@noworries#8859@rhroudadev#5641@asterdahl Guys, just a matter of interest: why does this thread has way less feedback from devs than CW/GWF thread? Don't you think it's discouraging players and makes them to provide less feedback? When I read posts by @asterdahl in GWF thread, i can understand what devs will be focused at and what they won't be focused at. But here... we know only that there are tickets created for HR improvement, but what do those tickets contain except for Aimed Shot balancing? It's absolutely not clear! - How are we supposed to know that? It scares people away, because they think that the class will remain in its current broken non-balanced state (no, i do not agree that something that has so many bugs is "overbalanced", unless "overbalanced" = "buggy, so it cannot be balanced over in proper way").
You give nice feedback in other threads! Please, give us more feedback in this thread as well! Please, let us know what you are going to fix/improve on HR and what you consider WAI and why!
To players who care about HR: Please, do not ignore this thread, provide all feedback that you can. Please, report all bugs that you see (if they improve performance, that may be followed up by nerf of other WAI thing and when the bug is fixed, performance will be worse). Please, do not be shy to complain (aka QQ :-)) about bad features/powers: that QQ will let devs know that you do not enjoy these particular powers/features. QQ should be constructive though: explain why you do not enjoy this power/feat, suggest the solution - it really helps.
During the private beta, I gave a lot of feedback for the class and not much was considered or read, it took @noworries#8859 a week to reply to some of my feedback, which by the time he did, it was already 2 weeks out of date due to the internal patches and my feedback was thus useless. If we could get more dev feedback and communication that would probably make people more willing to give feedback, even if its a simple 1 line saying "Yes I have read this" or "No I dont like this, and wont consider it", just something to let the players know they are not being ignored.
Even stuff like the offhand for the HR being half its intended damage has been broken since week 5 of owlbear, and its still not fixed, that was 3 weeks ago, so when the feedback has been acknowledged, and after weeks its still not been changed, it makes the player feel like nothing is happening / going to happen if they gave feedback.
I looked at the Ranger brifely in yesterdays patch, and all i saw was the change to longstriders shot, going from 700 mag to 600 mag, which is lower than in owlbear (650) and NoWorries said he was going to increase the damage on most Ranger skills, and now its been a net decrease since then.
I stopped giving feedback to this class, as I felt it wasnt going anywhere and felt I put in way to much time, which not much return. So I started to give feedback on the Fighter, a class maintained by @asterdahl and within a day I got a response. So now I am more inclined to give further feedback as I know im not being ignored.
Just look at patch all classes with active responce from devs has bugg fixes and changes, Hr no responce no changes.
Sure it is still time to fix things but as it stands I am giving up testing Hr on preview until we get an active dev that comments on all buggs and changed needed to be done to put Hr in par with the other dps classes.
The only responce we had is that it is not much to fix which ofc makes you ask if they just given up on Hr class all together.....
Well Ive been playing HR for a couple of years now with about 2k hours spend on it, I tolerated all the changes and nerfs we received all these years but I gotta say mod 16 is by far the worst thing that has happened to this class. The class as a whole feels extremely clunky and most of the feats are horrible. Our playstyle revolved around spamming encounters and dailies from both stances all these mods and all of a sudden the cooldowns feel RIDICULOUSLY long ,the dailies take ages to build up and majority of our rotation is spamming boring at-wills on and on and on. HR feels SOOOO boring in preview compared to live. We were kings of AoE melting and all of a sudden there is not much AoE dmg in our kit .... Our class has never received love from the devs and Im not surprised at the level of interaction between the barbarian thread when compared to this one. We asked for shorter animations , CC breaks ,roots buff, bug fixes and guess what ...we got nothing , every single mod changes are requested and all we get is some minor changes to some feats or just get nerfed. There is 0 complexity to the class anymore and no reason to wait for buffs or sync abilities in mod 16 because the whole concept of buffing does not exist anyways , just spam all your encounters and then proceed to use at-wills until everything comes back up. Congratulations on dumbing down one of the better combat experiences Ive had my time playing MMOs, it was one of the main reason why this game was still fun after all these years. @noworries#8859 I would agree with you to an extent if you said HR was balanced in mod 15 but if you're telling me HR is 'overbalanced' in mod 16 then Im sorry to say your head is clearly in the clouds and you dont play the class at all. @viraaal Mentioned a lot of changes in Owlbear that looked fun for the class but none of them made it to live... I have no idea if you will change anything in the coming weeks since its 'overbalanced' but here is some feedback from my side.
Paragon Paths
Hunter : From the selection of feats you get its clearly focused on Root damages and Archery. Archery is dealing a lot of dmg simply because of the longshot being bugged and giving a massive dmg increase to not just encounters but dailies and at-wills as well, its also decreasing the dmg of melee at-wills by 50%...very nice bug. Warden : Focused heavily on melee and lightning damage but since there is like 3 abilities that give lightning dmg and 2 of them being at-wills this is pretty much a melee only path.
Hunter feats Forest bond: 5% cooldown reduction is a joke. There is absolutely no cooldown reduction in the trapper/ roots based feats and its just another boring at-wills spam after you're done with all 6 encounters. This HAS to be buffed or straight up changed to the the current version of swiftness of the fox in live server. Its fine if you add some damage penalty to this feat even. Commander in chief : Its mehh ... 2 seconds cooldown reduction but your forced to use commanding shot, good for archery thats all. Thorned roots: The whole concept of weak grasping roots has got to go, make it one single root and thats thorned roots simple. Critical Action : 16% crit severity if you use up your entire action point bar for 10 seconds. Considering how rarely we use dailies and how crit is capped...this feat is horrible and even the 10 second duration is horrible. Prey : 5% dmg buff is just so little when you can spam at-will a few times to compensate the dmg loss from not picking this feat. Rate of Change : 5% dmg on stance change is nice but the 1% decay per second is no needed , it would be better if was 5% for 5 seconds. Longshot : Bread and butter of pretty much all hunter related builds. Its a nice feat , sacrificing melee encounter dmg for ranged encounter dmg considering hunter paragon has melee encounters that are either buffs or just does really low dmg. The only problem here is that it buffs dailies and at-wills too and the negative 50% applies on melee at-wills as well. BUGGED. More than Disruptive: That moment when ring of offensive action gives almost the same amount of buff as a capstone feat...please do consider buffing it since dailies aren't spammed anymore. The 20 seconds of 5% buff if you spam 4 disruptive shots does not come close to the dmg 1 snipe can do. Slashers Expertise : Its alright I guess but still for a feat that you get once you are level 80.....really ? 5% for 10 sec on 1 daily? It seems to be worse than the disruptive shot one.
