I know the hotfix is still fresh from yesterday but wanted to try to summarize the concern a lot of players are trying to voice as it seems its being misunderstood in a lot of other threads.
Fact: Explosive Shot Rune was doing insane damage in PVE and PVP
Fact: It needed to be nerfed
Fact: Hunters have very few active runes and no significant changes to playstyle aside from Explosive and Melee
Fact: Explosive Shot was not nerfed, it was fundamentally changed from single target damage to AOE
Fact: It shares GCD with Arcane Shot
Fact: Melee playstyle is broken, no traps in combat, Runes glitched
Opinion: The only viable leveling playstyle is now BM which is 99% identical to the build you would use in Classic. Why would I play SOD over Classic if the experience is nearly identical?
The issue is not that hunter DPS was reduced. It needed to happen. The issue is that the âFixâ was to make the only viable, new playstyle unplayable forcing all hunters to revert to default classic build.
Solution: Revert Explosive Shot back to single target and reduce its damage by 30-40%, Heck, maybe even 50%.
To all the people replying saying Hunters are whining, you do not understand the problem. Its not about less DPS, its removing a core new experience for a class without any other viable options.
Not being able to use traps in combat is good design. It adds a lot to the skill ceiling of the class. People need to stop insisting that they dumb down the class like TBC hunter.
Itâs fine to have 1 viable leveling build. If bm is the only one thats good then whatever. Just swap specs when you cap. Iâm sure with continued balanced all classes will be good enough for classic endgame crap.
This is not the issue though, I am playing SOD to experience something new. BM is nearly identical to OG classic. Why would I level BM for the 10th time?
I can always count on classic players having the worst class design takes known to man.
If you had to perform a 360 spin jump before every shot, that would also add a âskill ceilingâ. It does not make it a good idea because itâs nonsense. Same for traps with a combat restriction. They should be an important part of the classâs gameplay even in combat.
Aside from the juvenile tone from your posts, people arenât interested in obsessive fanboyism like this. SoD is meant to be about interesting new gameplay options. Hunter doesnât have any. They half-assed the runes and the result is more or less just era Hunter with more DPS. People quite rightly want to see more.
For the record, I have gone and played a different class. That doesnât mean they shouldnât improve Hunter and people shouldnât give feedback for it.
Traps already are an important part of hunter gameplay at all times, whether or not youâre in combat. If youâre unable to reliably follow up feign death with an accurate trap, then thatâs a skill issue on your part.
If they make traps usable in combat then they will inevitably balance this by increasing their cooldown and giving them an arming timer like in TBC and Wrath. And the arming timer feels absolutely terrible to play around.
Let me guess, do you also want them to remove the dead zone and âfixâ melee weaving? All of these changes ruined hunter gameplay in TBC and we shouldnât bring them into SoD.
And like I said, if they required you to do a 360 spin jump before every shot that would also make it a skill gap you have to overcome and play around. That doesnât make it a good idea.
Itâs not enough to justify a mechanical decision with âitâs a challengeâ. It needs to make sense and it needs to fit neatly into the gameplay flow of the class. Combat-restricted traps are neither. Thereâs no fantasy or gameplay reason why they are locked to out-of-combat usage. Itâs especially bad when dropping combat in WoW isnât perfectly reliable.
Less terrible than traps not being usable in combat? Itâs hard to take that as a sincere statement.
Traps are much more potent in BC and WotLK in all areas of the game so this is a gibberish point. If your problem is with the arm time, argue for the removal of the arm time. Traps in retail donât have an arm time anymore and not only can they be used in combat but theyâre also ranged. Having an arm time is not an inherent consequence of traps being usable in combat. Itâs a conscious âbalanceâ choice they could choose not to make; especially given all the other class design additions in SoD.
Lmao. Hunters improved in playstyle in every expansion up until Legion.
TBC did not ruin melee weaving. In fact itâs much more potent in TBC because thereâs no deadzone. WotLK ruined it, and thatâs because WotLK completed and diversified the ranged toolkit that should have been that way from the start. Remember how Classic nonsensically had half our abilities scale off spell damage instead? That was fixed and in WotLK they integrated those into the toolkit so you werenât just weaving 1 or 2 abilities around Auto Shot endlessly. They did that because it was frankly a more intuitive, fun, and dynamic way to play. Hunters were at their most widely played and enjoyed state in the WotLK - WoD period.
Thereâs not much point in further explaining it to you because you clearly have reprehensible tastes on what Hunters should be, and youâd rather keep nonsensical and obsolete game design afterthoughts instead of tailored and polished gameplay because itâs interesting to play around or whatever. Like I said already, you might as well be arguing to me that we should have to do a 360 spin jump before every shot. Itâs literally the same level of merit in my perspective.
Donât worry I wouldnât look to you for substantive explanation of anything, odious little twerp. Seems that youâre a boss-fight obsessive from retail, maybe vanilla hunter just isnât for you?
Feign+trap btw. Weâre talking about a two ability combo.
I played from 2005 and in every expansion. They all improved the class. At least until Legion.
If you dismiss PVE play so easily I can just as easily dismiss your âPVP obsessionâ.
And youâre right: vanilla Hunter isnât for me because itâs a half-baked and incomplete class that got no interesting runes. Iâve rolled a Mage for SoD because it actually has interesting new mechanics unlike Hunter.
Why should traps require a feign? It makes no sense from a fantasy or gameplay perspective. The only defense is âitâs something you have to think about!â, hence the spin jump comparison. You can defend any nonsense mechanic by saying itâs a skill gap.
The nerf could be just a nerf and not a re-design I agree. But anyway beside explosive shot you have bunch of other runes that look pretty OP to me. Donât tell me that beast mastery rune ainât OP. And if BM turned out to be the way who cares. Who said that every single damn class in the game should get a total brand new play style. Thatâs a wrong assumption.
Did you know that every class have 2+ roles except hunter right? mages, rogues, shaman, locks.
They are introducing melee gameplay and its nice, but its not even close to bm viability, mm is dead basically. And thats the problem, whats new to hunters? more dmg modifiers to pets, awesomeâŚ
Hope new runes on phase 2 add some real diversity.