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PLZ devs, help COMBAT hr.

dam182dam182 Member Posts: 40
edited May 2015 in PvP Discussion
It is just laughable what happened to a complete tree... no damage, no sustain, no control, no control break... your skills hit for nothing and everyone is forced to go trapper. This is mostly due to overnerfing (intense QQ). My Idea is quite simple. Unnerf Wilds medicine (every healer heals for 50-100k, wilds medicine will mean nothing in mod 6 reality) and unnerf piercing blades (that will be the only one thing that will do any damage at all... seariously, your encounters hit for 1000 in TRs and other rangers). Combat HR simply do not have enough tools to be competitive against anything these days.
Post edited by dam182 on
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Comments

  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    Or they can sell class rerolls. My hr has been in stasis forever. Its had respecs, regearings, even gender reassignment and the most it can do is lock a non cc breaking class down for team mates to kill. Wish I could merge it with my useless sw and gwf and make a great hunter warlock.
  • rebellionstuffrebellionstuff Member Posts: 237 Bounty Hunter
    edited May 2015
    yup i switched to cw til they fix it.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited May 2015
    hr seriously needs some love i agree
  • bertrandxbertrandx Member, NW M9 Playtest Posts: 147 Arc User
    edited May 2015
    Inferior than three.
    Bert - Lv70 pathfinder trapper. How's sunny california?
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    dam182 wrote: »
    It is just laughable what happened to a complete tree... no damage, no sustain, no control, no control break... your skills hit for nothing and everyone is forced to go trapper. This is mostly due to overnerfing (intense QQ). My Idea is quite simple. Unnerf Wilds medicine (every healer heals for 50-100k, wilds medicine will mean nothing in mod 6 reality) and unnerf piercing blades (that will be the only one thing that will do any damage at all... seariously, your encounters hit for 1000 in TRs and other rangers). Combat HR simply do not have enough tools to be competitive against anything these days.

    Incidentally, what did happen?

    I wasn't around at the last days of mod5 where the transition from Combat to Trappers were happening. To my knowledge there weren't any major nerfs to Combat tree, and HRs were largely Combat from the beginning of mod5 to 2/3rds through the mod -- ie. the latest 'fad' around the time mod5 preview was going on was high-power Combat builds with insane DoTs.

    I recall a major patch or something happening around the latter days of mod5 when suddenly the "undodgeable broken roots with darn high DoT ticks" happening, which at this point the transition began.

    So, just what exactly was nerfed so much with Combat again? I can see the changes to life steal in that it turned into a proc mechanic could have some ill-effects, but what else?
  • k9madrushk9madrush Member Posts: 534 Bounty Hunter
    edited May 2015
    yup i switched to cw til they fix it.

    yes switch to a cookie cutter CW
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited May 2015
    Incidentally, what did happen?

    I wasn't around at the last days of mod5 where the transition from Combat to Trappers were happening. To my knowledge there weren't any major nerfs to Combat tree, and HRs were largely Combat from the beginning of mod5 to 2/3rds through the mod -- ie. the latest 'fad' around the time mod5 preview was going on was high-power Combat builds with insane DoTs.

    I recall a major patch or something happening around the latter days of mod5 when suddenly the "undodgeable broken roots with darn high DoT ticks" happening, which at this point the transition began.

    So, just what exactly was nerfed so much with Combat again? I can see the changes to life steal in that it turned into a proc mechanic could have some ill-effects, but what else?
    at wills do not apply anymore dot enchantment, no more dots.
    the piercing nerf.
    wildmedicine halved heals for pvp and halved twice for healing depression plus 1 sec cooldown for each stack.. no more max stack reachable.
    wild medicine is now based on base hp and not on total hp.
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    rayrdan wrote: »
    at wills do not apply anymore dot enchantment, no more dots.

    So they fixed that Careful Attack/Plaguefire thing you mean?

    the piercing nerf.

    IIRC this was a bug fix as it was never supposed to pull the 40% from pre-mitigated values

    wildmedicine halved heals for pvp and halved twice for healing depression plus 1 sec cooldown for each stack.. no more max stack reachable.

    Is this something happened in mod6? Didn't they do it before mod5 arrived?

    wild medicine is now based on base hp and not on total hp.

    This one does seem unreasonable IMO. So its taking account the base HP before gear is applied...?
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    rayrdan wrote: »
    at wills do not apply anymore dot, no more dots.
    the piercing nerf.
    wildmedicine halved heals for pvp and halved twice for healing depression plus 1 sec cooldown for each stack.. no more max stack reachable.
    wild medicine is now based on base hp and not on total hp.

