Its pretty funny watching the replies and suggestions in this thread really. People are so incredibly stupid and doesnt even seem to think of how classes work or even try to understand it.
First off, HUNTER ARE A RANGED PHYSICAL CLASS. Now that wasnt so hard to understand, was it? Oh, you already knew about it? But do you know what that implies? But in case you didnt figure it out, that means hunters will do relatively high damage on cloth and relatively low on plate. And theres no way you can make hunter damage on plate viable without making it high on cloth. And if you would balance hunter damage around cloth targets, hunter damage on plate would be retardedly low. Without changing the very core of hunter mechanics (ranged and phisycal damage) it will be like that.
And to all the people shouting for more cast times. Do you have any idea how that would change the class? Adding it in hunters current form would detroy hunter damage and you know it. Increase damage on steady shot and casted abilities you say then. Yes, maybe that could work, but do i hope you realize that it would have to be balanced around other casted abilitie such as frost bolt, lightning bolt or shadow bolt. And we're not talking about a 10% increase here but rather closer to 150% increase or something. And obviously all instant should have their damage lowered in return with 50% or something so that stuff like aimed shot matches spells like fire blast/frost shock. And after that you'd have to balance survival and escape moves and whatnot to match those of other casters too. And they'd probably need better CC too and coutnerspell/silence effects too, just like other casters. And if the class that was hunters wouldnt be gone already at that piont, you know we'd still probably run into the same old problem again: Hunters would be ranged and physical. That means they'd still do high damage on cloth (because if it didnt, damage on plate would be laughable, as said above). I dont think you clothies would like to have casters casting physical shadow bolts at you raping you from 30y range. And i suppose thats when you suggest making their damage magical, and behold, you now have a new caster class that can get in line next to locks/mages/eles/boomkins/sps.
If you actually want to change hunters without removing the whole ranged/physical mechanics at least give some reasonable suggestions that keeps the ranged/physical class intact. Why the fuck do I see so many suggestion to add cast times but not a single one suggesting stuff like "lower chimera damage with 10%". That would be just sooooooo much more reasonable but instead the suggestions just seem to get more crazy every day. The ultimate goal of half the suggestion seems to make all classes work the same way, but why dont you just suggest removing all classes but one healer and one dps? I mean, there would be absolutely 0 imbalances in the game if it only consisted of warriors and paladins and the other 8 classes were gone. You'd sure enjoy that game with its perfect balance, wouldn't you?
I have Distant land I start the fights with T2 relent on and swap in the Dland when we're against a team like double healer or a TSG that will try to eat my warlock etc. That is one advantage of PvE vs PVP weapons in that you can actually change them in the arena.
He has a legitimate point. Basically warriors (+) and DKs (-) are fine. If DKs were balanced with others, than TSG would be absurdly OP. Obvious solution is to nerf hunters, warriors, etc and buff DKs. However as it is now and will be for the rest of the season, we have to suffer because they get to do retarded damage and not be crippled by a totem.
bs....... vs mage teams you just don't focus the mage - you cc him and kill the other target. sv is MUCH better combined with a lock, most hunters just didn't try it properly. you just don't have any counter at all with HLP except of maybe beastcleave and castercleave on ROV(and only on rov). you eat plate teams, you eat rmp's and you eat any castercleave(except on ROV :( )
Show me all the evidence that Survival is better with locks in 3v3? Can you link any Survival Relentless Gladiator Hunter/Lock/Paladin or Druid teams?
Funny thread, its amazing how you can stop scatter trap.
But I guess its just CC you cant avoid right!? When i fight other hunter teams I usually save my silence shot for the hunter when he tries to trap my druid, what happens? We win because my druid is never cc'd and he wastes his scatter.
Edit: Nice getting down-repped for posting in this thread, I love you guys!
Is it really so fucking hard to understand what is the KILL Shots purpose? It's basically meant to be somewhat like old Vindication, reduce target's health by 20%, so what does it matter if it fucking hits for 100k or 5k, it is meant to kill the target that gets to 20% so stop whining. Count the effective damage, not the overkill. Of course I understand idiotic priests such as yourself would prefer if Kill Shot was equal damage to steady shot, just instant, but that would completely eliminate it's purpose.
Don't forget to downrep me cause I disagree with you :cool:
Put Perfectly 90% of the people complaining on this thread are looking at it from a clothie PoV and are to close minded to look at it any other way well no shit an Ability thats supposed to kill u thats 200% Phys dmg + like 2200 against like 13% Phys dmg reduction worth of armor is going to hurt u most of the time its overkill dmg its an ability meant to kill things not get absorbed so something gets healed to full thats not how Executes work sorry
I think the only way to fix LOS problems is to simply add a LARGE deadzone so hunters can't just dnt > ss > trap > repeat. That's exactly what Hydra was talking about, seriously in 30 pages nobody got this? Lol @ hunters these days :/
Adding a deadzone is precisely the wrong thing to do, removing the minimum range is what needs to be done if you don't want our class's burst to be so frontloaded.
There's a reason our damage is so frontloaded, it's because some of the time we're able to shoot, and the rest of the time our target is in our face stunning/dpsing us without us being able to fight back. That's why our burst is frontloaded and if you want it to be more 'steady' and smooth you need to increase our dps uptime, and that means removing the minimum range.
I am not really a fan of this idea, I like the minimum range, but IF you don't want us to have such burst you gotta compensate for it otherwise we'll never be able to kill anything.