Combat as a whole could revolve around it's at-wills, similar as a GWF destroyer. In pvp it's encounters would serve more as gap closers and extra dodges.
With a few fixes
Boar charge no longer halting the user on use to allow them to enable a combo with them more for a pvp purpose. Give it a slightly lower CD so a combat HR can more reliably get off a gushing wound or w/e.
Marauder's rush/escape making the HR immune to damage and CC during their use for both pvp and pve.
Wild medicine getting fixed and working on total HP instead of base HP from level.
Battle crazed giving deflect instead of LS so it's doesn't make combat immortal in PVE with DPS buffs and give some synergy for wild medicine and some survivability in pvp.
yea..boar charge is one of the thing the developer broke back then when combat HR used to wreak havoc in pvp using royal guard set. Now that royal guard set is gone or no longer viable, they need to revive this power back. Stunning your own self is a stupid idea to nerf it. It defeat the entire purpose of stunning your enemy eventually the power. If developer afraid that trapper would replace the royal guard effect back then, then have its CC effect removed and move it to combat capstone. That would make it solely that only combat tree could fully utilize this power.
Good: -binding arrow is working was able to apply roots from several distances and encounter felt same as before did not see any real changes in over all damage though seems to cool down a little faster -steel breeze working again -was able to cancel out of forest meditation
BAD: Oak skin not working was very random hps apply tested at at less than 1/2 health bar . occasionally get animation no hps then 1698 hps to 2504 hps on several tries in HEs in WOD. Every once in a while it would apply 2 times @ 1698 and 2354 same encounter still no where near 9k in tool tip looks like may be applying partys HPs to us instead
tested over a solid hour running cult patrols was able to solo them and other HEs in WOD so no survivability issue but used packets for healing from Hunters team work atwill they did better job than Oakskin. A trick I got from our Guild leader
Overall trapper flowed smoothly and was enjoyable to play
As per the other topic, keep in mind that the Swiftness changes aren't yet on preview so there's not really a lot to test just yet, in case anyone is wanting Swiftness data.
Hmm i try to play as HR archery but i think the problems with it is that most of the skills do not benefit going archery or combat.... All the skills is catered to trapper due to weak grasps or strong grasp on skills... Also some of the skills makes no sense when u switch stance and ill list them here
Binding arrow / oak skin Change Binding arrow / hindering strike (makes sense to combine them as they both apply strong grasp at range and melee)
Ambush/bear trap..... Remove (never used)
Boar hide/boar charge..... Remove (never used)
Battlehoned..... Remove (never used)
Oak skin..... Remove (never used)
Thorn strike ..... Remove (never used)
Rain of swords..... Remove (never used)
Aspect of the serpent ........ Rework as its for trapper
Aspect of the pack.... Remove u can get combat advantage easy without this buff
Aspect of the hawk..... Remove we dont need longer range
Pathfinder action..... Remove due to dailies take awhile to get
Cruel recovery .... Remove (never used)
Seeker vengence... Remove (positioning)
Aimed shot/aimed strike...... Change the upgrades to deal bleed on critical damage and each rank makes the bleed deal more damage and stacks..... Also cut the cast time to 1.5 sec
Rework archery and combat paragon feats.... Archery suffer due to 1 prey target also no enemies need to be in range to gain 10% damage boost and 25% crit
Combat.... Never played it
But HR needs a massive rework to there skills most dont make sense when u change stance which effects archery and combat the most.... Also the at wills are HAMSTER....and the passives
HR needs to be taken out of the game and reworked from scratch.... The change stance mechanic only works good with trapper.... Most of the encounter and passives works with trapper due to the class mechanic for grasping roots.... Means archery and combat does not fit at all with how HR class mechanic works
Unless u can change archery and combat to gain benefits with swaping stance or gaining benefits with the grasping roots mechanics.... There is no reason to be an archery or combat as the class does not sync with them
Archery and combat needs to work with the class mechanics
For archery the range stance should give massive bonuses when dealing range damage..... And the melee stance should be defensive or give self buffs or be allowed to cc anythink within melee range.... There paragon feats should make use of grasping etc
For combat the melee stance should give massive bonuses when dealing damage from melee.... And the range stance gives 0 benefit due to ur in melee which is problematic for combat HR
Trapper.... Is the go to due to it works insanely well with the class mechanic and grasping root mechanics that is given to the job which makes trapper the ovious pick