    The Nerf train goes all the way back to mod 3. Pretty much everything that did any damage was nerfed between then and now. People cried because you could split shot a whole team of mannequins down in a minute or two. Except gwf sentinals. Or reflect gfs. Or trs. Or pretty much anyone that had a basic grasp of PvP. Slippery slope. Here is the result. Its why I still argue against nerfing anything about any class that is not extreme and absolutely game breaking.
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    The Nerf train goes all the way back to mod 3. Pretty much everything that did any damage was nerfed between then and now. People cried because you could split shot a whole team of mannequins down in a minute or two. Except gwf sentinals. Or reflect gfs. Or trs. Or pretty much anyone that had a basic grasp of PvP. Slippery slope. Here is the result. Its why I still argue against nerfing anything about any class that is not extreme and absolutely game breaking.

    But both mod3 and 4 were plenty gamebreaking. It was only overshadowed by the GWF in mod3 or the CW in mod4, so every whiney complaint was usually focused on those two, but the HR was never far behind. The new introduction of the Pathfinder-CA-DoT proc mechanic in conjunction with lifesteals, super high regen, deflect, and broken PB had them practically unkillable for most, and despite the series of nerfs happening since the Pathfinder introduction in mod3 HRs have always been considered serious contendors. In a sense the nerf-train had been constant because the initial debut was so craptastically broken.

    But that's not what I'm really interested in btw. I'm more interested in just how much of the truth it is when people say mod6 Combat sucks. I'm curious as to if that's really the truth, and not just simply a case where people have moved to a seemingly better FotM.
  • aderonzaderonz Member, NW M9 Playtest Posts: 120 Arc User
    edited May 2015
    Wild medicine is a complete joke right now, it heals based on hp before applying gear and then halved twice, with an ICD of 1 sec it is completely useless right now. The other issue is that the melee base damage is so low that the encounters do barely any damage compared to other classes. Not to forget the change to life steal without compensating Combat feats like they did with SW.
    Simply put : Players spent enough money on HRs during mode 4, we'll have to wait until PWE are not getting enough money from CW/TR to buff HR to openess again
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    aderonz wrote: »
    Wild medicine is a complete joke right now, it heals based on hp before applying gear and then halved twice, with an ICD of 1 sec it is completely useless right now. The other issue is that the melee base damage is so low that the encounters do barely any damage compared to other classes. Not to forget the change to life steal without compensating Combat feats like they did with SW.
    Simply put : Players spent enough money on HRs during mode 4, we'll have to wait until PWE are not getting enough money from CW/TR to buff HR to openess again

    I can see how WM could be a problem since I don't think the devs would have properly thought through on how the mechanics would be effected when the regen-lifesteal changes took place. But the melee damage was always low as the basic HR preset mostly used melee attacks for utility purposes, and it always relied on a few key powers which had (again) broken OP bugs associated with it.

    I'm beginning to see a trend here where people are using the HRs pre-mod6 days as a straight-up standard without associating it with all the problems and OP accusations it received in those days as well. Mod3-Mod4-Mod5 HRs weren't exactly slouches and they certainly didn't qualify as normal. It was only when mod5 TRs and DCs arrived that everyone's attention immediately shifted to how OP those classes were, but despite throughout mod5 there weren't any major changes at all to the HRs IIRC. They still used same broken OP mechancis, except mod5 had certain class/builds that were relative even more problematic.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited May 2015
    I can see how WM could be a problem since I don't think the devs would have properly thought through on how the mechanics would be effected when the regen-lifesteal changes took place. But the melee damage was always low as the basic HR preset mostly used melee attacks for utility purposes, and it always relied on a few key powers which had (again) broken OP bugs associated with it.

    I'm beginning to see a trend here where people are using the HRs pre-mod6 days as a straight-up standard without associating it with all the problems and OP accusations it received in those days as well. Mod3-Mod4-Mod5 HRs weren't exactly slouches and they certainly didn't qualify as normal. It was only when mod5 TRs and DCs arrived that everyone's attention immediately shifted to how OP those classes were, but despite throughout mod5 there weren't any major changes at all to the HRs IIRC. They still used same broken OP mechancis, except mod5 had certain class/builds that were relative even more problematic.

