if hrs get nerfed into oblivion i wont leave them. ever. its my class. but trs have never really been in a bad spot. if you havnt noticed most trs left and went to cw this mod. there isnt many hrs. most of us left. nerfing any class into the ground is completely wrong and shouldnt be done. esp if your giving false feedback in order to do this.
For ****'s sake...
Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?
ill only belive in 90k + ibs on bis geared pvp spec char if i see it on vid otherwise i call bs on this one.
Well as it is so common when I fight with Pimplalof...... and you play a Gwf I suggest you video yourself.
90k+ happens every single match we fight so I suggest you look at your own logg mkay.
You just don't understand how bad HR damage now with roots not affect by arp
For simple test compare time when CW or GWF stun rotate you too die and HR use 20+ encounter before you die
when i see GWF with negation i prefer to target another class, 1 on 1 fight with GWF HR is pretty much toast
You just don't understand how bad HR damage now with roots not affect by arp
For simple test compare time when CW or GWF stun rotate you too die and HR use 20+ encounter before you die
when i see GWF with negation i prefer to target another class, 1 on 1 fight with GWF HR is pretty much toast
Keep having that defeatist attitude, it won't lead you anywhere.
There are some HR's right now who actually know what they're doing, do you see them complaining? No.
Keep having that defeatist attitude, it won't lead you anywhere.
There are some HR's right now who actually know what they're doing, do you see them complaining? No.
Man the **** up.
I know the rotation with distrup shot,hinder,contric,binding and high crit build boons exct
Who's complaining? people like you who don't know how is the one complaining
i just wanna tell you that this is not like scroundel TR before that have straight daze that can't be countered HR CR is like mini stun of 0.6-0.3s so you need fast animation to fight back not slot all nuke long animation encountet that you love the most
hindershot is not affect with recharge trapper cd so it's not permadaze to death
still it's a breakble combo not permadaze to death like scrondel TR before just need to slot the right encounter that have fast animation in the interval of using contric strike and binding melee distrup got 10s cd and not affected with recharged
just like what you say some know what they need to do to counter HR so you have l2p issue buddy
Wrong: it is not a "break-able" combo IF the player time it correctly... which, as i said, requieres some skill which, in most players whose only enjoy being OP, is a "common lack".
Also, when you are correct your on "hindering shot's CD being not affected by CDr", while doing the well-timed rotation, you can get around 5 shots... maybe even more.
yes a skilled HR able to cancel enemy animation enconter with mini stun so it's like permadaze but the fact it's not permadaze like scrondel TR it's counterable and when it can be countered HR is dead meat
I know the rotation with distrup shot,hinder,contric,binding and high crit build boons exct
Who's complaining? people like you who don't know how is the one complaining
i just wanna tell you that this is not like scroundel TR before that have straight daze that can't be countered HR CR is like mini stun of 0.6-0.3s so you need fast animation to fight back not slot all nuke long animation encountet that you love the most
hindershot is not affect with recharge trapper cd so it's not permadaze to death
still it's a breakble combo not permadaze to death like scrondel TR before just need to slot the right encounter that have fast animation in the interval of using contric strike and binding melee distrup got 10s cd and not affected with recharged
just like what you say some know what they need to do to counter HR so you have l2p issue buddy
Man learn some english, seriously. You aren't making any ****ing sense right now.
GWF who complains about trappers makes no sense at this point. HR simply doesnt have the damage to bring down a GWF with negation. Remember that roots are unaffected by arpen. Yeah, HR will get off like 3 full rotations, take maybe one third of the GWF's health. One tiny mistake, one slight lag, one misstep and the GWF will burst him down so hard, that the hunter will be forced to play super defensively, or will just be dead instantly. Even if our dodge got fixed, it would still be extremely hard to beat a good GWF.
As a side note, how many top HRs are playing now? Yesterday, I tried to look for some inspiration for my build and guess what? I couldn't think of, or rather, actually FIND any HR from the top pvp guilds online. Along with the SW seems to be the least played class by top players. Yes I can still destroy pugs and yes, they will continue to cry about the amount of mini stuns. But true pvpers and experienced players..they know how to deal with that and that is why you don't see them here complaining.
ROFL!!!!. XDDDDD . funny guess, yet, again, you are wrong, but funny.
