We need to have a long discussion about Ranged Hunters.
1) How it plays in PvE and the impact of the most recent hotfix.
2) The issues being seen in PvP regarding traps and how better to address them
3) Some fun, quirky ideas that could be used but are probably beyond the scope of Season of Discover
A Ranged Hunter does PvE
Currently, PvE for the Ranged variant of Hunter is centered around talent and rune synergies that greatly enhance their trap abilities. These include:
- Resourcefulness (Reduces trap mana cost by 100% & their CDâs by 40%)
- Trap Launcher (Gives traps a 35 yard range & separate Fire/Frost 15 sec CDâs)
- Lock and Load (When a trap is triggered, the next Shot is free and doesnât trigger CD)
- T.N.T. (Increase damage of Fire type traps by 10% & gives them 50% melee AP bonus)
- Entrapment (Gives traps a 25% chance to root targets for 5 sec)
- Clever Traps (Increases duration of Frost type & damage of Fire type traps by 30%)
- Trap Mastery (Decreases chance traps will be resisted by 10%)
As you can seeâŚthis is a lot. For PvE specifically this yields a pretty fluid rotation where the hunter will use alternating Fire and Frost type traps, with 2 shots in between each to make use of the free cooldown.
Now that Frost Trap has been removed from Trap Launcher, the hunter must rely on Freezing Trap to fill the Frost type portion of the rotation. There are a few problems with this in PvE.
- Freezing Trap will cause pets to stop attacking the target if the target is able to be frozen; this includes both the hunterâs pet if they are using one, or pets from other party/raid members. This can result in a small dps loss.
- The party loses the mob control benefit provided by Frost Trap; many tanks made use of the trap to loosely kite packs of enemies to take some stress off the healers.
PvP Concerns are Valid
Many of the concerns being stated about group PvP involving hunters are valid. There is a real problem that needs to be addressed to make the game more enjoyable for everyone.
What are these concerns?
- Oppressive coverage of Frost Trap resulting in impassible walls of AoE snares and roots (no manâs land) which essentially walls melee out of participation and discourages many types of active gameplay.
- High damage AoE that seems impossible to dodge (made worse by the point above).
These are valid concerns and they center around trap abilities. Sadly, the recent hotfix to remove Frost Trap from Trap Launcher does little to address these concerns. I will explain why, along with provide some suggestions for real fixes.
1a) The first culprit is the talent Entrapment (see above). This talent currently applies to ALL of a hunterâs traps both Frost and Fire type. For the traps that persist (Frost and Explosive) it has periodic chances to apply beyond the initial moment the trap is triggered.
1b) The next culprit is Clever Trapâs increases combined with Resourcefulness and Trap Launcherâs cooldown reductions. Frost Trap persist for 39 seconds on the ground once triggered with this setup, while only having a 9 second CD. While you may only have 1 untriggered Frost type trap active at a time, there is no limit to how many triggered ones you can have.
2a) The bonus damage from melee attack power provided by the T.N.T. rune only (and fully) applies to the instant damage portion of Explosive Trap deals when it is triggered, and is further enhanced by other damage modifiers like Clever Traps, Lone Wolf, and Mortal Shots.
So what about solutions?
- Entrapment should no longer augment Fire type traps at all.
- Entrapment should only have a chance to proc once; when a target first interacts with the trap (be it the initial trigger or the persistent ground effect).
- Entrapment should have a diminishing return to reduce the effects of subsequent applications for a period of time. Example; if the first application last for 5 sec, an additional proc would only last for 3 sec, then 1 sec before the target is immune to the effect for a period of time regardless of what hunter cast the trap.
- There needs to be a cap on the total number of triggered trap effects that can be present at once for each hunter, for each trap type. If we are feeling generous this number could be â2â however Iâd also be okay if it was limited to â1â just like untriggered traps. This does have a small Quality of Life add for group PvE as currently a hunter can potentially find themselves in a situation where a triggered Frost Trap is going to pull additional enemy patrols and they cannot cancel out the trap by casting a new oneâŚ
- The bonus melee attack power scaling added to Explosive Trap from T.N.T. needs to either be split between the instant damage and the damage over time portion of the trap, or fully moved to the damage over time portion to reduce the front-loaded burst potential of the trap. This rune is responsible for the majority of the damage being seen currently after it is amplified by the other runes/talents discussed earlier.
What about the fun, quirky stuff?
Oh yeahâŚI did mention fun and quirky things that could be possible solutions.
1a) Trap Launcher could change Frost Trap & Explosive Trap to Frost & Explosive Grenades! These would burst instantly at a location either slowing targets (Frost) or dealing instant damage (Explosive) within 10 yards of the impact point. The slow (now being a magic debuff) could be dispelled and the damage could be scaled appropriately. There would no longer be persistent ground effects for either, and Explosive would not have a damage over time portion.
1b) The above change would allow for the normal Frost & Explosive Traps to exist for melee hunters (or those not using trap launcher) which would be stronger variants than the grenades but require dropping in melee range. It also eliminates the hunter annoying his PvE groups with a blinding ice sheet on the ground that can hide mechanics.
I think they really need to consider reversing the hotfix made to Trap Launcher and take steps to actually address the underlying concerns. I feel the suggestions above are more in line with actually fixing the PvP problem while preserving PvE performance. As things stand currently, all of the problems above are still present despite the inconvenience added to hunters with the Trap Launcher hotfix.
EDITS FOR ADDITIONAL SUGGESTION/SOLUTIONS
- Reduce the range of Trap Launcher to 20 yards (down from 35) and add Frost Trap back
- Tune the damage of Explosive Grenade to include a debuff that increases Explosive Shot damage taken.
- With Trap Launcher equipped, the cooldown of traps start once the trap is triggered or disarmed instead of when the trap is launched. This would have little effect in PvE outside of missing a trap, but would prevent stacking traps rapidly in PvP.