    Well the point is the tree lack any damabe boost to the ridicolous low base damage.
    Survivability which is the strong combat aspect is none. Wm isnt working, lifesteal isnt that reliable.
    The path worked thanks to multiproccing more times than expected carefull attack.
    Solution opted? No hr at will now apply dot enchantment. Instead of fixing the interaction they totally killed it.
    I would not be surprised to see arvhery being more viable than combat in both pvp and pve.
    Just for the note.. many of these changes are undocumented
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited May 2015
    The whole Combat tree is a mess and lacks any sort of synergy whatsoever. The two new feats 'Lucky Blades' and 'Skirmisher's Gambit' are two of the worst in-game atm. As pointed out Wilds Medicine is useless now. Piercing Blades is lazy design and should be removed from the game. Base damage is very low and Combat seems to suffer most from the new stat curves. Survivability was the mainstay for Combat and it is totally gone now in Mod 6. Combat has been rendered moot in both pve and pvp. Can't do damage, can't survive, can't buff.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • rustlordrustlord Member Posts: 1,454 Arc User
    edited May 2015
    Problem is, Cryptic takes too long to identify what causes their bugs to fix them, most players begin to take it for granted. We create our own sense of balance based on the whole picture without regard for how much of that is broken. Not to put all the blame to the dev team, since class balance is just one aspect of the program--there's QoL, graphics, server work, items, events and obviously content.

    In defense of the playerbase, balance always tries to work itself into every module, by itself. That's due to other classes L2P to deal with broken classes. Or we simple become good at countering. When you take that kind of "autobalance" into the equation, add a sudden bug fix out of the blue, you have a gamebreaking class nerf.

    Words and definitions here cross boundaries, but bottomline is it's a change. And you feel that change. Sadly, I doubt as developers, they would be so eager to tune up something they "believe" was tuned down for a purpose. Expect the same amount of time going from module 3 to module 6 for the HR to (if at all) reclaim its former glory.
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  • dam182dam182 Member Posts: 40
    edited May 2015
    rustlord wrote: »
    Problem is, Cryptic takes too long to identify what causes their bugs to fix them, most players begin to take it for granted. We create our own sense of balance based on the whole picture without regard for how much of that is broken. Not to put all the blame to the dev team, since class balance is just one aspect of the program--there's QoL, graphics, server work, items, events and obviously content.

    In defense of the playerbase, balance always tries to work itself into every module, by itself. That's due to other classes L2P to deal with broken classes. Or we simple become good at countering. When you take that kind of "autobalance" into the equation, add a sudden bug fix out of the blue, you have a gamebreaking class nerf.

    Words and definitions here cross boundaries, but bottomline is it's a change. And you feel that change. Sadly, I doubt as developers, they would be so eager to tune up something they "believe" was tuned down for a purpose. Expect the same amount of time going from module 3 to module 6 for the HR to (if at all) reclaim its former glory.

    I might agree with you if it was still mod5 reality and before. At the time piercing blades came around it was a bit too much damag, of curse it was, People had 40k hp, tenacity worked differently. Nos Now informações mod 6 a ranger has 110k Hp. The Pre nerf piercing blades clearly worked as intended, as in its descriptio: piercing damage is damage that cannot be reduced or deflected. It had the intent of fixing a minimum damage combat hr should do. If piercing applies after mitigation, its not better than a 40% damage increase (witch is still awfully bad, since damage is as low as 4k pré mitigation on encounter). It was nerfed, due to complaints from the community.

    As for the devs revisiting an over nerfed class. I think mod 6 New reality can be the Best reason for doing so. The unerf of piercing blades could give hr a significant damage boost, and a role, as dealing damage to the classes with the most mitigation. I have to be clear here, the damage would not be increased, you would just do 40% of your damage unmitigated, witch means 2000 damage hits with encounters, 500 damage with at will. That, for sure, is not game breaking.

    As for wild medicine, its icd should be removed, its half efficiency in pvp should be undone. If you have 100k hp, you will restore 25000 in pvp at most, within 15 seconds. Any class would be abLe to deal with that. We already deal with clerics, paladin and the everlasting trs. This healing will help hrs so much, and would not make him imortal.