So, thank you for confirming that you just want to be broken OP like some TR players did back on mod5.
EDIT: BTW, thank you for confirming too what i stated previously: some players just read whatever they want.
EDIT 2: But well, nothing good can be expected from a player whose stated that INTIMIDATION deals more damage than a HR rotation. XDDDDDD
yes i only play GWF until lv 20 and got bored
so you are GWF then who got his 4ss kicked by HR? i think you need to play more simple game than NW, mini game would be more viable with your brain capability
This thread is quite stupid honestly but lets go to the topic here
HR has a 0.5 sec-> 0.3 daze and i see people talking about perma daze lol most HR at least good 1s have hindering shot ->constricting arrow->fox cunning slotted so hindering shot not being affected by swiftness of the fox which means the rotation will be broken after the 3nd go if and only if the HR manage to land every single encounter which is quite hard when you are fighting the real pvp players.
HR average encounterpower damage is around 3-5ks much less in GWFs lol cause negation + Thayan Bastion they take 0 damage for 6 secs everytime it procs , roots are not boosted by armpen so the damage is just a joke lol .
i only see people without CC breakers having problems well only if they are bad players honestly cause for CWs 1 repel we are just ruined lol repel followed by icy rays that hits like 40k and desintegrate that hits for 50k+ when we don't die we get ice knifed gg CW is the most broken class atm .
rogues well daze->itc-SE nothing else to say
GF are just OP not only hit hard but can also chain stun so imagine if HR was doing the damage GFs do on encounter powers 40ks per daze...
DC can survive forever honestly we just don't have the damage most of the time
GWF well to fight a gwf with a HR u need to be quite skilled cause you will be doing 3ks and taking 50ks and most of the times u won't even take half of their HP
SW well honestly they need some love but atm theres some broken skill that make em take 0 damage for few secs so they surviving more then HR's trolololol.
as for the post about 90k IBS feel free to pm pimp ingame we talked and heres the -> @romanporter
also if any of you want to see how broken CWs are feel free to pm me lolol @kloodrin
just end this bull**** is just stupid
ROFL!!!!. XDDDDD . funny guess, yet, again, you are wrong, but funny.
So, thank you for confirming that you just want to be broken OP like some TR players did back on mod5.
EDIT: BTW, thank you for confirming too what i stated previously: some players just read whatever they want.
EDIT 2: But well, nothing good can be expected from a player whose stated that INTIMIDATION deals more damage than a HR rotation. XDDDDDD
The sad truth is that its not far from the truth. Nobody with a sane mind plays senti nowdays unless he enjoys getting kicked all over.
Hr rotation full 6 encounters does less damage then any others class 3 encounters by far.
No class is near the pittyful damage the hr does due to buggs like root anaffected by both arpen and control bonus.
We have root and daze atm to keep us alive as i said get rid of daze and give us a 60k+ encounter every 6 sec and am happy..
Fighting gwfs with lifedrinker and neg is a nighmare for hrs we simply lack the dps to bring them down before our own hp runs out all he has to do is land 1 cc and its over.
Am not a fan of ccs at all in fact anything but short interrupts is bad imho and no cc should be chained so feel free to offer suggestions but plz do not just ask for nerfs to the least played class with the least damage mkay.
YOU are the one complaining here you ****ing idiot.
I have NO problems with ANY class right now with the possible exception of TR and that's only because I am unable to dodge Shocking Execution as a GWF unless slotting Mighty Leap.
But I'm not a little B*tch like you so I don't comlain
Since everyone seems to be misinterpreting precisely how much is working together in order for a HR to do what they can do, and inserting out of topic items such as personal attacks, here is a comprehensive overview of how this so called Permadaze works.
HRs have a paragon feat path called Trapper, which revolves around cycling through encounters quickly. This is shown most clearly by the two feats, Forestbond and Swiftness of the Fox. Forestbond causes the HRs cooldowns to be reduced by 5% whenever a grasping roots is applied, and stacks based on the number of enemies it is applied to. Swiftness of the Fox says that whenever a ranged power is used, melee cooldowns are reduced by 15% and vice-versa. Likewise this applies whenever an enemy is hit by on of the encounters.
