread is about.
Iâm not seeing the problem. Again, itâs not a gap closer. Its an execute.
Your point about grounding and spell reflect reinforce the point that most spells cannot be stopped this way. Imagine if you could spell reflect a deathcoil midair, or a greater pyro. Nearly every case you brought up that actually works was a damage immunity. in all those cases the leech debuff is still applied. Quite literally none of your counter examples showed your point.
Youâre quite fixated on those examples while ignoring you have a fundamental misunderstanding of the proper application of the hunt in pvp.
The hunt is an ability where you go charging to your target.
You get stunned while charging. You no longer do damage because youâre ccâd. There is no conceptual problem to this scenario. This scenario invites counterplay to an ability that is seemingly overturned at this time. I take zero issue with this.
Use your brain while performing your short range execute, or have targets ccâd in advance. Profit.
The point above is the concept of cooldown abilities incurring a cooldown without a favorable result is not a new concept to the game
You are defining it as a short range execute because its just an overtuned ability in a fast meta. The ability is CLEARLY designed for the leech to be applied in almost all cases.
The way this ability works is currently differently than nearly every other cast in the game. You are justifying this because it currently does too much damage. You are defining it as a âshort range executeâ due to it currently being overtuned in pvp, not due to the actual design of the ability. Clearly you are forced into using it this way due to the way it currently functions. I said this from the beginning. That does not change the issue.
Can you show me where in the text this is ability is designed to be a short range execute like you are claiming?
I honestly donât care if the damage is stopped. The fact that the leech portion is designed to persist through every immunity on the game shows that it is very likely that they want the leech to always be applied upon completing the cast.