    I would like all of you to run some numbers and give your opinion about it. And for the devs, much has changed, it is not possible to foresee every interaction in a brand new world.
  • aderonzaderonz Member, NW M9 Playtest Posts: 120 Arc User
    edited May 2015
    Basicaly every other calss gained more damage due to main hands damage increase but for combat HR it was the least of the least because HR has the lowest encounters damage and the melee offhand has the lowest weapon damage. Maybe a 35% damage increase + 15% piercing damage from piercing Blades would bring some damage back.
  • thedemienthedemien Member Posts: 830 Arc User
    edited May 2015
    rustlord wrote: »
    Problem is, Cryptic takes too long to identify what causes their bugs to fix them, most players begin to take it for granted.

    Ill jus leave it here - posted yesterday
    All my testing shows Thorned Roots working as expected with armor penetration. What cases do Roots not work with arpen?

    on bug that is reported since beta of mod 6(almost 6 month by now lol). LF fix took 4 month. but broke serpent lol

    Btw
    combat has also hit hard by new defense /deflect stat curves. Before you could get ~ 35% DR and 50-60% Deflect with LF by just going defensive stats and rely on LS /Regen for healing. Now this is ~ 12% /45% with LF and unreliable low healing. Add to it nerf for dots, base low damage and that LS is not 1/3 effective for AoE by design.

    Small notice about ICD math behind WM back since mod 4. did this before but was silenced my crush as work as intended
    assume that you have 100% deflect rate(!), ok?
    so to build up 10 stacks of WM you need to take 10 hits every second(!)
    and only then you will have all 10 stacks for 5%(2.5% pvp) of Max Base HP ( around 30k) / 15 to tick
    ~~ 0.025 * 30 000 / 15/3= 225 per one tick for 5 ticks .
    And this is MAX possible scenario ever with 100% deflect rate for hit that is done for every second not missing anything! Now assume you really have ~50% deflect. No wonder that even in mod 4 you usually would see 7 stacks max. But at least at that time it was some valuable.

    It is still a joke that HR has Batlehoned that give +400 regen (1 % lol) in combat after being hit as rank 4 class feature.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited May 2015
    thedemien wrote: »
    Ill jus leave it here - posted yesterday


    on bug that is reported since beta of mod 6(almost 6 month by now lol). LF fix took 4 month. but broke serpent lol

    Btw
    combat has also hit hard by new defense /deflect stat curves. Before you could get ~ 35% DR and 50-60% Deflect with LF by just going defensive stats and rely on LS /Regen for healing. Now this is ~ 12% /45% with LF and unreliable low healing. Add to it nerf for dots, base low damage and that LS is not 1/3 effective for AoE by design.

    It is still a joke that HR has Batlehoned that give +400 regen (1 % lol) in combat after being hit as rank 4 class feature.
    Do we want to talk about that joke of healing on oak skin too??
  • thedemienthedemien Member Posts: 830 Arc User
    edited May 2015
    rayrdan wrote: »
    Do we want to talk about that joke of healing on oak skin too??

    lol. is there a healing? my act had not noticed it :)
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited May 2015
    Pity combat is so lackluster now with the interesting new encounters to use. You'd think they should have more damage output than the trapper, but, CW logic.
  • dam182dam182 Member Posts: 40
    edited May 2015
    I think there are so much things to be fixed in HR right now, like thedemien and rayrdan said. But unnerfing piercing blades and wilds medicine would make combat ranger playable in just that easy to implement. It would be nice if devs read the forum once in a while.

    The joke skill for HR in my opinion is blade storm... its just like storm spell, the only difference is that it has 25% chance to deal AMAZING 140 damage.

    LOL
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    dam182 wrote: »
    The Pre nerf piercing blades clearly worked as intended, as in its descriptio: piercing damage is damage that cannot be reduced or deflected. It had the intent of fixing a minimum damage combat hr should do. If piercing applies after mitigation, its not better than a 40% damage increase (witch is still awfully bad, since damage is as low as 4k pré mitigation on encounter). It was nerfed, due to complaints from the community.

    Oh dear lord, just stop with the bullshi* already. Premitigated damage figures are 3~4 times higher than actual damage numbers in the least, and you clearly have no idea just what kind of broken <font color="orange">HAMSTER</font> this means on the receiving end.

    The changes to lifesteal-regen and how this could suddenly impact the survivability of the HR? This one I get. Its entirely plausible. But for the love of god stop defending broken stuff which was buried and laid to rest for a reason. The devs themselves confirmed it was not WAI and therefore the discussions, and the fix.