Through this the HR is able to cycle multiple encounters in a row assuming 100% accuracy and hitting multiple enemies, or multiple times with an encounter. The exception to this is when the feat Trapper's Cunning gets mixed in. Trapper's Cunning gives the HRs critical hits a 25% chance to apply weak grasping roots. This means that if a HR crits on a strong root application each and every tick will have a chance to apply the weak roots thus dazing the target while the roots go through. At best in PvP, a HRs strong grasping roots will tick ~4 times, once per second over a 4 second duration. This means that on average each application of strong roots will apply Trapper's Cunning once without other procs coming into question.
The thing that ties all this together is the class feature Crushing Roots which causes the roots to daze to a maximum of 1 second on strong roots, and 0.5 of a second on weak roots. Thus the standard trapper rotation of Constricting, Hindering, Fox, results in with absolutely perfect timing, a 3.5 second daze per rotation. Then add in a 1.5 second daze from dazing shot, and you have a maximum of 5 seconds worth of daze per rotation, which combined with the previous cooldown reducing feats allows the HR to chain it over and over again.
And while this sounds OP as heck, it is not as powerful as it sounds due to the following reasons:
1) Roots last for up to 4 seconds on players, assuming strong roots and 0 tenacity or control resist. This means that the total daze duration per strong root is on average 1.5 seconds.
2) Trappers Cunning relies on a critical hit to trigger. Thus unless the HR in question gets very lucky with their crits or is built purely towards this, it is unlikely to trigger so often that a strong root permadazes you.
3) Hindering Shot works off of a charge system which means that at most the HR can get 4 rotations in without pausing before they have to stop. Once they stop there lies your chance to hit them back.
4) None of the HRs skills with the exception of Dazing Shot actually daze without Crushing Roots being involved. Slotting it however means that the HR loses out on one of the following Aspect of the Lone Wolf, Pathfinder's Action. Stormwarden's Action, or Aspect of the Serpent. In the first two cases, the HR loses out on a significant amount of survivability, in the third case the HR loses out on reliability in pulling off this chain of encounters, and in the last case the HR loses out on a very large amount of damage and crit chance.
5) The HR is squishy. Very very squishy. This is a problem accentuated by the many bugs which plague it, and a shockingly low base movement speed.
6) All this is made under the best conditions that a HR could have. That is to say, that the enemy has no tenacity, which they unfortunately do have a very high tendency to have. Reducing the roots or dazes duration directly impacts the ability of a HR to permadaze you as expected. Thus having them makes it much harder for the HR to control you until you die.
7) Another possible reason why you see so many people complain about how long this lasts is precisely because of just that. How long it lasts. To be more specific, this means that people found it to be less of a problem when you were simply taken down in one rotation by other classes such as the Control Wizard, or Trickster Rogue thanks to their high damage. HR however, does very little damage with each rotation, and the roots deal next to no damage due to yet another bug affecting it. As a result the HR has to slowly wear you down, forcing them to often use 20+ encounters in order to take down the target. This is likely the main reason why people are so frustrated. Because unlike the other classes who finish the fight quickly once you're caught, the HR has to do it slowly and over a long period of time.
7) The skill and luck required to get to this level of power is extremely high. I can personally attest to the fact that if my computer so much as lags in the manner that it is prone to do with the onset of mod 6, the combo will be screwed up completely to the point that it is barely recoverable. In addition, you need to time your powers perfectly, even past the point of muscle memory since the dazes are so short that you have to screw up the enemies animation period for it to work instead of just mindlessly cycling. Third of all the dazes are only strong when and if Trapper's Cunning procs heavily in your favour.
Since it would also be pointless for me not to offer up my own solutions I would suggest one or a combination of the following:
Also please note that in some cases the solution suggested would likely cause more trouble than its worth since the rebalancing would take a very long amount of time.
1) Increase the daze duration of Crushing Roots significantly and compensate by placing a cooldown on how often it can proc against the same target.
1b) As an additional thought along the same stream, placing an internal cooldown on Trapper's Cunning could work as well.
2) Making Swiftness of the Fox apply on the cast of the encounter, instead of whenever it hits a target. This would make it significantly harder for the HR to chain on their cycle without pause. Alternatively you could have it apply at a reduced rate when flagged for PvP. The major issue with this is that it would take away from a HRs already low damage, and significantly detract from the entertaining experience that is the HR.
