Let's not forget HR's damage isnt all that great in PVP.
true archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
@amenar so are there just not going to be any meaningful changes to Archery and Combat feats?
There is a whole lot of trapper in your recent notes and barely any Combat/Archery from what I can see.
0
hypergorila2Member, NW M9 PlaytestPosts: 73Arc User
edited July 2016
Swiftness of the fox changes look good But I fear it won't be enough. It will increase the micro managment though, but it might result in trappers using serpent more efficiently. Also, can we have a Disruptive Shot recharge time reduction with that?
archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
Archers need more damage yes Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
Also, can we have a Disruptive Shot recharge time reduction with that?
Disruptive Shot is the only Daily that doesn´t require a cooldown reduction (and if ever anything above 1s is a robbery), but rather like all Dailies it requires a damage boost.
GRAVITY XGAME
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
Archers need more damage yes Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
It can work if at-wills for combat get buffed even further. Not at where they're at though.
archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
Archers need more damage yes Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
It can work if at-wills for combat get buffed even further. Not at where they're at though.
Do you realize that to become just decent It would need a 500% buff at minimum if based on At-Wills? This is nowhere to happens, is rather simpler rewrite the capstone feat to something smarter and efficent.
Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
WHY? it's a 4 second diminishing buff, and you can only get 2 stacks for 1 second, and it takes proper timing, was this not working as intended? THIS IS DISAPPOINTING.
Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
WHY? it's a 4 second diminishing buff, and you can only get 2 stacks for 1 second, and it takes proper timing, was this not working as intended? THIS IS DISAPPOINTING.
It's only the speed increase that diminishes Duru. The 40% damage buff stays at 40% for the duration.
Still doesn't answer my question. Why change a perfectly working encounter that HRs use just because it was mentioned as a "bug" in someone's point of view? I was fine for the swiftness fix, but this one just made my blood boil. TAE move. google that.
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
Archers need more damage yes Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
It can work if at-wills for combat get buffed even further. Not at where they're at though.
Do you realize that to become just decent It would need a 500% buff at minimum if based on At-Wills? This is nowhere to happens, is rather simpler rewrite the capstone feat to something smarter and efficent.
I meant buffing the at-wills themselves, not the capstone.
archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
Archers need more damage yes Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
It can work if at-wills for combat get buffed even further. Not at where they're at though.
Do you realize that to become just decent It would need a 500% buff at minimum if based on At-Wills? This is nowhere to happens, is rather simpler rewrite the capstone feat to something smarter and efficent.
I meant buffing the at-wills themselves, not the capstone.
Even if the At-wills would get buffed by 50-70% (which is what they realisticaly need), the capstone feat where Combat tree relays would stay weak and nowhere able to compete with what Trapper capstone provide or even the Archery one (despite that one is weak as well).
The goal should not be to make Trapper the least attractive option of the 3 trees. That will just make the class totally broken and not worth playing. The other trees need drastic feat changes and capstone changes. This can happen over time, but do not break the tree that works....
The goal always was to bring all 3 trees on pair to allow a real diversification to playstyle for everyone, nobody ever want to make Trapper the least attractive option, it´s a shame that not everyone is able to see this.
So give Combat more lifesteal high crit on melee w/ buffs as ranged encounters and a capstone that boost at wills 300% like command shot got with to option for a little more if needed after test let them play as melee and in close and kick but save buffs for in ranged side
So give Combat more lifesteal high crit on melee w/ buffs as ranged encounters and a capstone that boost at wills 300% like command shot got with to option for a little more if needed after test let them play as melee and in close and kick but save buffs for in ranged side
Combat capstone that boost At-wills for 300%, but not just the next 2 at-wills, but should be all those you can cast within the next 6s then perhaps we are starting to see some results.
Post edited by krondhor on
GRAVITY XGAME
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
Archers need more damage yes Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
It can work if at-wills for combat get buffed even further. Not at where they're at though.
Do you realize that to become just decent It would need a 500% buff at minimum if based on At-Wills? This is nowhere to happens, is rather simpler rewrite the capstone feat to something smarter and efficent.
I meant buffing the at-wills themselves, not the capstone.
Even if the At-wills would get buffed by 50-70% (which is what they realisticaly need), the capstone feat where Combat tree relays would stay weak and nowhere able to compete with what Trapper capstone provide or even the Archery one (despite that one is weak as well).
