I'm probably one of the longest playing HRs in the game. Not the best, and not the deepest theorycrafter either. However, like most HRs, and to be honest everybody else too, I've been aware that since mod6 pretty much, HRs have been seriously underperforming in pvp and to a lesser extent, given equal item levels between classes, in pve too.
I'm also aware that given the complexity of the class mechanics - multiple dots, effects and twice the usual number of encounters - it must be every coder's nightmare to unentangle.
There've been a lot of threads debating fixes, usually with long lists of requirements which would entail a huge amount of work, on the developers part, to implememt and troubleshoot. Real life practicalities become quickly prohobitive, when you compare the pressures to produce new content for the entire population of the game to the needs of what is now, a fairly small slice of the playerbase.
So, my simple, to my utterly inexperienced programmer-wise eyes anyway, suggestion is every week, along with the regular patch/maintainance, you add a 1000 base damage to every encounter and at-will HRs have. Reserve the right to stop, and back up a couple of 1000 if necessary when you feel, or more realistically the other classes screaming on the forum feel ☺, you have done enough to bring HRs back to a competitive level.
Thanks.
No idea what my toon is now.
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We need some serious buffing.
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Many HR skills are not weapon damage based (by description), but they perform with lesser or no synergy with party buffs. That explains why Seismic Shot barely see 1M while Shocking Execution or Ice Knife 5M.
My proposal for HR
Chain at-will damage, for melee should be aligned with other melee classes (GWF/TR/GF) and range damage with ranger classes (SW/CW). Maybe HR ranger tree should should grant range at-wills 100% efficiency, Combat ranger 100% for melee ones. Other cases is 70-80%. If all agree that main components of self buff in HR trapper damage is Deft Strike and Serpent Stacks, HR certainly has no much opportunity to benefit these on full at-will chain.
— (The unwritten rule)
It's this kind of hyperboly in nerf/buff threads that makes them - those threads - often so difficult to stomach, and makes serious requests for balance look suspect by association.
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Concering the opening post: While I have no choice but to accept and believe - as I don't PvP - that HR damage in the Player versus Player mode is HAMSTER-poor, calling for a damage buff concerning PvE sounds counter-productive. Counter-productive when it comes to the longievity of the game. There's too much damage already. Power creep is out of control. Rather, I'd see everyone - probably including us - be toned down. I do, however, concede that less damage allround would probably make everyone nigh-immortal in PvP, but *more* damage would make the PvE side even more trivial than it already is.
A second concern is that an increase in base damage toward encounters and at-wills would leave the other paths (Archery/Combat) even further behind Trapper. As I see it right now - and this is exclusively an PvE standpoint - Trapper is the go-to path, and others lag behind. Convinced that damage is out of whack already, I'd rather see the other Hunter Ranger paths being brought up to speed, rather than the class as a whole - including Trapper - getting a damage buff.
Upping base damage thresholds on encounters and at-will of themselves would - at least as far as I can predict without knowing much about the coding nuts and bolts side - go a great way towards balancing the pvp side of things, without making pve damage laughabley huge, because pve bonuses - thorned root ticks etc. - are almost universally linked to weapon damage - which wouldn't change.
I realise that increasing encounter damage would most benefit trappers, though the at-will boost would probably benefit archers more, however, the whole point of this thread is to propose a buff that is hopefully a) simple to implement on the developers side, and therefore practical, given time and work constraints, and b) acceptable to the rest of the population of the game, who are already aware of the poor state of our base encounter and atwill damage.
I'm aiming for the no-drama solution on both ends of the equation if you like, and small, incremental increases over time will allow the developers to fine-tune the buff, without suddenly having an all-powerful, godlike class on their hands.
What can be done to HR that has minor impact on PVE and huge impact on PVP includes some coding tho.
The most universal key that fixes like 1/2 of problems of HR in PVP can be longstrider/gushing complete rework:
1. range to proc the buff should be reduced by twice
2. buff should be changed to 80% self-buff and 40% party buff
3. gushing wound animation time should be reduced by twice (better would be to replace it with something not HAMSTER)
4. instant CDR and no-CDR bugs should be both fixed
5. cooldowns on these powers should be balanced to prevent longstrider multistacking, on the other hand trapper must be able to spam it.
All the above gives:
- more utility, as you are able to keep up 40% damage buff for party
- more mobility, as you are able to rotate faster between the nodes and use less dodges when it comes to fighting on the node.
- way better personal damage (and less control).
What also can be done is:
1. Nature Enhancement (t3 heroic) can be buffed by 5x making it 5/10/15/20/25% Deflection Severity
2. Slasher's mark should be a self-buff too (probably like a GF/GWF mark), or it needs way more damage
3. Thorn Ward damage should be buffed.
4. ...
Speaking seriously, the class needs too much rework. I doubt they will ever fix dodges, etc. But I'd be happy to see at least the longstrider rework, as it has great potential in pvp, but is really too hard to use in competitive premades.
Can you guys confirm if Natures Enhancement actually works on the PC?
Alts :
Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)
Member of Q-Snipe
Why do you think it's broken tho? If it doesn't represent itself in the severity stat, it doesn't nessesarily mean it's broken...
I know some things are not working properly on the stats screens (personal and companions) but do work behind the scenes... For instance some split stats not showing on the companion screen but are being sent over via Companions Gift.
Only visually can I tell if Natures Enhancement is not working. When I use a Foehammer's Elixir the stats screen shows 60% Deflect Severity so I know that works. Also putting points into Bloodletting shows on the stats screen when switching to Melee... But putting 5 points in Natures Enhancement and looking at the Deflect Severity does not show any difference at all.
Alts :
Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)
Member of Q-Snipe
Sure, all your points are sensible. But they will never happen.
The whole point of this thread is to dispense with blue-sky wish lists and concentrate on something that can be done, will be beneficial to the class, and won't hopefully involve a lot of workhours to accomplish.
Ps. Okay, perhaps bluesky is too harsh an adjective. I've a feeling that back in the day, gushing was intentionally built to be too clunky for pvp.
well, ty
I don't mind increasal of base damage (which actually you want to happen, no? :-)), but imo rework of one (broken) skill most likely can happen, whereas the base damage increase... well, my point is that hr will be a bit OP in pve. Also, increasing the base damage you don't solve the problem of "the single viable tree". I suggest you to make a poll in this thread after gathering other people's opinions'. However "the wilds" are the numb place. That's the problem.
Anyway. Note the correct usage of "loose" as in not bound tightly together, rather than the mispelling of "lose" as in to not win. There: I feel I have accomplished something.
Look at it like this:
Will this change improve the class..?
Is it practical from a developer's pov. to implement timewise..?
If it does all go sideways, is it easily undoable..?
If you think the answers to all the above are "yes" say so without elaboration. If you don't, then create your own thread with a better suggestion.
https://www.youtube.com/watch?v=BxvolpOPAtc 50% root commentary related to solo content. It likely matter of individual playstyle, but it also sufficient enough because it is very auto-aim and click-and-forget type of skill with Constructing.
— (The unwritten rule)
NO.
I hope this thread is about buffing up HR as a whole and not an indirect call for further nerfing other tree.
— (The unwritten rule)