Hunter Encounters Longstrider Shot / Gushing Wounds : Please for the love of god make this a common encounter between the 2 paragons and give us back the 40% movements speed. The class is SOOOO SLOW. LSS buff was a major part of our kit just put back the movespeed buff , the 40% dmg buff would be too OP in mod 16 I can understand. Gushing wounds...it doesn't tick on hit anymore ...why. Im not sure if its bug or intended in the current patch, would need some clarification on this please. Hawk Shot / Hawk eye : I like the hawk shot change compared to live, changing it from single target to somewhat AoE is nice. Hawk eye is alright... Commanding Shot / Stag heart : The range counterpart of the encounter is in a good spot BUT the melee one omg...5% temporary HP on a 20 second cooldown! 20 seconds!! On live you can get upto 40% , the encounter is basically useless on preview even with primal instincts used. Ambush / Bear trap: Its mostly used in pvp other than that I see no pve situation when either of them would be used. Bear trap is just a waste of encounter slot and by far one of the least used encounters in out kit. Rapid Volley / Windwalk Strike : Volley seems to be fine and it has a quick recharge time on it but strike on the other hand feels very clunky to use and causes rubberbanding at times...or maybe its just me , would like to hear others opinion on this.
Hunter Class features The only one I take issue with here is Cruel Recovery.....what the hell is it supposed to do. 1% health on crit is fine .... but a 2 second cooldown on it why??
Hunter At-will : Aimed shot and aimed strike has a stupidly long animation on it , aimed strike is worse of the two since it gets a bit clunky in combat and that has been a thing even before M16. The animation on it is same as gushing wounds but the targeting on it gets weird at times, you might be aiming at one target but all of a sudden the aimed strike hits another enemy close by. I did notice this could've been because of holding down the movement keys while casting it, weird that it doesn't happen with gushing but only with aimed strike.
Warden Encounters : Split the Sky / Throw Caution : Same as before but bugged it seems, initial hit of slip the sky does dmg but the hits after does 0 damage. Boar Hide / Boar Charge : The cooldown on boar hide is too long and its basically useless when fighting against damage over time enemies, boar charge is pretty nice on melee focused builds. Fox Shift / Fox cunning : I like the change to fox shift , being able to choose the area is much better than on live. Fox cunning....why does it have a 20 second cooldown on it? Its one single dodge per 20 second and its pretty much useless when fighting against damage over time enemies or a pack of enemies. Binding Arrow / Oak skin : This encounter is supposed to be in hunter path , there is no use for roots in warden path.... Besides that oak skin is another joke of an encounter , 17 seconds cooldown on a 9% heal over time...what the hell. I see no use for this encounter in pve or in pvp , the healing is absurdly low. Its even worse when you're low level. Thorn ward /Thorn strike : Its fine as it is.
Warden Feats Focused : Look I like this feat , its one of the more useful ones when going melee focused build BUT it forces you to be in melee to gain the full 25% dmg increase and upon stance change it gets reset. The reset bit HAS to change, make it similar to the feat in hunter path. Switching stance would reduce dmg increase on one stance by 2.5% per second. I hate the fact that it resets and if you're going the full lightning build using the call of the storm daily and feat you dont get to switch stance and use split the sky...You loose 25% dmg for casting the one lighting based encounter you have. Deft Strikes : Its fine the way it is. Swiftness of the fox: Is there any use to this feat? This is far worse than storm's recovery and I feel like this one must be changed or a stronger version of this must be introduced and not for warden but for hunter paragon. Storm's recovery: One of the most useful feats keep it as it is. Blade Hurricane : Its good on melee builds similar to ones on live. Storm Conduit : By far one of the worst feats. The fact that it procs off the last hit of electric shot already makes it horrible. Electric shot is nice but your'e stuck in animation for a couple of seconds just to get a small buff that lasts 5 seconds...5 seconds!!! The dmg from conduit is 10% of the original hit which is soo little and that too only from lightning attacks which we dont have much of. All that done for something sooo little. Also its silly using this with the focused feat since your'e gonna loose 25% dmg on switching and you have 1 lighting based ranged power that is split the sky and the rest being melee. To the wind : Its fine as it is since split the sky is already a must have on warden builds. Skrimisher's Gambit : I feel like this could be changed to be something more useful since I don't see it being better than flat 10% dmg from throw caution. Nature's Envoy : One of the better feats. Enhanced Conductivity : Probably my favorite feat since it has some synergy with other skills and the lightning attacks look really cool.
Part 2 : Warden Class Features Stormstep Action : This feat is bad...like reaally bad. Dalies arent used that often and even with call of the storm being spammed there is no noticable cooldown reduction. Its horrible and has to be changed. Blade storm : Nerfed compared to live but since there aren't many better class features so this one is nice. Twin Blade strom : Hit more than 2 target more dmg? sure I'll take it. Aspect of the lone wolf : This one has to be swapped with crushing roots ,its more useful at earlier levels and not only that crushing roots as a common class feature makes no sense since Hunter paragon is the only one that uses roots.
Warden At-wills : Clear the Ground : The magnitude of this at-will could be increased by a bit and thats after considering the bugged off-hand dmg. Storm Strike/ Penetrating arrow : I love it , a new at-will that looks cool! There is one problem with this ...the animation . It feels very clunky to use and it uses the attack animations of rapid strike on the first 2 hits, Rapid strike has been bugged forever and if you're not aware of it then just cast rapid strike for a solid minute and look at the animation on it. This bugged animation carried over to storm strike too. It would be better if you made this at-will a bit faster , HRs are all about the speed and fluidity. Being stuck in animation for too long is painful other than that its by far the strongest melee at-will.
General Feedback :
Rapid strike : At-will has been bugged for multiple mods now and it looks like the character is having a stroke when you use it. The animation happens but the damage done by does not pop up and then the animation keeps resetting mid attack chain...it gets worse when you hold down a movement key when you use it. Plant Growth : Cooldown is too long , it was one of out main AoE skills an now its one of the weakest hitting skills. Please do buff it. Rain of Swords : Its a cool encounter but the animation time is too long and the damage it does is laughable. Aspect of the serpent : As mentioned above by others ... Aspect of the Pack : Combat advantage is one of the most important sources of dmg in mod 16 and as of now giving flat stats when we can get over 60k CA stat is just silly. There is no way an HR can get CA when playing solo , thats alot of dmg loss. Positioning behind bosses is near impossible in certain dungeons like FBI or cradle even. Please do revert it to mod 15 version. Cold Steel Hurricane : This daily still feels useless and it is still the least used daily in HR kit. Forest Ghost : The Movespeed nerf on this was definetly not needed.
Overall I dislike mod 16 HR and if this is the state of HR as it goes live then I may never play HR ever again and since its the only class I play I dont think I would bother leveling up another class and gearing it up just so that I can run 1 new dungeon and existing dungeons that Ive done hundreds of times already. The class feels clunky and slow in terms of animations and movement. Many feats pretty much force you into one stance while ignoring the other and the magnitude of many encounters ( especially melee ) feels weak. The encounter and daily spamming class is as good as dead, the closest thing you can get to it is if you go warden and use strom's recovery. There is absolutely no interaction between the developers and our HR community, there is more interaction in the first half of Barbarian's page one than our entire thread.Please devs...I would love to continue playing my class but if this is how you want to move forward with HR then you can expect a lot less HRs playing this game. PS: I also dislike how you're focing dps classes to pick dragonborn just so that they can get 3% increased dmg, the racial bonuses of others feel so weak when you compare it to dragonborn. I have no interest in playing uglyborn and Id like to continue playing my elf while getting maximum damage out of it. Please look into this too.