3) Massively increase the HRs damage so that they are capable of ending enemies in a single rotation of 6 encounters. This would bring it up to the same level of a CWs rotation where they burst and control with their rotation before waiting about 8 seconds to do it again on another target.
Since it would also be pointless for me not to offer up my own solutions I would suggest one or a combination of the following:
Also please note that in some cases the solution suggested would likely cause more trouble than its worth since the rebalancing would take a very long amount of time.
1) Increase the daze duration of Crushing Roots significantly and compensate by placing a cooldown on how often it can proc against the same target.
1b) As an additional thought along the same stream, placing an internal cooldown on Trapper's Cunning could work as well.
2) Making Swiftness of the Fox apply on the cast of the encounter, instead of whenever it hits a target. This would make it significantly harder for the HR to chain on their cycle without pause. Alternatively you could have it apply at a reduced rate when flagged for PvP. The major issue with this is that it would take away from a HRs already low damage, and significantly detract from the entertaining experience that is the HR.
3) Massively increase the HRs damage so that they are capable of ending enemies in a single rotation of 6 encounters. This would bring it up to the same level of a CWs rotation where they burst and control with their rotation before waiting about 8 seconds to do it again on another target.
Or, just do what they did to our Concussive Strikes, which is no more, no less than what chain daze+rooting deserves.
Or, just do what they did to our Concussive Strikes, which is no more, no less than what chain daze+rooting deserves.
sure ill also take the 100% crit chance with insane damaging encounters plus 1 hit daily piercing damage and itc. since your so keen on making hrs into trs why not let us become a hr/tr. well take those dodges too btw. do you ever think before you speak?
Comments
You've just lost credibility here.
Stop posting.
For ****'s sake...
Go Cryptic!
PS - I quit.
instead of just posting a vague comment prove me wrong. post a video of when trs were bad and back up your claim. otherwise shut up.
90k+ happens every single match we fight so I suggest you look at your own logg mkay.
You are new but not long time ago a tr couldnt even dismount a gwf
And still win a game by trolling at enemy node for hole game untached. Fabled bilethorn stacking times?
Steel and Magic
You just don't understand how bad HR damage now with roots not affect by arp
For simple test compare time when CW or GWF stun rotate you too die and HR use 20+ encounter before you die
when i see GWF with negation i prefer to target another class, 1 on 1 fight with GWF HR is pretty much toast
Keep having that defeatist attitude, it won't lead you anywhere.
There are some HR's right now who actually know what they're doing, do you see them complaining? No.
Man the **** up.
I know the rotation with distrup shot,hinder,contric,binding and high crit build boons exct
Who's complaining? people like you who don't know how is the one complaining
i just wanna tell you that this is not like scroundel TR before that have straight daze that can't be countered HR CR is like mini stun of 0.6-0.3s so you need fast animation to fight back not slot all nuke long animation encountet that you love the most
hindershot is not affect with recharge trapper cd so it's not permadaze to death
still it's a breakble combo not permadaze to death like scrondel TR before just need to slot the right encounter that have fast animation in the interval of using contric strike and binding melee distrup got 10s cd and not affected with recharged
just like what you say some know what they need to do to counter HR so you have l2p issue buddy
yes a skilled HR able to cancel enemy animation enconter with mini stun so it's like permadaze but the fact it's not permadaze like scrondel TR it's counterable and when it can be countered HR is dead meat
Man learn some english, seriously. You aren't making any ****ing sense right now.
Learn to play and stop moaning, it's that simple.
who need l2p? you are the one complain here
i guess you are CW so slot repel on your encounter and l2p
As a side note, how many top HRs are playing now? Yesterday, I tried to look for some inspiration for my build and guess what? I couldn't think of, or rather, actually FIND any HR from the top pvp guilds online. Along with the SW seems to be the least played class by top players. Yes I can still destroy pugs and yes, they will continue to cry about the amount of mini stuns. But true pvpers and experienced players..they know how to deal with that and that is why you don't see them here complaining.
yes i only play GWF until lv 20 and got bored
so you are GWF then who got his 4ss kicked by HR? i think you need to play more simple game than NW, mini game would be more viable with your brain capability
HR has a 0.5 sec-> 0.3 daze and i see people talking about perma daze lol most HR at least good 1s have hindering shot ->constricting arrow->fox cunning slotted so hindering shot not being affected by swiftness of the fox which means the rotation will be broken after the 3nd go if and only if the HR manage to land every single encounter which is quite hard when you are fighting the real pvp players.