Just look at the GWF. Wouldn't be too hard to sorta emulate that.
I say gut the 15% LS from battle crazed. You have no idea how effect that 20% LS becomes. We don't need immortal HRs in pve that have enough bulk to survive hits from T2 critters and not need a healer at all.
The actual Root CC that Thorned Roots applies is still affected by control resistances and bonuses, just not the DoT.
Sorry to go off topic, but if I recall correctly CWs have the same issue where it comes to Chill (Elven Battle removes stacks). Should CWs get the same kind of fix?
I don't play CW so I don't know if this is intended mechanic or not, sorry.
archers need more big damage combat needs more burst damage trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
Archers need more damage yes Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
yes trapper is the winning tree of the 3, but all the trees are behind that's why i am focusing on hr as a whole and not just archer and combat.
The actual Root CC that Thorned Roots applies is still affected by control resistances and bonuses, just not the DoT.
Sorry to go off topic, but if I recall correctly CWs have the same issue where it comes to Chill (Elven Battle removes stacks). Should CWs get the same kind of fix?
I don't play CW so I don't know if this is intended mechanic or not, sorry.
i think you are right to get off topic here and i agree with you. and thorned roots doesn't even stack and it shouldn't based on how it works.
HR rework is just a TRAPPER rework. Nothing about archery...
HR is the only class where your main weapon is in true a secondary one.
Brewald - GWF 18.3k Eleonore - CW Mof Renegade 17.5k Harlgard le Vieux - OP Prot 18.3k Valrik - DC AC 18.2k Furiela - SW Temp 18.1k
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Ehhh, don't really care for many if any of the melee encounter powers. Most are just single target or buffs or simply not helpful or pure suicide to use. Combat tree should just remain on focusing buffing melee at-wills drastically.
I think a good buff to combat's capstone would be melee encounters proccing it. Now, melee encounters procs blade storm. How big of change in DPS I don't know.
Edit: Found answer on page 12
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
I think a good buff to combat's capstone would be melee encounters proccing it. Now, melee encounters procs blade storm. How big of change in DPS I don't know.
With plant growth? That would be pure insanity.... It doesn't sound great anyway, seeing how few melee AoE encounters there are that are useful aside from that vine puke nuke.
0
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
edited July 2016
Thanks for the Swiftness of the Fox update amenar! I guess now it weaves better with Aspect of the Serpent. It also gives more meaning to the AP generation feats and the one reducing the AP cost of Slasher's mark. Trappers will need to pay more attention to the rotation instead of relying completely of multi-target hitting but now we are better against single targets. Roots changes are good too.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
Hunter Ranger: Plant Growth: The first hit of damage this power deals is now considered melee damage, instead of a DoT. This means it can now proc Blade Storm, and is affected by various Feats that only affect melee damage.
Read on page 12
Also on page 12 it says ALL melee encounters proc the capstone for combat.
Comments
archers need more big damage
combat needs more burst damage
trappers are ok but need better control though the changes they did to trapper might help so waiting to see what the testing are doing
There is a whole lot of trapper in your recent notes and barely any Combat/Archery from what I can see.
It will increase the micro managment though, but it might result in trappers using serpent more efficiently.
Also, can we have a Disruptive Shot recharge time reduction with that?
Combat need more damage plus the capstone feat need a complete rework, as elsewhere it will never become usable if based on At-Wills
Trappers after this last change (if it stays so), is again the winning tree, no matter what will be added to the other two trees above.
I say gut the 15% LS from battle crazed. You have no idea how effect that 20% LS becomes. We don't need immortal HRs in pve that have enough bulk to survive hits from T2 critters and not need a healer at all.
I don't play CW so I don't know if this is intended mechanic or not, sorry.
HR rework is just a TRAPPER rework.
Nothing about archery...
HR is the only class where your main weapon is in true a secondary one.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
EDIT:the only reason people are talking about trappers was that the recent update was about trappers and other assortment of encounters.
Edit: Found answer on page 12
Trappers will need to pay more attention to the rotation instead of relying completely of multi-target hitting but now we are better against single targets. Roots changes are good too.
Born of Black Wind: SW Level 80
Read on page 12
Also on page 12 it says ALL melee encounters proc the capstone for combat.