The reason why there is not more feedback from other HR players might be that they already felt ignored in the past on HR issues. HR was, as many others already stated, broken in some ways nobody seemed likely to fix anyhow. I certainly didn't expect HR to run smoothly on preview, but that my 16k trapper with bis set (that I really love to play, despite the odds... I played only my HR for a year now, anyway) is doing worse in old content that I have run hundreds if not thousands of times than my 13/14k TR that I barely play and have not much knowledge of is kinda... sad?
I don't want this to sound like TR is the issue (and I don't want this to be turned upside down): I had a similar experience with my other dps'ers. But I never wanted to play a gwf/other dps, so I compared it to what I already had ready - my TR. Only later when I saw the difference for myself I found out that it's not TR that is that good, but HR that's just so bad.
I'm not gonna add numbers, because many ppl far smarter at it already did. What I'm saying is that I doubt ppl will give feedback just to fight a somewhat lost cause. If you think HR is already good-to-go (as there is no upgrade on it on the preview patch notes, for example) all I would ask for is a class change option for HRs.
I know it won't happen, and while I already started preparing my TR I'm unsure if I wanna do all of it again. I strongly agree that HR feels incredibly clunky, the feats are all over the place. Even in the light of everybody being nerfed HR feels by far the worst to play in my opinion. I got on preview and tried build after build, I had cramps in my fingers :D. Nothing was really outstanding. I got on TR and chose what kinda made sense and it worked so much better that I just wanted to kick my HR out of the window, really.
Talking to fellow HRs ingame is the same experience as here. Everybody is bitter and disappointed of being disregarded, especially when there is a gwf problem everybody is busy changing while HRs can't even kill a bunch of esot mobs without using stones and praying to survive.
Please try to see the negative if somewhat moody feedback in this light: Many players really care about HR. They don't want it to be an easy class or wanna be top of paingiver just by hanging around. Everybody I know chose HR because they like knowing their class and working hard to make it a good dps, even if it might take more time/effort to be one. We could all play one other dps class, but we chose this one because we care about it. Thats a positive reason to be a bit negative, if it makes any sense. If you are offended by the tone of certain people, you could just... adress them? And not punish everybody who provided profound feedback.
As of now when Im writing this there is about 60 replies from devs in Barbarian thread out of 9 pages and for HR there is ....3 replies from devs out of 7 pages in this thread. ..... WTT for Asterdahl to rework HR.
I've played my HR, OP, GWF, and DC on preview. The HR is so far behind in DPS it isn't funny, at least with a combat spec. And they're claiming they're overbalanced?
I've played my HR, OP, GWF, and DC on preview. The HR is so far behind in DPS it isn't funny, at least with a combat spec. And they're claiming they're overbalanced?
Even ranged, where the offhand shouldn't matter. Edit: And while I tried the new suggested builds too, the only thing that worked for me personally was trapper (the old trapper build in every way I could make it work on hunter), because even tho the damage is no good and hunter is flawed, utilising two sets of encounters that somehow buff eachother a tiny bit still made it feel faster than remaining in a stance and waiting for a buff. But thats probably because I have played trapper for a while now, so it would feel natural. Thats also an issue for me - if combat would be the only thing to survive the mod (if flurry actually worked and at wills would be as useful as it was stated they should be) I will have no fun with it, I didn't start a HR to play combat. But thats just my personal issue.
They're realistically weeks away from balancing DPS. That part I'm less worried about. Making things work and changing things so synergy and fluidity are there needs to happen now while there's time to test it and work on it. Tweaking magnitudes and recharge times can come later once a workable base is established.
1
minotaur2857Member, NW M9 PlaytestPosts: 1,141Arc User
They're realistically weeks away from balancing DPS. That part I'm less worried about. Making things work and changing things so synergy and fluidity are there needs to happen now while there's time to test it and work on it. Tweaking magnitudes and recharge times can come later once a workable base is established.
Fluidity seems to be their main priority to eliminate in this module, I haven't found ANY of my characters on preview have any left.
We want to help testing the issues with the class, to do so could you consider send us a a post with a brief description of the way the new ranger was pretended to work on each paragon ?
At the moment i fell that Hunter is more focused on single target and warden on deal with mod masses, also warden looks more combat as Ranger more ranged, but those are assumption. I know that posting this "plans" or "vision" can may bring some complain, but this is inevitable and would be much more productive if we knew where to point our feedback just to be sure we are not aiming it backward.
I ask this because i understand that damage and cooldown will be revised later, and i do believe that till the scaling system works ok is really hard to measure dps values.
A list of issues already in your spot, if possible, would also be really useful so we don't keep beating the same point.
I Know that you Guys must be really busy but this would help a lot the tests and feedback.
I love HR, its been my main for 2 years that i've been playing. But the problem i see now with HR is the at wills are too weak on melee. I use clear the ground mostly because its large radius and quick attack that allows me to keep moving. all the other melee at will keep me in place too long and i get hit by mobs for standing still. 1. Please increase the power of melee at wills to be comparable with mod 15 usefulness. 2. While your at it please increase distance the HR makes on dashing with shift. Its been a headache for 2 years that i have to dash 3 times to avoid a Red attack. Please triple the distance a dash makes. 3. Plant growth used to be the top encounter even with the long cool down, now hindering is top. please either reduce the CD of PG or increase the damage to be comparable with mod 15. 4. HR needs at least one magnitude 800-1000 encounter on both paragons just like the other DPS classes. 5. roots need to do more damage on initial hit and DOT, and i agree that weak roots needs to go away. increase Hindering shot roots to strong level and reduce the number to 2 instead of 3 with slightly longer spacing between shots. 6. Please add a variation of life steal to roots as a feat. say 10% of root damage is returned as health as the roots sap the life of the target. the feat called "forest bond" should be this power instead.
split the sky time is about 3 seconds but the tool tip says 1.5s 3 seconds is too long please reduce the time to 1.5s like promised.
I just tested my new and improved HR against the wolves and werewolves in barovia with my LVL 80 weapons and it took 3 times longer to kill them than my live version. HR IS UNDERPOWERED ATM PLEASE FIX !!!! I tested my 12k OP in OMU and it was 3 or 4 times stronger dps on the tank and healadin side. please bring HR back to even with other DPS classes.