I have spent a lot of money keep respecting to try and make archery work... But its impossible due to encounters makes no sense when switching stances ... Also graspin roots dont even remotely benefit me at all.... I tried changing from pathfinder to stormwarden... And the problem is still there
The encounters are extreamly bad and have no sync to them... U can notice this alot when playing archery and combat even the at wills makes no logical sense to have
Im really close to quiting HR... Because trapper is the only way to go for the class... And thats disappointing
The only way u could make archery work is if u make more traps with the melee encounters.... Which is counter productive as it will kill trapper and combat
And this is the problem with HR is that its trying to fill the role of both Melee and Range and its the class mechanic that kills the class for Archery and Combat
Its a vicious cycle and HR cannot be fixed without making it op some where else here what would happen
Buff archery.... 0 benefit for combat.... Unintentionally buffs trapper
Buff combat.... 0 benefit for archery..... Unintentionally buffs trapper
The problem with HR is that its trying to be best at range and melee at the same time which ultimately make this class extreamly problematic to balance due to its class mechanics
The only way i can think to make HR work is.... Turn it into a trap master and throw away the change stance mechanic this will benefit all 3 specs for HR
But this where another problem will happen.... U would need to decide if HR works in Melee or Range.... Instead of trying to be the best in both
@danielpreece90 I know you are trying to help but just picking powers and aspects you don't use isn't really helping. This is despite I might agree with you on some of them. Some of the encounters you listed are PvP focused, others are situationally used. What I am sure you will agree is that they are all underwhelming. Example for cruel recovery 1%hp buff, let's say 130k hp HR means 1300 hp buff, when a underpowered class like ours can deliver a non critical atwills that are 6k it seems pretty pointless to slot that one. If however it buffed 30% as base and extra 5 per point topping to 45% then that means 58k extra hp, now you have a 188k hr that would be tougher to kill. The issues are really about the base stats for damage and and hp haven't really been addressed since the rank up to level 70. Since the bases are low the results are low. People complain about the swiftness "whatever", if they just changed their build to add a few more points to INT it would compensate for any need they see in adding silvery for recovery. 1 INt point is like slotting 2k recovery. But since that is not listed as prime or secondary know one bothered. The issue remains in adding more damage output to ranged attacks for archers, survivability to melee and cool down for all. The survivability and cool down can be resolved by the suggestions I have here, but the damage output needs to be increased. Simple math a ranger had like 60k hp at level 60, level 70 we float at 130k. Other classes and content have had the same increase, the out going damage must increased to meet the increase in hp.
there are several encounters that trapper don't use that could be boosted to make archer and combat viable.
Just the last 2 feats of each tree need to be reworked. This is do to cant rework 1st 3 or then may end up with cross path builds that become meta. Guess what then still no one will play other paths same problem is now.
But understand this no matter what every time one path has a clear advantage or bug the majority will gravitate to it. I have seen it in the GWF and GF and CW and TRs I play with in guild. Look at BIS players what have they all done every damage dealer went LOS set and now most players at end game use rank 12 bonding and don't forget the insignia power creeap just ask who refuses to use them due to gives to much to toon.
. To start with Archers were king then combat was king now trapper and every time majority of players follow the meta and others sit and wait for there cycle to come again or change to be competitive. TBT if they had of called roots and things involved being killed by plants something like shot with precision arrows that bleeds like roots damage wise you probably would have never had an issue from archers most of them visualize a HR as this great archer doing wonders with the skill of a bowsman and just dont like the idea of a bush grabbing some one and doing more damage than what the archer is to be specialized in. think about it your salad jumps up a lunch and chokes you to death. Does not sound that much fun t me.
Suggestion : Feat : Bottomless quiver Your Ranged Powers have 6/12/18/24/30% shorter cooldowns and Ranged charges refill 6/12/18/24/30% faster. Additionally your range power duration last x/x/x/x/x% longer.
duration such as rain of arrow, thorn ward, fox shift, longstrider, comanding shot debuff etc x= any value the developer feel deem fit to.
@amenar could you be gentle and give us some updated news please?
