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Sugestions to make HR worth to play with.

linknigrilinknigri Member Posts: 97 Arc User
edited December 2015 in The Wilds
1. Talents:

1.1 Heroic Talents:

- Nature's enhancement: Change it to 5/10/15/20/25% deflection severity after switching to melle for 5 seconds.

- Remove ''scoundrell training'' and add ''devastating critical'' on its place.

- Predatory action: Change to 3/6/9/12/15% extra damage on dailes. Or something complete diferent.


1.2 Acher talent tree:

-Broadhead arrows: Switching to ranged stance gives you 1/2/3/4/5% extra crit chance for 3 seconds.

-Keen eye: Needs to be something different, I sugest something that gives a good single target dps like: Ranged encounters reduce main target DR to the HR atacks for 0.5/1/1.5/2/2.5% for 3 seconds, stacks 3 times . Cannot be apllied to a different target untill expires.

-Predator should be full effective on players. its stupid to be half effective when the ranger is the striker with the lowest damage of the game and lowest survival, also archer is the one with even less survival of the 3 trees, make it full effective on players, it is not a big deal.


1.3 Melle Talent tree:

- Fluid Hunter: Stupid talent, we already have tons of deflection and 2.5% is a joke, even more of a joke when it only comes when you are in melle stance. I understand that you guys think that making it 5% on both stances is too mutch, or 10% on only melle is even bigger since we already have a good deflection chance, so change it to something entire different so it wont be useless. Sugestion: Deflecting or dodging an attack when in melle stance gives the hunter ranger 1/2/3/4/5% extra damage resistence for 3 seconds, stacks 3 times. (can only gain one stack per second).

- Skirmishers gambit: Change to your critical chance is reduced by 1/2/3/4/5% and mantain the same amount of critical severity. It is not worth to take as it is, HR needs to crit and needs a lot. Or make it give less critical severity (5/10/15/20/25%) and complete remove the critical chance reduction. Also it should switch place with piercing blade, because correcting skirmishers gambit makes it very strong to use toggeter with the stillness of the forest.

- Piercing blades: Should switch place with skirmishers gambit. Even without a change to skirmish gambit this would be very benefficial to every one, combat focused because gives them versatility to choose if they want gambit or not, and mostly wont want it as it is, with the change u can choose between a bigger number of talents to replace gambit. On trapper it would be an alternative to someone who wants to take 3 talents of a different tree in hopes to increase a little of dps in exchange for a little extra control, right now the only option for this is using longshot, witch is not bad, but there would be a different opition, on my understanding longshot would be better for pve and piercing blades for pvp, but it could change with different choice of active encounter powers, anyway, it adds versatility to build construction. Archers are the only ones who wont like this change mutch since they are the only ones who can extract some benefit from the skirmishers gambit tallent, witch is something very strange, lets be honnest, it is not on the archery tree, it is on the melle, so something has to be done on this regard, but even to the archers who want to put some points in combat, piercing blade would be a nice thing to their arsenal and I belive many would be happy with it in the place of gambit but I'm sure it wont be all archers, I dont know, I would like to know you guys toughts on the matter.

- Wild Medicine: Make it 75% efficient on pvp, half efficiency was obvious too mutch nerf.

- Capstone: I think no one likes this, its excessive complicated to use, it adds poor, and is not worth as the the other capstone feats. Sugestion: Doing damage on melle gives you one stack of ''advantage'', witch increase your damage by 2% per stack and DR by 0.5%, when ''advantage'' reaches 10 stacks your next daily power usage consume all stacks and refresh your melle encounters cooldowns. (Can only gain 1 stack per second)


1.4 Trapper talent tree:

- Readied stance: Changing stance gives you 1/2/3/4/5% extra combat advantage damage for you and up to 1/2/3/4/5 allies within 20 feet for 2 seconds.
- Trappers cunning: Your critical strikes have 5/10/15/20/25% chance to apply weak grasping roots and 2/4/6/8/10% chance to apply strong grasping roots instead.



2. Class features:

-Aspect of the pack: Stupid class feature, seriously, if you have an ally your CA is already there, position yourself, it is a waste of a tallent, it is a tallent for lazy people, Hr is not a class for the lazy people. Sugestion: You and every ally within 20ft have Increase combat advantage damage off 5% per level.

-Battlehonned: Change regeneration to lifesteal. This is the most stupid thing ever, it is like devs completaly forgot about HRs, regeneration does not work anymore on combat, why do we have something that gives regenariton when you are in the middle of a combat? Christ... Just the need to suggest this one makes me feel stupid.



3. Powers:
List here is big, everything should have a 30% extra damage, everyone knows that, so I'll only comment on the ones I think it should receive more atention then the 30% extra damage.


- Fox shift: Make it hit 3 times, its needed, it was a bad nerf, really bad nerf.

- Longstrider shot: Buff is not realible at all, it should be.

- Gushing wound: Make this HAMSTER more realible to use. Increase range of hiting, and make it faster too. But only after a fix to it and the cooldown reduction from trapper tree, because otherwize it will be used on pvp and people will complain about perma rooting, this time without it being a stupid mith.

- Seismic shot: Should do 200% the damage it does, its too low.

- Marauder escape: Break CC when used and grants control immunity whyle using it. We deffinetly need a cc break if we want to make the class playable at pvp. And we also need survival for pve, we really do.

- Hawk shot: Maximum distance damage should be increased to 3 times actual damage.

- Steelbreeze: Should do 2 times the damage it does, it has a terrible damage, as it is is like our underpowered horrible at-will who gives some stamina back.