Cryptic is like a dad and HR is the son. All other classes are the sibling. So dad used to spoil all his kids with fast car. Then one day, all of them got caught in an illegal racing and dad is furious. He grounded all of his kids and takes back their key. Then all of his kid start complaining and crying about the loss of their fast car. So Dad decide to spilt the children into 2 group. While dad take care of a group, he gave mom the other group. Mom is quiet and doesn't talk much. HR behaves himself too and doesn't complain much. All he heard is the crying of his sibling on the other room with the barbarian being the loudest of them all. So HR thought every of his sibling are getting the same treatment and mom assure HR that he already got his dad favor. BUT then... One day.. he looks out of the window.. and saw.. brother Barbarian got HIS KEY BACK!! and he is zooming past the street with his fast car. So now HR stop behaving and start screaming and kicking like what brother barb did. So what's dad gonna do?
Swiftness of the Fox or Storm's Recovery in conjuction with AoE powers are multiproccing for every target hit. I have tested these feats interactions with Cordon of Arrows, Constricing Arrow, Plant Growth, Hindering Strike, Steel Breeze.
This has been fixed now.
split the sky and rain of arrows deal 0 damage when you swap to melee stance.
cruel recovery is so useless.. there is a mount bonus that gives the same exact(?) effect such that on critical hit, heals for %hp with a cooldown of 2 seconds. THAT IS A TRASH FEAT.
Bug: No daily other than Forest Ghost(or possibly Stormcaller, didn't get to 75 tonight) deals damage while in melee stance, nor do any ranged powers with ongoing effects (like Rain of Arrows) They inflict hits, the hits just do zero damage each.
Putting it out there again. DAILIES and encounters like RoA, StS deal ZERO damage if you are on MELEE STANCE.
Bringing barbie up to a finalized state. Then, using it's damage output as a benchmark, bringing all other dps classes up/down to par.
ge/cc hanging over the class. It could also add a little much needed complexity to HR playstyle, rather than just the perennial button mashing.
Its a bug, if you read the barbarian thread you would know this. There is an accidental PI multiplier against GWF dmg, making it do 3.14x the intended value. Divide their damage by PI and you have their intended dps.
Fab, all the work you do number crunching, and now public liasoning too. They ain't payin' you enough my friend.
I do keep reading the barbie thread, it's just the tears constantly blur my vision. I personally like to divide meal-times with pie, it's a valuable food-group after all. HRs-》elves-》trees-》apples-》pies, I'm seeing a connection here, HRs need added pie-damage too !
Genius.
But seriously, if someone would spend 30 seconds posting "Hey HRs, barbies are bugged, cool your jets" in the HR feedback thread where all the HRs are moping, might have spared me and others some grief.
Except damage vs Barbie isn't what needs to be on the table right now. Making powers work is. Quit complaining about other classes and moping about damage numbers that aren't final for anyone yet. Start doubling down on getting attention for powers that deal zero damage, or aren't proccing, or are proccing too much.
Also please quit speculating on why he's not fixing things to propose downgrades. Judging from previous experience he might take your suggestions to downgrade things even if it isn't necessary.
It's nice to read other threads and compare them to get understanding what's going on in general. It's nice to pay attention to bugs on your class as well as bugs on other classes.
Current problem about new HR is not that its dps is good/bad in comparison to new GWF. Current problem is that it's 'not so enjoyable' to play on PTR, in comparison to its current state on LIVE, as most people in this thread claim. It feels clunky, it feels slow, it feels unbalanced. Current problem is that there are so many bugs on PTR related to HR powers (and qty of those bugs increases with each patch) that it's hard to realize what potential new HR has,how is it performing in general (incl. in comparison to other classes). Current problem is that one of closed mod 16 testers gave up on giving further feedback and switched to other class, because of lack of communication from dev team on HR changes. Current problem is that we need feedback from devs.
Yes, we want feedback from devs, but why? - because @noworries#8859 claimed that class was overbalanced and then the other guy came and said that multiple tickets were created to adress problems of new HR, and then... silence, which might mean any of the following: 1. 'HR overall is done (as its concept of how the class should behave in new module), but bugs are to be fixed, and we create tickets to fix them' 2. 'HR was intended to be done, but then we decided to create tickets that involve some balancing as well as fixing bugs.' 3. 'HR was intended to be done, but there are so many problems, that we have numerous tickets but HRs should not worry because we will adress it all in time' 4. 'HR was intended to be done, but there are so many problems that we can barely adress some of the most crucial problems, if we can.' (=HR will remain a mess, the players who use them are to leave game or switch to other class)
Dear developers, if you plan to fix ALL bugs on HR just a day before release, then this thread is pointless, because there won't be enough time for players to test and give you feedback. And HR will meet live either as ridiculously overpowered (and then fast nerf will follow, which most likely will kill all potential) or weak (and then there's a small chance then in 3-6 months after release HR will get some improvement).
Dear developers, PLEASE, spare some details about what are you going to do with HR! Or, at worst, give us the opportunity to reroll the class (as somebody already suggested), if you are not going to fix it! It might end up that some component of software is in bad state: e.g. code is ugly and nobody can understand how to fix it, or design is so bad, that it's hard to balance. But why punish players, who used to enjoy the balanced state of the class like it was in mod 15 (I do not mean that HR had no issues, but still, at least in PVE HR is overall ok)? Maybe it's a good idea to give class reroll to other classes as well?
Frankly, in the end of the day, I just want all class to be balanced across the board with all the bug fixed and power polished. I don't want HR to be too OP neither I want the other class to out perform HR by miles. I want people to pick their group member based on gear score again and not by the class they play. I don't want anyone get left out of the game just because of the class they choose. If the developer could make this happen, then I m fine with whatever.
I hope the community could respect class balance as well. It the way to ensure a wider range of people to play with. By making a class to out perform the other by miles whether its by exploit or not are going to cause lesser range of people to play with us. Not mention it will also make the meaning of competitive play less worth. I believe we are all here to have fun with other player and not to be the god all-mighty one that suck up all the fun for yourself. Because if u are, u might consider a single player game.
A game without fairness is no longer a game. A fun that's born out of unfairness, isn't really a fun.
BUG: Marauder's Escape doesn't consume Aspect of the Serpent stacks
1. Slot Aspect of the Serpent and switch to melee stance 2. Build 3 ranged stacks of Aspect of the Serpent via Rapid Strike 3. switch to ranged 4. cast Marauder's Escape Actual: You now have 1 melee stack and 3 ranged stacks
Expected: You now have 1 melee stack and 2 ranged stacks
Impact: You can build 3 melee and 3 ranged stacks which results in perma 6% boost (tested on rapid strike and rapid shot with dmg 1000 weapons) if you couple it with the other bug (which I guess was reported already): if you build stacks and swap AotS for the other passive, stacks remain as well as icon even if you switch to other loadout).