HR average encounterpower damage is around 3-5ks much less in GWFs lol cause negation + Thayan Bastion they take 0 damage for 6 secs everytime it procs , roots are not boosted by armpen so the damage is just a joke lol .
i only see people without CC breakers having problems well only if they are bad players honestly cause for CWs 1 repel we are just ruined lol repel followed by icy rays that hits like 40k and desintegrate that hits for 50k+ when we don't die we get ice knifed gg CW is the most broken class atm .
rogues well daze->itc-SE nothing else to say
GF are just OP not only hit hard but can also chain stun so imagine if HR was doing the damage GFs do on encounter powers 40ks per daze...
DC can survive forever honestly we just don't have the damage most of the time
GWF well to fight a gwf with a HR u need to be quite skilled cause you will be doing 3ks and taking 50ks and most of the times u won't even take half of their HP
SW well honestly they need some love but atm theres some broken skill that make em take 0 damage for few secs so they surviving more then HR's trolololol.
as for the post about 90k IBS feel free to pm pimp ingame we talked and heres the -> @romanporter
also if any of you want to see how broken CWs are feel free to pm me lolol @kloodrin
just end this bull**** is just stupid
HR the worst striker in mod 6;D
sorry about any typos of any kind o.o/
The sad truth is that its not far from the truth. Nobody with a sane mind plays senti nowdays unless he enjoys getting kicked all over.
Hr rotation full 6 encounters does less damage then any others class 3 encounters by far.
No class is near the pittyful damage the hr does due to buggs like root anaffected by both arpen and control bonus.
We have root and daze atm to keep us alive as i said get rid of daze and give us a 60k+ encounter every 6 sec and am happy..
Fighting gwfs with lifedrinker and neg is a nighmare for hrs we simply lack the dps to bring them down before our own hp runs out all he has to do is land 1 cc and its over.
Am not a fan of ccs at all in fact anything but short interrupts is bad imho and no cc should be chained so feel free to offer suggestions but plz do not just ask for nerfs to the least played class with the least damage mkay.
YOU are the one complaining here you ****ing idiot.
I have NO problems with ANY class right now with the possible exception of TR and that's only because I am unable to dodge Shocking Execution as a GWF unless slotting Mighty Leap.
But I'm not a little B*tch like you so I don't comlain
LEARN TO PLAY.
HRs have a paragon feat path called Trapper, which revolves around cycling through encounters quickly. This is shown most clearly by the two feats, Forestbond and Swiftness of the Fox. Forestbond causes the HRs cooldowns to be reduced by 5% whenever a grasping roots is applied, and stacks based on the number of enemies it is applied to. Swiftness of the Fox says that whenever a ranged power is used, melee cooldowns are reduced by 15% and vice-versa. Likewise this applies whenever an enemy is hit by on of the encounters.
Through this the HR is able to cycle multiple encounters in a row assuming 100% accuracy and hitting multiple enemies, or multiple times with an encounter. The exception to this is when the feat Trapper's Cunning gets mixed in. Trapper's Cunning gives the HRs critical hits a 25% chance to apply weak grasping roots. This means that if a HR crits on a strong root application each and every tick will have a chance to apply the weak roots thus dazing the target while the roots go through. At best in PvP, a HRs strong grasping roots will tick ~4 times, once per second over a 4 second duration. This means that on average each application of strong roots will apply Trapper's Cunning once without other procs coming into question.
The thing that ties all this together is the class feature Crushing Roots which causes the roots to daze to a maximum of 1 second on strong roots, and 0.5 of a second on weak roots. Thus the standard trapper rotation of Constricting, Hindering, Fox, results in with absolutely perfect timing, a 3.5 second daze per rotation. Then add in a 1.5 second daze from dazing shot, and you have a maximum of 5 seconds worth of daze per rotation, which combined with the previous cooldown reducing feats allows the HR to chain it over and over again.