- Bear trap: Make it a bigger AOE, its a terrible encounter the way it is.

- Forest Ghost: Make the stealth comes faster. It is needed.

- Commanding shot: A encounter with potential who is never ever used because of the terrible long animation, make it fast and it will be used and be a nice boost to HR, will bring even a more potential to the class as a support.


4. At-wills:
Here it is even worst, they are HAMSTER, all of them except carefull strike. Everything should do almost 2 times the amount of damage they do now, serious, they are ridiculous. Again, I'll only talk about the ones who need even more than a 80% extra damage boost.

- Aimed shot: Once upon a time it was good, and now its HAMSTER and useless. This one should do 300% the damage it does.

- Rapid strike: Efficience gain over rapid shot is questionable and barely noticeble or non existent unless you are combat spec. Needs an effect on the hits, sugestion: Third strike makes target bleed for 30% damage of the at-will per second, for 3 seconds. This way it can be used in conjunction with its counterpart.

- Rapid shot: Maybe we could make the third strike always crit, do doble damage or do something else entirely. But serious its ridiculous for the archer class to have a ranged at-will who does less damage then the TR cloud of steel.


5. Mechanics and other stuff:

- Offhand weapon damage should be increased. Not mutch, 20% would do.

- Shift should have increased frames of immunity.

- Increase base stamina regeneration by a moderate amount, it is a lighter buff then to reduce the cost on dodges and something on this regard is highly needed. We need more survival both on pvp or on pve.

- A chage to the tab mechanic itself: While on melle stance HR have 5% extra damage reduction. While on Ranged stance Hr have 5% extra damage.





I tried to not coment mutch on things so it would not be too big, only did on the ones I really tought it was needed to explain and tryed to keep commenting to a minimum, sory if endeed talking too mutch on something, sometimes I do that, this was suposed to be fast and efficient sugestions to make HR be competitive again. Everyday we loose another HR, myself included, so I wanted to make my part to help the issue, I hope you guys enjoy the suggestions, I'm waiting to see the comments, and sory about my bad english :smiley:
Post edited by linknigri on

Comments

  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited December 2015
    excessive....

    The list should have started with
    DODGE REWORK.

    Followed by increased stamina regeneration.
    I like your tab chance idea, fun and not too much in terms of percentuals.

    Then i concur on 30% damage more on all encounters and at wills ( no need for more )
    I concur with 20% weapon damage buff on Offhand.

    But with these changes trapper will still be the way to go. We need lower cooldown (we are always over 18 seconds now) to make any other trees worth considering.

    Dps wise it should be enough.


    Powers rework:

    Battlehoned: reworked to +1.5% lifesteal per point.

    Cruel recovery: changed: Temp hp can now stack.

    Forest ghost: faster activation

    Maradeurs escape: now breaks cc and can be used jumping.

    Rain of arrow: area of effect tripled.


    finally rework combat tree capstone is something "gwf stacking" like. Removing or halving the crit penalty on skirmisher's gambit would be appreciated too



    For now im retiring too
  • hawkendhawkend Member Posts: 179 Arc User
    Maybe first they should fix bug since mod4. Root duration is still not affected by control bonus sources. Of course math is done, just look on thorned roots ticks - seems works properly. So on first stage maybe cryptic should fix this.
  • linknigrilinknigri Member Posts: 97 Arc User
    hawkend said:

    Maybe first they should fix bug since mod4. Root duration is still not affected by control bonus sources. Of course math is done, just look on thorned roots ticks - seems works properly. So on first stage maybe cryptic should fix this.

    I doubt 10% extra duration would fix HR problens and keep players playing the class, I with all the sure would never consider laying a finger again on my HR with only that HAMSTER.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    @hawkend you dont need extra thorned roots ticks for more dps. You are already re applying it before the ticking ends. It would make 0 difference.
  • linknigrilinknigri Member Posts: 97 Arc User
    edited December 2015
    On pve that is true, 0 difference indeed. On pvp it would help a little, but not something to really make a difference, its very problematic when HR encounters deal 5% of someones HP, when normal classes do 15%, and gwfs and TRs 50%. It is almost funny to read that we are defined as strikers.
  • fatgunsfatguns Member Posts: 410 Arc User
    Well, not all classes rotate a person to death with little ways to break free
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    fatguns said:

    Well, not all classes rotate a person to death with little ways to break free

    It's the only way a HR can win....
  • sonofrobsonofrob Member, NW M9 Playtest Posts: 14 Arc User
    edited January 2016
    fatguns said:

    Well, not all classes rotate a person to death with little ways to break free

    No, other classes just drop a smoke bomb to slow you down, or nail your shoes to the floor, or make you walk like a zombie, or pick you up and choke you like they are darth vader.

    Post edited by sonofrob on
    SonOfRob
  • linknigrilinknigri Member Posts: 97 Arc User
    edited January 2016
    fatguns said:

    Well, not all classes rotate a person to death with little ways to break free

    I for sure do not know what are u talking about my friend, unless u are those hyprocrist who are talking about people who do not use tenacity. Beacause for sure a HR cannot rotate a class to death like u described.

    And I assure you, those ''rotations to death with little chance to break free'' it is stupid when other classes can simple kill those people with one hit, so for sure ''rotating them to death'' is still a lot worst.

    Please if u are going to talk bull HAMSTER, at least do it where people have no clue of what the class can and cannot do, doing so on the part of the forum of people who actualy play the class and knows how it performs only makes you look bad.
  • kievitzkievitz Member, NW M9 Playtest Posts: 260 Arc User
    edited January 2016
    removed
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