This is more of a rant so be warned. I like the idea of this class but it seems to be lacking vs all others I have played. Some of its mechanics seem broken. When the mechanics dont do crazy wacky stuff it does quite well but unfortunately the prior is very frequent. The purpose here is not to anger anyone, put the class down, etc. The purpose is expression of frustration at what seems broken mechanics an hope, if this is the case, things like this are reviewed for the class and fix/mitigated if indeed it exists.
I have none of these things happen on a paladin, warlock or control wizard.
-Perhaps every 20 or so dodges my character warps back, after about 1-2 seconds, from whence they dodged. Its not lag. If it was Id see it in other ways and things like the paladin rush would do the same. It happens a lot in combat causing me to dodge and then get warped right back into the line of fire. Maybe something about the way the code for dodge works or the animation. I dont know.
-I can walk out of red targets nearly as well as I can dodge. Walk never warps back. Dodge rarely works. Ive sat there and tested it on a opponent and can get it to work but doing it the same way at the same time of the offender attack I only dodge perhaps 20% of the time. That is, I still get hit. I am by no means a pro at this but when doing the tests it gets pretty obvious when you should or should not dodge. If the requirement is to be within something like 200-300ms that is unreasonable as a large chunk, if not the entire time, will be burned on packet latency. It just sure seems busted to me.
-Dodges distance compared to such things as the paladin rush, rogue roll, etc basically sucks from what I can tell. I havent been able to test this but just in game play it would appear rogues roll twice the distance. Im not expecting it to be the same but when combined with the other issues its a joke. It perhaps tasks two dodges to get out of nearly all but the smallest of red zones. Dodging away from enemies so you can get a shot off its effectively worthless. They run faster than or as fast as the dodge animation and by time you stop they are already on you because, unlike a real dodge, they somehow always know precisely what direction and how you will dodge. The way dodge works in reality(not that expect this to be precisely that) is that you dodge an attack and it misses. Or you dodge to re-position yourself for an attack. If dodge never does this it eliminates one of the entire purposes of a dodge. You are left with little choice but to fire an arrow, maybe get off two shots (if you are REALLY luck or its a REALLY slow opponent) and then go full melee for nearly, if not entirely, the rest of the fight. Of course at this point since dodge sucks to prevent yourself from getting hit you basically get pummeled like there is no tomorrow and outside of the wimpy mobs in game you leave a basic pve fight outside with half your hitpoints gone and potions that put back maybe 30% of that and a healer that stands there with its thumbs up its butt casting 19 hitpoint regen spells on you.
-Dodge burns far more stamina for its distance. I have every stamina boost attribute I can get at level 45 and its a joke how much it uses for what you get compared to other classes Ive played.
-Why do I regularly have to hit skills on only my hunter ranger 2-3 times to get them to fire off. If Im standing there they just work but in combat I very frequently have to hit, ie: "Q", 2-3 times to get it to fire off. This is extremely pronounced when switching between stances. Sometimes its so bad that you change stance again thinking the game freaked out and didnt change even though its showing the other stances icon. Again, if it was lagging I would see this on my other characters. I simply do not and never have.
-Why is my aggro astronomical compared to a rogue doing literally 4 times my damage while I have a -25% threat pet up and I dont start the fight.
-Why if I shoot a npc with one arrow, allow my pet (owl that gives me -25% threat) attack, yet the npc continues to pursue me even if I stop fighting. Perhaps half the time if I pop ghost they will continue to pursue me or re-initiate once Im visible.
-Its as if Hunter Ranger aggro is exponential vs any other classes. I have no numbers to prove this but it sure appears that way.
-For a dexterous class I get hit by everything all the time which seems odd. Combining this with dodge being effectively pathetic makes us a prime target punching bag.