BUG: Marauder's Escape doesn't consume Aspect of the Serpent stacks
1. Slot Aspect of the Serpent and switch to melee stance 2. Build 3 ranged stacks of Aspect of the Serpent via Rapid Strike 3. switch to ranged 4. cast Marauder's Escape Actual: You now have 1 melee stack and 3 ranged stacks
Expected: You now have 1 melee stack and 2 ranged stacks
Impact: You can build 3 melee and 3 ranged stacks which results in perma 6% boost (tested on rapid strike and rapid shot with dmg 1000 weapons) if you couple it with the other bug (which I guess was reported already): if you build stacks and swap AotS for the other passive, stacks remain as well as icon even if you switch to other loadout).
Hmm, when using AotS with rapid shot and rapid strike, my damage is reduced by 2% for each stack consumed.
No stacks: shot = 463 strike=289
That's something wrong here, bro ;-)
What STR do you have? Are you sure that you haven't swapped Seeker with AotS? (because 463 is very close to 400 * 1.1 * 1.05 * 1.00096 = 462.44) Also, notice, that if you respec: seeker is auto-picked
FYI:
Rapid Strike magnitude 4 hits combo = {25;15;20;40} Rapid Shot magnitude combo 3 hits = {40;40;70} STR 20 gives buff of 5% ( = 20 * 0.25% per STR point) -> without buffs with STR 20 and fixed 1000 main hand only you should do exactly: {420;420;735} on rapid shot
Also you can get 100 dmg fixed weapons in ToB. They do not have that useless 48 power addition. And you can check how rounding is done and it's simpler to calculate, as 100 dmg weapon means that your hit ~ magnitude * buffs
AotS and Primal Instincts. I wanted to focus on just AotS. If you know what I did wrong, please enlighten me. That's what I put it in here for, cause somtsometis clearly wrong. And why I didn't put it in red.
AotS and Primal Instincts. I wanted to focus on just AotS. If you know what I did wrong, please enlighten me. That's what I put it in here for, cause somtsometis clearly wrong. And why I didn't put it in red.
It's all cool, mate.
I'm on PTR , and everything is WAI except for rounding, but that's not a big deal:
Rapid Shot without serpent is 419 (OK)
Rapid Shot with 3 stacks [22:48] [Combat (Self)] Your Rapid Shot deals 320 (445) Physical Damage to Target Dummy. 445 = ROUND(420 * 1.06) = ROUND(445.2) = 445 (OK)
Rapid Shot with 2 stacks [22:48] [Combat (Self)] Your Rapid Shot deals 314 (436) Physical Damage to Target Dummy. 436 ~ ROUND(420 * 1.04) = ROUND(436.8) = 437 (OK)
Rapid Shot with 1 stack: [22:48] [Combat (Self)] Your Rapid Shot deals 154 (427) Physical Damage to Target Dummy. 427 ~ ROUND(420 * 1.02) = ROUND(428.4) = 428 (OK)
now we take your numbers: 447 = 421.6981 * 1.06 438 = 421.1538 * 1.04 429 = 420.5882 * 1.02
means that with zero stacks your Rapid Shot must deal ~ 421 damage your 463 comes from 10% damage buff, as 421 * 1.1 = 463,10 and that 10% is most likely Seeker's Vengeance, which you possibly forgot to swap when you were testing damage without stacks.
That's really annoying but when you respec Hunter, you always get that seeker buff picked, so it's all cool
P.S. Thanks for confirming the bug about ME and AotS stacks, btw
I'll try it again. This time triple checking. I'd had primal and cruel recovery prior testing something else, but it's definitely possible it got accidentally switched.
Comments
Even stuff like the offhand for the HR being half its intended damage has been broken since week 5 of owlbear, and its still not fixed, that was 3 weeks ago, so when the feedback has been acknowledged, and after weeks its still not been changed, it makes the player feel like nothing is happening / going to happen if they gave feedback.
I looked at the Ranger brifely in yesterdays patch, and all i saw was the change to longstriders shot, going from 700 mag to 600 mag, which is lower than in owlbear (650) and NoWorries said he was going to increase the damage on most Ranger skills, and now its been a net decrease since then.
I stopped giving feedback to this class, as I felt it wasnt going anywhere and felt I put in way to much time, which not much return. So I started to give feedback on the Fighter, a class maintained by @asterdahl and within a day I got a response. So now I am more inclined to give further feedback as I know im not being ignored.
Sure it is still time to fix things but as it stands I am giving up testing Hr on preview until we get an active dev that comments on all buggs and changed needed to be done to put Hr in par with the other dps classes.
The only responce we had is that it is not much to fix which ofc makes you ask if they just given up on Hr class all together.....
Our class has never received love from the devs and Im not surprised at the level of interaction between the barbarian thread when compared to this one.
We asked for shorter animations , CC breaks ,roots buff, bug fixes and guess what ...we got nothing , every single mod changes are requested and all we get is some minor changes to some feats or just get nerfed.
There is 0 complexity to the class anymore and no reason to wait for buffs or sync abilities in mod 16 because the whole concept of buffing does not exist anyways , just spam all your encounters and then proceed to use at-wills until everything comes back up. Congratulations on dumbing down one of the better combat experiences Ive had my time playing MMOs, it was one of the main reason why this game was still fun after all these years.
@noworries#8859 I would agree with you to an extent if you said HR was balanced in mod 15 but if you're telling me HR is 'overbalanced' in mod 16 then Im sorry to say your head is clearly in the clouds and you dont play the class at all.
@viraaal Mentioned a lot of changes in Owlbear that looked fun for the class but none of them made it to live...
I have no idea if you will change anything in the coming weeks since its 'overbalanced' but here is some feedback from my side.
Paragon Paths
Hunter : From the selection of feats you get its clearly focused on Root damages and Archery. Archery is dealing a lot of dmg simply because of the longshot being bugged and giving a massive dmg increase to not just encounters but dailies and at-wills as well, its also decreasing the dmg of melee at-wills by 50%...very nice bug.
Warden : Focused heavily on melee and lightning damage but since there is like 3 abilities that give lightning dmg and 2 of them being at-wills this is pretty much a melee only path.
Hunter feats
Forest bond: 5% cooldown reduction is a joke. There is absolutely no cooldown reduction in the trapper/ roots based feats and its just another boring at-wills spam after you're done with all 6 encounters. This HAS to be buffed or straight up changed to the the current version of swiftness of the fox in live server. Its fine if you add some damage penalty to this feat even.
Commander in chief : Its mehh ... 2 seconds cooldown reduction but your forced to use commanding shot, good for archery thats all.
Thorned roots: The whole concept of weak grasping roots has got to go, make it one single root and thats thorned roots simple.
Critical Action : 16% crit severity if you use up your entire action point bar for 10 seconds. Considering how rarely we use dailies and how crit is capped...this feat is horrible and even the 10 second duration is horrible.
Prey : 5% dmg buff is just so little when you can spam at-will a few times to compensate the dmg loss from not picking this feat.
Rate of Change : 5% dmg on stance change is nice but the 1% decay per second is no needed , it would be better if was 5% for 5 seconds.
