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Official Feedback Thread: Hunter Ranger changes

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  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User

    Let's not forget HR's damage isnt all that great in PVP.

    Infact our damage has to get boosted, while we don´t need a perma daze comeback.
    GRAVITY X GAME
  • zonoske#5272 zonoske Member Posts: 86 Arc User
    Maybe it will be easy chaining At-Wills, encounters, dailies together or maybe not. Just have to test and see.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Well, I supposed it doesn't sound too bad. It would limit trappers to using only fast at-wills only if they want to maintain their rotation quickly.
  • genjundeadgenjundead Member Posts: 372 Arc User

    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
  • jaymadiv#8056 jaymadiv Member Posts: 423 Arc User
    @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.
    image
  • hypergorila2hypergorila2 Member, NW M9 Playtest Posts: 73 Arc User
    edited July 2016
    Swiftness of the fox changes look good :smiley: 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? o:)
    Post edited by hypergorila2 on
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc 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.
    GRAVITY X GAME
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User


    Also, can we have a Disruptive Shot recharge time reduction with that? o:)

    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 X GAME
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    krondhor said:

    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.
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    ghoulz66 said:

    krondhor said:

    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.
    GRAVITY X GAME
  • durugudesudurugudesu Member Posts: 555 Arc User

    amenar said:



    • 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.

  • durugudesudurugudesu Member Posts: 555 Arc User
    lirithiel said:

    amenar said:



    • 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.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    krondhor said:

    ghoulz66 said:

    krondhor said:

    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.
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    ghoulz66 said:

    krondhor said:

    ghoulz66 said:

    krondhor said:

    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).
    GRAVITY X GAME
  • edited July 2016
    This content has been removed.
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User

    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.
    GRAVITY X GAME
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    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
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    edited July 2016
    jhpnw said:

    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 X GAME
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    krondhor said:

    ghoulz66 said:

    krondhor said:

    ghoulz66 said:

    krondhor said:

    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.
  • aasuraasur Member Posts: 66 Arc User
    amenar said:


    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.

  • genjundeadgenjundead Member Posts: 372 Arc User
    krondhor said:

    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.
  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016
    aasur said:

    amenar said:


    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.
  • brewaldbrewald Member, NW M9 Playtest Posts: 212 Arc User
    I disappointed...

    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
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc 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.
  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016
    brewald said:

    I disappointed...

    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.

    have you only read this page? cause theirs about 15 pages worth of comments about archery and combat.

    EDIT:the only reason people are talking about trappers was that the recent update was about trappers and other assortment of encounters.
  • zonoske#5272 zonoske Member Posts: 86 Arc User
    edited July 2016
    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
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc 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.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc 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
  • zonoske#5272 zonoske Member Posts: 86 Arc User
    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.
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