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I can only agree with the OP, The HR class mechanics is a joke, I am a new player nad i love archer arch types, so the first class i rolled when i started this game was HR, but it is a joke, I am not sure if this is by design or the result of a f***d up nerf, it sure has the signs of the latter, a lot of things does not make sense in this class when i compare it to the second class i rolled and play mostly atm, a Cleric
-The dodge: as u said, it is a joke, it is very short in distance, and seems to burn a hell of stamina, my cleric dodges a lot better, further, and has no problem with multiple dodges(no stam shortage) in contrast, i need two dodges to get out of most red zones on my HR
-the DPS: the class is described as a DPS class, and yet the DPS sucks big time, the at wills are a joke, again my clerics faith lance does more damage than the HRs rapid shot, and it is as fast, the one at will(archery) who has high damage has such a long cast it is unusable,
-melee dps, the class is supposed to be played as hybrid melee i am told, and yet the melee dps is real bad, most powers melee counterpart falls well short in dps, i know the argument is supposed to be that u get supposedly six encounters bla bla, but the cleric has the same mechanics with divinity, and the damage is amazing for a toon with heals in Meduim armour
-CC: for a class that is supposed to engage in melee combat in light armour(low def) and has only deflection as defence it has HAMSTER CC, a couple of snares that do not seem to work very well and break easily, in comparison the clerics root actualy works and is long enough for u to get off a couple of powers while the damn mob is rooted, lets not talk about stealth, it is just hilarious with forest ghost, why not light up a sign that says stealthed HR here when you use it, just as well, no one misses the stupid grass animation anyways
There is quite a few other things, but i think i stop here, notice that i am comparing the HR here with a cleric, not with GWF, paladin, warlock, TR or any other super duper dps or controller class, and frankly, my cleric wins in dps hands down, so i have parked the HR at lvl 58, i don't play games because i find frustration enjoyable
All in all, a very wierd combination, i don't think the devs of this game are stupid, so either it is a major HAMSTER up nerf which they have no idea how to fix, or, it is this:
In every game there is one class or build who is made underpowered with stupid mechanics and buggy powers, this is often intentional, made for hardcore players who are bored, they want a challenge, a class who casual players just find impossible to play, but they find enjoyment in making the class work, no matetr how tough or how hard they have to work at it, because it shows skill, in this game, the devs have chosen HR to be that class, the idiotic mechanics of HR are just too stupid to be an accident, and it seems they have been brought up again and again, with no reult, compare this with other classes and u see what i mean(the other melee, low def class, TR, has so much cool tools it is ridiculous)
So for the time being, i park my HR as abank toon, play my support cleric who outDPSes the HR, and maybe go make a Paladin(my cleric is lvl 60, so none has fancy gear, fantastic rune stones, or super duper boons)
BTW, i have utmost respect for you HR players who actually can make this class work for u despite the HAMSTER tools that Cryptic has given the class, also what i have said concerns pve, maybe all of these shortcomings are an asset in pvp, who knows
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
And still you have a very vocal minority of players, whi wants the HR nerfed even further. They want to get rid of our roots, and our dazes. Even with these (cheap) mechanics the class is weak compared to others, and still…
It is intended, I think. Devs said, HR is aimed at skilled players and a recent poll has shown, that the majority of players consider the HR the class that requires the most skill.
Not that it would matter, paladins and GFs in heavy plate armor are more mobile than us. Guardian fighters and control wizards have 10 times more burst damage than we have. TRs have so much mobility and utility, even the "best" TRs in the game (or who considers themselfes such a pitty state) are quite bad in movement.", because they are not used to actually handle it well, because they have so much CC breaker and escape mechanics.
There are some good skilled HRs who say they dont have any problems with the class. While there is some truth in it, all of these are BiS and lying to themselfes a little bit, me included there.
Its hard to admit that all your invested work and practise with a class is not much worth. Its better to stay positive, even if we are the gimped class in this game.
It is a game after all, and i guess having a bank toon aint all that bad, LOL
Damage roots dont stack
Only the last applying skill counts for the dot duration = 7 ticks for me in pve - anything before is overwritten
Applying hit crits ==> all 7 root ticks crit (not LM tho)
If you hit again with a noncrit afterwards ==> there goes your dot damage
Root dot's can proc damage boons
So: Depending on how i hit i can hit with 35k over 7 seconds to up to 105k over 7 seconds with Constricting arrow
If you wanna top that:
Apply CA crit
Switch - constricting arrow crit
Switch to proc the master trapper
300k damage within 8 seconds
whole thing noncrit:
60k damage within 8 seconds
Did anybody say that HR is all about crit?
And this doesnt seem right to me
Shouldnt every single dot proc be checked for crit/noncrit?
Since we only have few encounters that apply strong grasping roots - shouldnt they maybe stack?
As of now for me in pve it doesnt matter that much since i re-apply them roughly and 6 seconds
For pvp players this might be crucial