Longshot : Bread and butter of pretty much all hunter related builds. Its a nice feat , sacrificing melee encounter dmg for ranged encounter dmg considering hunter paragon has melee encounters that are either buffs or just does really low dmg. The only problem here is that it buffs dailies and at-wills too and the negative 50% applies on melee at-wills as well. BUGGED.
More than Disruptive: That moment when ring of offensive action gives almost the same amount of buff as a capstone feat...please do consider buffing it since dailies aren't spammed anymore. The 20 seconds of 5% buff if you spam 4 disruptive shots does not come close to the dmg 1 snipe can do.
Slashers Expertise : Its alright I guess but still for a feat that you get once you are level 80.....really ? 5% for 10 sec on 1 daily? It seems to be worse than the disruptive shot one.
Hunter Encounters
Longstrider Shot / Gushing Wounds : Please for the love of god make this a common encounter between the 2 paragons and give us back the 40% movements speed. The class is SOOOO SLOW. LSS buff was a major part of our kit just put back the movespeed buff , the 40% dmg buff would be too OP in mod 16 I can understand. Gushing wounds...it doesn't tick on hit anymore ...why. Im not sure if its bug or intended in the current patch, would need some clarification on this please.
Hawk Shot / Hawk eye : I like the hawk shot change compared to live, changing it from single target to somewhat AoE is nice. Hawk eye is alright...
Commanding Shot / Stag heart : The range counterpart of the encounter is in a good spot BUT the melee one omg...5% temporary HP on a 20 second cooldown! 20 seconds!! On live you can get upto 40% , the encounter is basically useless on preview even with primal instincts used.
Ambush / Bear trap: Its mostly used in pvp other than that I see no pve situation when either of them would be used. Bear trap is just a waste of encounter slot and by far one of the least used encounters in out kit.
Rapid Volley / Windwalk Strike : Volley seems to be fine and it has a quick recharge time on it but strike on the other hand feels very clunky to use and causes rubberbanding at times...or maybe its just me , would like to hear others opinion on this.
Hunter Class features
The only one I take issue with here is Cruel Recovery.....what the hell is it supposed to do. 1% health on crit is fine .... but a 2 second cooldown on it why??
Hunter At-will :
Aimed shot and aimed strike has a stupidly long animation on it , aimed strike is worse of the two since it gets a bit clunky in combat and that has been a thing even before M16. The animation on it is same as gushing wounds but the targeting on it gets weird at times, you might be aiming at one target but all of a sudden the aimed strike hits another enemy close by. I did notice this could've been because of holding down the movement keys while casting it, weird that it doesn't happen with gushing but only with aimed strike.
Warden Encounters :
Split the Sky / Throw Caution : Same as before but bugged it seems, initial hit of slip the sky does dmg but the hits after does 0 damage.
Boar Hide / Boar Charge : The cooldown on boar hide is too long and its basically useless when fighting against damage over time enemies, boar charge is pretty nice on melee focused builds.
Fox Shift / Fox cunning : I like the change to fox shift , being able to choose the area is much better than on live. Fox cunning....why does it have a 20 second cooldown on it? Its one single dodge per 20 second and its pretty much useless when fighting against damage over time enemies or a pack of enemies.
Binding Arrow / Oak skin : This encounter is supposed to be in hunter path , there is no use for roots in warden path....
Besides that oak skin is another joke of an encounter , 17 seconds cooldown on a 9% heal over time...what the hell. I see no use for this encounter in pve or in pvp , the healing is absurdly low. Its even worse when you're low level.
Thorn ward /Thorn strike : Its fine as it is.
Warden Feats
Focused : Look I like this feat , its one of the more useful ones when going melee focused build BUT it forces you to be in melee to gain the full 25% dmg increase and upon stance change it gets reset. The reset bit HAS to change, make it similar to the feat in hunter path. Switching stance would reduce dmg increase on one stance by 2.5% per second. I hate the fact that it resets and if you're going the full lightning build using the call of the storm daily and feat you dont get to switch stance and use split the sky...You loose 25% dmg for casting the one lighting based encounter you have.
Deft Strikes : Its fine the way it is.
Swiftness of the fox: Is there any use to this feat? This is far worse than storm's recovery and I feel like this one must be changed or a stronger version of this must be introduced and not for warden but for hunter paragon.
Storm's recovery: One of the most useful feats keep it as it is.
Blade Hurricane : Its good on melee builds similar to ones on live.
Storm Conduit : By far one of the worst feats. The fact that it procs off the last hit of electric shot already makes it horrible. Electric shot is nice but your'e stuck in animation for a couple of seconds just to get a small buff that lasts 5 seconds...5 seconds!!! The dmg from conduit is 10% of the original hit which is soo little and that too only from lightning attacks which we dont have much of. All that done for something sooo little. Also its silly using this with the focused feat since your'e gonna loose 25% dmg on switching and you have 1 lighting based ranged power that is split the sky and the rest being melee.
To the wind : Its fine as it is since split the sky is already a must have on warden builds.
Skrimisher's Gambit : I feel like this could be changed to be something more useful since I don't see it being better than flat 10% dmg from throw caution.
Nature's Envoy : One of the better feats.
Enhanced Conductivity : Probably my favorite feat since it has some synergy with other skills and the lightning attacks look really cool.
Warden Class Features
Stormstep Action : This feat is bad...like reaally bad. Dalies arent used that often and even with call of the storm being spammed there is no noticable cooldown reduction. Its horrible and has to be changed.
Blade storm : Nerfed compared to live but since there aren't many better class features so this one is nice.
Twin Blade strom : Hit more than 2 target more dmg? sure I'll take it.
Aspect of the lone wolf : This one has to be swapped with crushing roots ,its more useful at earlier levels and not only that crushing roots as a common class feature makes no sense since Hunter paragon is the only one that uses roots.
Warden At-wills :
Clear the Ground : The magnitude of this at-will could be increased by a bit and thats after considering the bugged off-hand dmg.
Storm Strike/ Penetrating arrow : I love it , a new at-will that looks cool! There is one problem with this ...the animation . It feels very clunky to use and it uses the attack animations of rapid strike on the first 2 hits, Rapid strike has been bugged forever and if you're not aware of it then just cast rapid strike for a solid minute and look at the animation on it. This bugged animation carried over to storm strike too. It would be better if you made this at-will a bit faster , HRs are all about the speed and fluidity. Being stuck in animation for too long is painful other than that its by far the strongest melee at-will.
General Feedback :
Rapid strike : At-will has been bugged for multiple mods now and it looks like the character is having a stroke when you use it. The animation happens but the damage done by does not pop up and then the animation keeps resetting mid attack chain...it gets worse when you hold down a movement key when you use it.
Plant Growth : Cooldown is too long , it was one of out main AoE skills an now its one of the weakest hitting skills. Please do buff it.
Rain of Swords : Its a cool encounter but the animation time is too long and the damage it does is laughable.
Aspect of the serpent : As mentioned above by others ...
