I started leveling one hunter and I'm level 26, and I was starting some pvps and realized that everyone does more damage than me is this normal? is so bizarre a gf and op causing 2k + damage with critical and I using 6 skils can not add a total of 1k damage, is this normal? the archer should not have major damage to the tank?
0
Comments
Hope it gets adjusted in mod 8, though if it does, we'll almost certainly lose the cd reduction feats from trapper. So, I dunno, we might just end up in the same boat as before, but with damage shifted from sustained (low cds and root ticks) to burst (high cds on high damage encounters) with root mechanics altered or redone completely.
Every other class is better or have more value in the 5-ppl dungeons.
And IMO every other class are also more fun to play with more trees to choose from (we only have trapper imo).
And this come from a very stubborn HR player, who only keeps playing this class cause so much time and efford has been put into him...
Every one of those players saying that HRs provide the least value to parties just don't understand how important Aspect of the Pack is as a party buff if used correctly. Better than most of the damage buffs out there.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Its fun to play, and in pve can be of some use and deal good dmg.
In pvp HR is almost dead when speaking about high level pvp (or pvp on equal terms). Its not a coincidence that most premades who win doesnt consist of any HRs.
Or class is still stuck between mod2-5, or dmg was never looked into, and our mechanics were changed allmost every mod fundamentaly.
Stay away from this class. … And I have played this class since mod2 and was once considered on the of the best HRs ingame. Now I am at best fill material for premades.
Cold hard truth, that some stubbon HRs dont wanna admit ;-)
While the archery + melee options are both unique and insteresting, the reality is that it makes for some really awkward slotting of powers. One power might be strong with archery, but incredibly weak with melee; or vice versa.
And to make things even odder, my hardest-hitting ability (shy of a daily) right now is an at-will (aimed shot).
So I often find myself wondering what exactly to slot.
I realise that both myself and the original poster are still low level HRs, and I'm sure the HR will pickup at later levels, but at this point my damage just seems anemic compared to all the other classes I've tried (including the CW, which doesn't really pick up until 20+).
The class definitely needs some tweaks.
Technically speaking, it is possible to spam 6 encounters in a row by using all both the melee and ranged modes of the 3 encounters on a single target. It's not difficult to imagine this being the reasoning behind the devs decision to set the base damage of most every encounter lower than half of most other classes.
Unfortunately, for people who've dabbled in HRs, we all know that this isn't really the case and nobody just blows all 6 attacks against one target. Like every class there's a method of combat management with HRs. You don't just use up everything at cooldown.
Realistically speaking the rate at which the Trappers can just reduce recharge time through its core mechanics to spam encounters, is something more akin to a bug, rather than what could be considered normal. If people want to see just how HRs really fare in the damage department, they should be looking at Combat or Archery HRs which weren't recipients of such broken krap bullchit op mechanic the Trapper has... and when you look at Combat or Archery, besides maybe just one or two powers which are like saving grace, the absolute majority of HR encounters are largely useless and gimmicky.
HRs need a redesign. The current regime doesnt' work.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Good grief, don't even get me started on Aimed Shot.
It's the only at-will power in the game which the "+10% damag per rank" doesn't apply... as well as the only at-will which is useless thoroughly useless in both PvP and PvE.
In PvE, under ideal conditions I can land a 120k-per-pop even with my current low-power build... which sounds neat if it's 120k damage every 2 seconds of fire time, but in reality it's a time-limited temporary damage requiring a buff/debuff setup prior to the attack. In most cases just spamming other powers yield better results.
In PvP, it's the only power that is made useless because it mechanically fails to activate. Supposedly, it's a powerful ranged attack that needs concentration to fire off, so if you are hit during drawing the bow the power cancels... but at the same time, they just allow wizards and clerics to cast spells instantly without activation time or chance to fail??
Not to mention that with the over abundance of all sorts of powers, enchants, boons with DoTs of all sizes and shapes thrown around in the game, everybody is almost always effected by some kind of DoT all the time => AS becomes impossible to use, literally, not figuratively.
They make a power that looks strong on paper, but mechanically impossible to use in combat... What the h3ll??
To me, Aimed Shot is a power that DEFINES the current status of the HR in default = as in, PHAIL.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
For the amount of skills it takes to play and survive, this is one of the harder class to play for sure.
3K IL WK Sabo TR
Trying to suck less @ pvp near you
Of course, then the stamina cost would also have to be increased slightly. IIRC at default the HR is allowed 5 consecutive shifts at 20 stamina cost each. With a longer shift time the cost would probably be pushed upto around 25 for 4 consecutive dodges.
BUT IMO, the worst thing with HR shifts is not the dodge distance. It's the stamina regen mechanic.
Get rid of the !@(&#@! stupid "stamina regen halt" time. I have no clue as to why HR has this undocumented mechanic. For all I know, only SWs and GWFs have these. It's not too difficult to see the reasoning behind the decision, because these two classes have sort of like a "ON/OFF toggle" type shift mechanic which you can use in increments. It is possible that they could abuse it by repeatingly tapping on the shift key when stamina is very low to cause some sort of micro-activation problem. So in their case, once stamina is spent in any way, it takes a (punitively) long time to start filling again.
But then why HRs??? The third reason why TRs have such strong defenses, is that our stamina never stops filling. By the time we make our 3 consecutive dodge rolls, the stamina has filled up little bit to allow a fourth consecutive dodge. And then, from that point on it takes roughly 4.0 ~ 4.5 seconds for stamina to refill from 0 to 33.
HRs shifts have the same single-activation dodge system as the TRs do, and yet for some reason the stamina stops regenerating once a shift is used, for like 2~3 seconds. This is the main reason why the HR dries up on stamina so fast.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'