    Do we really have to repeat this bullshi* that happened such a long time ago?
  • dam182dam182 Member Posts: 40
    edited May 2015
    well, it was "not wai". Due to some extreme QQ, specially from TRs. "I'm impossible to catch, i should be invinceble". This and the fact now trs have piercing damage (yes, the one you say its op and not WAI). Run the numbers, compare them and come with a result. There was some nice feedback in this thread, and It would be nice if more feedback was added. Combat HR sucks hard, the intention of this thread is to give options for the devs to change, preventing every single HR going Trapper.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    But both mod3 and 4 were plenty gamebreaking. It was only overshadowed by the GWF in mod3 or the CW in mod4, so every whiney complaint was usually focused on those two, but the HR was never far behind. The new introduction of the Pathfinder-CA-DoT proc mechanic in conjunction with lifesteals, super high regen, deflect, and broken PB had them practically unkillable for most, and despite the series of nerfs happening since the Pathfinder introduction in mod3 HRs have always been considered serious contendors. In a sense the nerf-train had been constant because the initial debut was so craptastically broken.

    But that's not what I'm really interested in btw. I'm more interested in just how much of the truth it is when people say mod6 Combat sucks. I'm curious as to if that's really the truth, and not just simply a case where people have moved to a seemingly better FotM.

    IMO no hr build is currently viable. Trapper is fotm because the chain cc is really the only contribution the class can make at all. Only the most loyal hr hard core fans are still on that class and their spec is trapper
    Nublings might roll one not knowing any better but the weakness of the class is pretty painfully obvious by level 60.
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    dam182 wrote: »
    well, it was "not wai". Due to some extreme QQ, specially from TRs. "I'm impossible to catch, i should be invinceble".

    Utter garbage of an argument if I've ever heard one. Everyone was against PB in those days, especially concerning the fact unmitigated damage should not have been doing such large numbers of damage. Go see how much "unmitigated" damage does against combat dummies -- my DHS-oriented TR build can do at max 13k per tick DHS damage on the combat dummies. Even a normal, unstealthed, non-crit CoS shot deals something like 4~6k per pop when its not mitigated.

    Basing an unmitigated, inevitable damage type that draws 40% from damage values pre-mitigation? It was us TRs that whined, that got you nerfed? You're justifying something this fekked by once again, dragging us TRs into this discussion?

    WHAT THE FEK IS MATTER WITH YOU HR TYPES?

    This and the fact now trs have piercing damage (yes, the one you say its op and not WAI). Run the numbers, compare them and come with a result.

    In your case, learn to stop making dumb-*** assumptions thinking everyone is like you. I support the total removal of Shadowy Opp from the Sabo tree. My entire motto concerning this matter is: "Nothing undodgeable, nothing unmitigated, nothing inevitable", including shi* like SE, SO, PB, massive auto-proc damage like the CWs have... etc etc.

    There was some nice feedback in this thread, and It would be nice if more feedback was added. Combat HR sucks hard, the intention of this thread is to give options for the devs to change, preventing every single HR going Trapper.

    The only nice feedback were those with some progressive ideas. Every single mention of "we want our old, fekked-up mechanic back because we suck so much now" is nothing but the exact same cry-me-a-river song as the one GWFs have been singing throughout entire mod5.

    The lifesteal-regen issues does seem it might need a new mechanic, or someone that works better with how the thing changed, maybe so does the melee damage or utility of the HR. When there's a need, there can be a lot of possibilities, ideas to suggest to the devs, one which is reasonable to everyone.

    But oooooooh no. The moment this discussion comes up, it's the Bring me back to the fekked up days when I ruled with broken-<font color="orange">HAMSTER</font> mechanics. Yep. I've definitely heard this song coming from the GWFs before.
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    IMO no hr build is currently viable. Trapper is fotm because the chain cc is really the only contribution the class can make at all. Only the most loyal hr hard core fans are still on that class and their spec is trapper
    Nublings might roll one not knowing any better but the weakness of the class is pretty painfully obvious by level 60.

    Possibly. But why does the solution seem to always involve "Gimme back my broken mechanic?" :rolleyes:
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    Possibly. Butwhy does the solution seem to always involve "Gimme back my broken mechanic?" :rolleyes:

    Well to be honest it is a lot easier than coming up with something new that makes sense. That it was and is no more also feels more like possible than something entirely new.
  • greatweaponarmygreatweaponarmy Member Posts: 352 Arc User
    edited May 2015
    If we're throwing BS arguments then I want module 2 GWF back guise!11!1!

    The very GWF that still traumatizes people to this day, making them have this little hidden hate towards GWF's.
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