Aspect of the Pack : Combat advantage is one of the most important sources of dmg in mod 16 and as of now giving flat stats when we can get over 60k CA stat is just silly. There is no way an HR can get CA when playing solo , thats alot of dmg loss. Positioning behind bosses is near impossible in certain dungeons like FBI or cradle even. Please do revert it to mod 15 version.
Cold Steel Hurricane : This daily still feels useless and it is still the least used daily in HR kit.
Forest Ghost : The Movespeed nerf on this was definetly not needed.
Overall I dislike mod 16 HR and if this is the state of HR as it goes live then I may never play HR ever again and since its the only class I play I dont think I would bother leveling up another class and gearing it up just so that I can run 1 new dungeon and existing dungeons that Ive done hundreds of times already. The class feels clunky and slow in terms of animations and movement. Many feats pretty much force you into one stance while ignoring the other and the magnitude of many encounters ( especially melee ) feels weak. The encounter and daily spamming class is as good as dead, the closest thing you can get to it is if you go warden and use strom's recovery.
There is absolutely no interaction between the developers and our HR community, there is more interaction in the first half of Barbarian's page one than our entire thread.Please devs...I would love to continue playing my class but if this is how you want to move forward with HR then you can expect a lot less HRs playing this game.
PS: I also dislike how you're focing dps classes to pick dragonborn just so that they can get 3% increased dmg, the racial bonuses of others feel so weak when you compare it to dragonborn. I have no interest in playing uglyborn and Id like to continue playing my elf while getting maximum damage out of it. Please look into this too.
- Ivara@Inqusitor99
I don't want this to sound like TR is the issue (and I don't want this to be turned upside down): I had a similar experience with my other dps'ers. But I never wanted to play a gwf/other dps, so I compared it to what I already had ready - my TR. Only later when I saw the difference for myself I found out that it's not TR that is that good, but HR that's just so bad.
I'm not gonna add numbers, because many ppl far smarter at it already did. What I'm saying is that I doubt ppl will give feedback just to fight a somewhat lost cause. If you think HR is already good-to-go (as there is no upgrade on it on the preview patch notes, for example) all I would ask for is a class change option for HRs.
I know it won't happen, and while I already started preparing my TR I'm unsure if I wanna do all of it again. I strongly agree that HR feels incredibly clunky, the feats are all over the place. Even in the light of everybody being nerfed HR feels by far the worst to play in my opinion.
I got on preview and tried build after build, I had cramps in my fingers :D. Nothing was really outstanding. I got on TR and chose what kinda made sense and it worked so much better that I just wanted to kick my HR out of the window, really.
Talking to fellow HRs ingame is the same experience as here. Everybody is bitter and disappointed of being disregarded, especially when there is a gwf problem everybody is busy changing while HRs can't even kill a bunch of esot mobs without using stones and praying to survive.
Please try to see the negative if somewhat moody feedback in this light: Many players really care about HR. They don't want it to be an easy class or wanna be top of paingiver just by hanging around. Everybody I know chose HR because they like knowing their class and working hard to make it a good dps, even if it might take more time/effort to be one. We could all play one other dps class, but we chose this one because we care about it. Thats a positive reason to be a bit negative, if it makes any sense. If you are offended by the tone of certain people, you could just... adress them? And not punish everybody who provided profound feedback.
.....
WTT for Asterdahl to rework HR.
Edit: And while I tried the new suggested builds too, the only thing that worked for me personally was trapper (the old trapper build in every way I could make it work on hunter), because even tho the damage is no good and hunter is flawed, utilising two sets of encounters that somehow buff eachother a tiny bit still made it feel faster than remaining in a stance and waiting for a buff. But thats probably because I have played trapper for a while now, so it would feel natural.
Thats also an issue for me - if combat would be the only thing to survive the mod (if flurry actually worked and at wills would be as useful as it was stated they should be) I will have no fun with it, I didn't start a HR to play combat. But thats just my personal issue.
We want to help testing the issues with the class, to do so could you consider send us a a post with a brief description of the way the new ranger was pretended to work on each paragon ?
At the moment i fell that Hunter is more focused on single target and warden on deal with mod masses, also warden looks more combat as Ranger more ranged, but those are assumption.
I know that posting this "plans" or "vision" can may bring some complain, but this is inevitable and would be much more productive if we knew where to point our feedback just to be sure we are not aiming it backward.
I ask this because i understand that damage and cooldown will be revised later, and i do believe that till the scaling system works ok is really hard to measure dps values.
A list of issues already in your spot, if possible, would also be really useful so we don't keep beating the same point.
I Know that you Guys must be really busy but this would help a lot the tests and feedback.
1. Please increase the power of melee at wills to be comparable with mod 15 usefulness.
2. While your at it please increase distance the HR makes on dashing with shift. Its been a headache for 2 years that i have to dash 3 times to avoid a Red attack. Please triple the distance a dash makes.
3. Plant growth used to be the top encounter even with the long cool down, now hindering is top. please either reduce the CD of PG or increase the damage to be comparable with mod 15.
4. HR needs at least one magnitude 800-1000 encounter on both paragons just like the other DPS classes.
5. roots need to do more damage on initial hit and DOT, and i agree that weak roots needs to go away. increase Hindering shot roots to strong level and reduce the number to 2 instead of 3 with slightly longer spacing between shots.
6. Please add a variation of life steal to roots as a feat. say 10% of root damage is returned as health as the roots sap the life of the target. the feat called "forest bond" should be this power instead.
split the sky time is about 3 seconds but the tool tip says 1.5s 3 seconds is too long please reduce the time to 1.5s like promised.
I just tested my new and improved HR against the wolves and werewolves in barovia with my LVL 80 weapons and it took 3 times longer to kill them than my live version. HR IS UNDERPOWERED ATM PLEASE FIX !!!! I tested my 12k OP in OMU and it was 3 or 4 times stronger dps on the tank and healadin side. please bring HR back to even with other DPS classes.
Cryptic is like a dad and HR is the son. All other classes are the sibling. So dad used to spoil all his kids with fast car. Then one day, all of them got caught in an illegal racing and dad is furious. He grounded all of his kids and takes back their key. Then all of his kid start complaining and crying about the loss of their fast car. So Dad decide to spilt the children into 2 group. While dad take care of a group, he gave mom the other group. Mom is quiet and doesn't talk much. HR behaves himself too and doesn't complain much. All he heard is the crying of his sibling on the other room with the barbarian being the loudest of them all. So HR thought every of his sibling are getting the same treatment and mom assure HR that he already got his dad favor. BUT then... One day.. he looks out of the window.. and saw.. brother Barbarian got HIS KEY BACK!! and he is zooming past the street with his fast car. So now HR stop behaving and start screaming and kicking like what brother barb did. So what's dad gonna do?
split the sky and rain of arrows deal 0 damage when you swap to melee stance.
cruel recovery is so useless.. there is a mount bonus that gives the same exact(?) effect such that on critical hit, heals for %hp with a cooldown of 2 seconds. THAT IS A TRASH FEAT.