And while this sounds OP as heck, it is not as powerful as it sounds due to the following reasons:
1) Roots last for up to 4 seconds on players, assuming strong roots and 0 tenacity or control resist. This means that the total daze duration per strong root is on average 1.5 seconds.
2) Trappers Cunning relies on a critical hit to trigger. Thus unless the HR in question gets very lucky with their crits or is built purely towards this, it is unlikely to trigger so often that a strong root permadazes you.
3) Hindering Shot works off of a charge system which means that at most the HR can get 4 rotations in without pausing before they have to stop. Once they stop there lies your chance to hit them back.
4) None of the HRs skills with the exception of Dazing Shot actually daze without Crushing Roots being involved. Slotting it however means that the HR loses out on one of the following Aspect of the Lone Wolf, Pathfinder's Action. Stormwarden's Action, or Aspect of the Serpent. In the first two cases, the HR loses out on a significant amount of survivability, in the third case the HR loses out on reliability in pulling off this chain of encounters, and in the last case the HR loses out on a very large amount of damage and crit chance.
5) The HR is squishy. Very very squishy. This is a problem accentuated by the many bugs which plague it, and a shockingly low base movement speed.
6) All this is made under the best conditions that a HR could have. That is to say, that the enemy has no tenacity, which they unfortunately do have a very high tendency to have. Reducing the roots or dazes duration directly impacts the ability of a HR to permadaze you as expected. Thus having them makes it much harder for the HR to control you until you die.
7) Another possible reason why you see so many people complain about how long this lasts is precisely because of just that. How long it lasts. To be more specific, this means that people found it to be less of a problem when you were simply taken down in one rotation by other classes such as the Control Wizard, or Trickster Rogue thanks to their high damage. HR however, does very little damage with each rotation, and the roots deal next to no damage due to yet another bug affecting it. As a result the HR has to slowly wear you down, forcing them to often use 20+ encounters in order to take down the target. This is likely the main reason why people are so frustrated. Because unlike the other classes who finish the fight quickly once you're caught, the HR has to do it slowly and over a long period of time.
7) The skill and luck required to get to this level of power is extremely high. I can personally attest to the fact that if my computer so much as lags in the manner that it is prone to do with the onset of mod 6, the combo will be screwed up completely to the point that it is barely recoverable. In addition, you need to time your powers perfectly, even past the point of muscle memory since the dazes are so short that you have to screw up the enemies animation period for it to work instead of just mindlessly cycling. Third of all the dazes are only strong when and if Trapper's Cunning procs heavily in your favour.
Thank you,
A dedicated HR Main.
Complete:
- The Monk - http://nw-forum.perfectworld.com/showthread.php?865991-The-Monk-A-Relatively-Detailed-Proposal-for-a-New-Class
Under Work:
- The Primal Totemist
- The Wild Sorcerer
- The Summoning Binder
Also please note that in some cases the solution suggested would likely cause more trouble than its worth since the rebalancing would take a very long amount of time.
1) Increase the daze duration of Crushing Roots significantly and compensate by placing a cooldown on how often it can proc against the same target.
1b) As an additional thought along the same stream, placing an internal cooldown on Trapper's Cunning could work as well.
2) Making Swiftness of the Fox apply on the cast of the encounter, instead of whenever it hits a target. This would make it significantly harder for the HR to chain on their cycle without pause. Alternatively you could have it apply at a reduced rate when flagged for PvP. The major issue with this is that it would take away from a HRs already low damage, and significantly detract from the entertaining experience that is the HR.
3) Massively increase the HRs damage so that they are capable of ending enemies in a single rotation of 6 encounters. This would bring it up to the same level of a CWs rotation where they burst and control with their rotation before waiting about 8 seconds to do it again on another target.
Complete:
- The Monk - http://nw-forum.perfectworld.com/showthread.php?865991-The-Monk-A-Relatively-Detailed-Proposal-for-a-New-Class
Under Work:
- The Primal Totemist
- The Wild Sorcerer
- The Summoning Binder
Or, just do what they did to our Concussive Strikes, which is no more, no less than what chain daze+rooting deserves.
Idiot never stops writing garbage do ya....
sure ill also take the 100% crit chance with insane damaging encounters plus 1 hit daily piercing damage and itc. since your so keen on making hrs into trs why not let us become a hr/tr. well take those dodges too btw. do you ever think before you speak?