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about damage of hunter

tuncextuncex Member Posts: 38 Arc User
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?

Comments

  • hawkendhawkend Member Posts: 179 Arc User
    Its normal. Currently HRs getting all DPS from passives sources because ppls cries on forum and cryptic finally nerfed at-wills and another stuff making this class more worst. Cryptic said that they is making overhall of all classes, so HRs is freazed to mod8.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    I'm afraid yes, HR damage levels are terrible when directly compared to other classes. We can in trapper spec, spam encounters ad-infinitum which goes some way toward bridging the gap but we still lack high burst dps.


    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.
    No idea what my toon is now.
  • glubtalglubtal Member Posts: 58 Arc User
    My advice is: Run away fast form this class, you have only wasted a couple of days I guess, so no biggie.
    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...
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited October 2015
    glubtal said:

    My advice is: Run away fast form this class, you have only wasted a couple of days I guess, so no biggie.
    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...

    I have to disagree with you. I have 2 HRs (Archer and Combat), a GF, a GWF and a CW at lvl 70 and the HR class is by far the most fun class to play imo. We will never match the dps of those classes abusing the Lostmauth set bonus. Once that is fixed I think we will see the massive gap between the dps classes closing somewhat.

    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.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • kaedennnkaedennn Member, NW M9 Playtest Posts: 361 Arc User
    edited October 2015
    lirithiel said:

    glubtal said:

    My advice is: Run away fast form this class, you have only wasted a couple of days I guess, so no biggie.
    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...

    I have to disagree with you. I have 2 HRs (Archer and Combat), a GF, a GWF and a CW at lvl 70 and the HR class is by far the most fun class to play imo. We will never match the dps of those classes abusing the Lostmauth set bonus. Once that is fixed I think we will see the massive gap between the dps classes closing somewhat.

    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.
    whenever you have a GWF or GF with mark in your party , you'll have CA , so nothing special about aspect of the pack .
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    Combat adv in dungeon is pretty much always granted
  • osterdracheosterdrache Member Posts: 480 Arc User
    Yeah.
    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 ;-)
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Afraid I agree, my beloved HR does great in everything except high level premade pvp. Why..? Because that's the one place where I can't outgear my opponents. And for HRs atm. Strategy is simple: beat the enemy's IL by at least 0.5
    No idea what my toon is now.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited October 2015
    Makes me wonder. Weapon master strike was buffed to godlike levels, HR's AoE nerfed to hell. Not even electric arrow got any buff. Even the CW's storm pillar laughs at electric arrow. Lostmauth set + long shot and it's still awful lol.
  • aaramis75aaramis75 Member Posts: 348 Arc User
    tuncex said:

    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?

    New to Neverwinter here, and have a similar-level HR as well (level 26). I've recently levelled a TR, OP, GWF, GF, and CW (all to 40+, except the GF), and found HR to be the most challenging so far.
    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.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    aaramis75 said:

    tuncex said:

    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?

    New to Neverwinter here, and have a similar-level HR as well (level 26). I've recently levelled a TR, OP, GWF, GF, and CW (all to 40+, except the GF), and found HR to be the most challenging so far.
    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.
    Aimed shot used to be amazing back in mod 2. Since then it was left untouched while everything else gotten ridiculous buffs. Only power the HR has that is amazing regardless of path or tree is Gordon of arrows/plant growth. The melee part is a great DPS boost for even archery.

  • kweassakweassa Member Posts: 2,390 Arc User
    The devs never confirmed it themselves, but I have a pretty good idea when it comes to these sort of things. My suspicion is that the developers themselves, pretty much shared the same sentiment with some people when they mention "HRs have 6 encounters!"

    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.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited October 2015
    kweassa said:

    The devs never confirmed it themselves, but I have a pretty good idea when it comes to these sort of things. My suspicion is that the developers themselves, pretty much shared the same sentiment with some people when they mention "HRs have 6 encounters!"

    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.

    Don't you love that excuse...? Even with the trapper's ability to endlessly cycle through powers, a GWF puts them to shame by simply spamming their at-wills. Fully buffed, a destroyer's sure strike is only like 40-50% weaker than aimed shot. I didn't even mention WMS is an aoe and hits equally hard.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    . Thorned Roots should be flat 250% of weapon damage without variables up or down just 250% of weapon damage. do not ask for penetration to apply on roots is wrong. AND devs fix the other feats with weapon damage to do just the weapon damage thanks.
  • kweassakweassa Member Posts: 2,390 Arc User
    ghoulz66 said:

    Don't you love that excuse...? Even with the trapper's ability to endlessly cycle through powers, a GWF puts them to shame by simply spamming their at-wills. Fully buffed, a destroyer's sure strike is only like 40-50% weaker than aimed shot. I didn't even mention WMS is an aoe and hits equally hard.


    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.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • neoxyphusneoxyphus Member Posts: 43 Arc User
    Trapper only path worth playing imo...I can't even imagine playing without thorned roots/crushing roots. Tried combat, wasn't very effective. Haven't played with archery but not really motivated in trying just by reading people's comments.

    For the amount of skills it takes to play and survive, this is one of the harder class to play for sure.
    Casamir
    3K IL WK Sabo TR
    Trying to suck less @ pvp near you
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited November 2015
    Class wouldn't so awful if it could actually... dodge... HR's combat style suits it best up close to mobs, where your pathetic dodge never wants to work. The HR's overall survivability would skyrocket if it had a dodge like the TR/CW/DC. Archery especially needs such a buff.
  • kweassakweassa Member Posts: 2,390 Arc User
    ghoulz66 said:

    Class wouldn't so awful if it could actually... dodge... HR's combat style suits it best up close to mobs, where your pathetic dodge never wants to work. The HR's overall survivability would skyrocket if it had a dodge like the TR/CW/DC. Archery especially needs such a buff.

    The shift distance needs to be roughly around the middlepoint between the current HR shift and TR dodge distance, at roughly 30~40% longer activation time. The reason why TR dodges are so effective, is that it has both long activation time(=long immunity time) and moving ditance(=high probability of moving out of range).

    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.



    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    the thing that bugs me more of those dodges its the recharge time, we are close to 45 seconds.
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