Bringing barbie up to a finalized state. Then, using it's damage output as a benchmark, bringing all other dps classes up/down to par.
I do keep reading the barbie thread, it's just the tears constantly blur my vision. I personally like to divide meal-times with pie, it's a valuable food-group after all. HRs-》elves-》trees-》apples-》pies, I'm seeing a connection here, HRs need added pie-damage too !
Genius.
But seriously, if someone would spend 30 seconds posting "Hey HRs, barbies are bugged, cool your jets" in the HR feedback thread where all the HRs are moping, might have spared me and others some grief.
Also please quit speculating on why he's not fixing things to propose downgrades. Judging from previous experience he might take your suggestions to downgrade things even if it isn't necessary.
Let's try not to insult each other, shall we?
Let's try to be constructive.
It's nice to read other threads and compare them to get understanding what's going on in general.
It's nice to pay attention to bugs on your class as well as bugs on other classes.
Current problem about new HR is not that its dps is good/bad in comparison to new GWF.
Current problem is that it's 'not so enjoyable' to play on PTR, in comparison to its current state on LIVE, as most people in this thread claim. It feels clunky, it feels slow, it feels unbalanced.
Current problem is that there are so many bugs on PTR related to HR powers (and qty of those bugs increases with each patch) that it's hard to realize what potential new HR has, how is it performing in general (incl. in comparison to other classes).
Current problem is that one of closed mod 16 testers gave up on giving further feedback and switched to other class, because of lack of communication from dev team on HR changes.
Current problem is that we need feedback from devs.
Yes, we want feedback from devs, but why? - because @noworries#8859 claimed that class was overbalanced and then the other guy came and said that multiple tickets were created to adress problems of new HR, and then... silence,
which might mean any of the following:
1. 'HR overall is done (as its concept of how the class should behave in new module), but bugs are to be fixed, and we create tickets to fix them'
2. 'HR was intended to be done, but then we decided to create tickets that involve some balancing as well as fixing bugs.'
3. 'HR was intended to be done, but there are so many problems, that we have numerous tickets but HRs should not worry because we will adress it all in time'
4. 'HR was intended to be done, but there are so many problems that we can barely adress some of the most crucial problems, if we can.' (=HR will remain a mess, the players who use them are to leave game or switch to other class)
Dear developers,
if you plan to fix ALL bugs on HR just a day before release, then this thread is pointless, because there won't be enough time for players to test and give you feedback. And HR will meet live either as ridiculously overpowered (and then fast nerf will follow, which most likely will kill all potential) or weak (and then there's a small chance then in 3-6 months after release HR will get some improvement).
Dear developers,
PLEASE, spare some details about what are you going to do with HR!
Or, at worst, give us the opportunity to reroll the class (as somebody already suggested), if you are not going to fix it!
It might end up that some component of software is in bad state: e.g. code is ugly and nobody can understand how to fix it, or design is so bad, that it's hard to balance. But why punish players, who used to enjoy the balanced state of the class like it was in mod 15 (I do not mean that HR had no issues, but still, at least in PVE HR is overall ok)?
Maybe it's a good idea to give class reroll to other classes as well?
Thanks,
@userutf8
I hope the community could respect class balance as well. It the way to ensure a wider range of people to play with. By making a class to out perform the other by miles whether its by exploit or not are going to cause lesser range of people to play with us. Not mention it will also make the meaning of competitive play less worth. I believe we are all here to have fun with other player and not to be the god all-mighty one that suck up all the fun for yourself. Because if u are, u might consider a single player game.
A game without fairness is no longer a game. A fun that's born out of unfairness, isn't really a fun.
Thorned Roots that proc from Hindering Strike deal 0 damage.
1. Slot Aspect of the Serpent and switch to melee stance
2. Build 3 ranged stacks of Aspect of the Serpent via Rapid Strike
3. switch to ranged
4. cast Marauder's Escape
Actual:
You now have 1 melee stack and 3 ranged stacks
Expected:
You now have 1 melee stack and 2 ranged stacks
Impact:
You can build 3 melee and 3 ranged stacks which results in perma 6% boost (tested on rapid strike and rapid shot with dmg 1000 weapons) if you couple it with the other bug (which I guess was reported already):
if you build stacks and swap AotS for the other passive, stacks remain as well as icon even if you switch to other loadout).
No stacks: shot = 463 strike=289
At 3 stacks: shot = 447
At 2 stacks: shot = 438
At 1 stack: shot = 429
At 3 stacks: strike= 279
At 2 stacks: strike= 274
At 1 stack: strike =268
Completely butt naked, no comps or feats, training weapons. On a dummy.
What STR do you have?
Are you sure that you haven't swapped Seeker with AotS? (because 463 is very close to 400 * 1.1 * 1.05 * 1.00096 = 462.44)
Also, notice, that if you respec: seeker is auto-picked
FYI:
Rapid Strike magnitude 4 hits combo = {25;15;20;40}
Rapid Shot magnitude combo 3 hits = {40;40;70}
STR 20 gives buff of 5% ( = 20 * 0.25% per STR point)
->
without buffs with STR 20 and fixed 1000 main hand only you should do exactly:
{420;420;735} on rapid shot
Also you can get 100 dmg fixed weapons in ToB.
They do not have that useless 48 power addition.
And you can check how rounding is done and it's simpler to calculate, as 100 dmg weapon means that your hit ~ magnitude * buffs
I'm on PTR , and everything is WAI except for rounding, but that's not a big deal:
Rapid Shot without serpent is 419 (OK)
Rapid Shot with 3 stacks
[22:48] [Combat (Self)] Your Rapid Shot deals 320 (445) Physical Damage to Target Dummy.
445 = ROUND(420 * 1.06) = ROUND(445.2) = 445 (OK)
Rapid Shot with 2 stacks
[22:48] [Combat (Self)] Your Rapid Shot deals 314 (436) Physical Damage to Target Dummy.
436 ~ ROUND(420 * 1.04) = ROUND(436.8) = 437 (OK)
Rapid Shot with 1 stack:
[22:48] [Combat (Self)] Your Rapid Shot deals 154 (427) Physical Damage to Target Dummy.
427 ~ ROUND(420 * 1.02) = ROUND(428.4) = 428 (OK)
now we take your numbers:
447 = 421.6981 * 1.06
438 = 421.1538 * 1.04
429 = 420.5882 * 1.02
means that with zero stacks your Rapid Shot must deal ~ 421 damage
your 463 comes from 10% damage buff, as 421 * 1.1 = 463,10
and that 10% is most likely Seeker's Vengeance, which you possibly forgot to swap when you were testing damage without stacks.
That's really annoying but when you respec Hunter, you always get that seeker buff picked, so it's all cool
P.S.
Thanks for confirming the bug about ME and AotS stacks, btw