I am concerned since the last patch NW.65.20160720a.0 went on Preview, there is lacking kinda half the changes you told us so far in the forum, and since we are ~2.5 weeks far from Module 10 release, we really need to be able to work faster to reach some kind of goal. Unfortunately as you can recognize we kinda lost some time during the start, as some of the proposed changes were not that good, which brought up the need of few regressions and then we got finally down to the root of the problem with Swiftness of the Fox. As by your own admission the interaction with it granting additional effectiveness per target was definitely a bug. Now I can understand that with the time left prior the release of the new module, it´s impossible to rework entirely the HR class, since the work required is stunning too much, I´ll suggest to go for two steps:
Module 10: 1. We need an overall cooldown of all our powers and the charge refill. 2. We need an overall base damage boost (melee > dailies > encounters) from highest to lowest in % needed as boost. 3. Fix as many bugged powers as possible (those we are submitting in red)
Module 11: 1. Fix remaining bugged powers not covered in Module 10 and rework unuseful powers in favor to next point. 2. Restore a true identity for the HR to suite each tree.
Archery -> High DPS, single target Nuker from long range.
Combat -> Defensive/Survivalist at close combat range.
Trapper -> Controller/Supporter within the short/long range.
3. Rework the animation of certain powers that are staggering.
@amenar could you be gentle and give us some updated news please?
I am concerned since the last patch NW.65.20160720a.0 went on Preview, there is lacking kinda half the changes you told us so far in the forum, and since we are ~2.5 weeks far from Module 10 release, we really need to be able to work faster to reach some kind of goal. Unfortunately as you can recognize we kinda lost some time during the start, as some of the proposed changes were not that good, which brought up the need of few regressions and then we got finally down to the root of the problem with Swiftness of the Fox. As by your own admission the interaction with it granting additional effectiveness per target was definitely a bug. Now I can understand that with the time left prior the release of the new module, it´s impossible to rework entirely the HR class, since the work required is stunning too much, I´ll suggest to go for two steps:
Module 10: 1. We need an overall cooldown of all our powers and the charge refill. 2. We need an overall base damage boost (melee > dailies > encounters) from highest to lowest in % needed as boost. 3. Fix as many bugged powers as possible (those we are submitting in red)
Module 11: 1. Fix remaining bugged powers not covered in Module 10 and rework unuseful powers in favor to next point. 2. Restore a true identity for the HR to suite each tree.
Archery -> High DPS, single target Nuker from long range.
Combat -> Defensive/Survivalist at close combat range.
Trapper -> Controller/Supporter within the short/long range.
3. Rework the animation of certain powers that are staggering.
i agree almost on everything but i still think combat should still be a striker with lifesteal as a mean to survive in melee. no one ever asked for a tank no damage hr which by the way is still far from what combat currently his.
BUG: WILD MEDICINE HEAL AMOUNT DOES NOT TAKE INTO ACCOUNT MAX HP VALUES (BASE HP + ENCHANTMENTS + CONSTITUTION POINTS. ITS PVP PENALTY SHOULD BE REMOVED AND THE COOLDOWN TOO
SKIRMESHER'S GAMBIT: CRIT CHANCE PENALTY SHOULD BE REMOVED. THERE IS NO FEAT IN GAME THAT NERFS YOU IF YOU CHOOSE IT.
i agree almost on everything but i still think combat should still be a striker with lifesteal as a mean to survive in melee. no one ever asked for a tank no damage hr which by the way is still far from what combat currently his.
Yes the HR is a striker class no matter what, the threes are to be understood like a specialization in which in every choosen one, the HR should master it.
GRAVITY XGAME
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Combat -> Defensive/Survivalist at close combat range.
I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.
Combat -> Defensive/Survivalist at close combat range.
I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.
Read my answer above I gave to raydan, there doesn´t have to exist missunderstanding, a HR is a Striker Class whatever path will be choosen as specialization, the Combat simply focus at close range combat style (it´s what in D&D would be the dual welder Ranger) he mastering with his melee weapons over a ranged combat style, but while doing so he need a set of survival talents, which make use of deflection/self healing/improved dodge (the combat ranger should become an increased stamina refill), but the combat ranger will still not have damage burst like the archer should have, but his damage at close range should be pretty good in both single target and AOE, this if the game would be really fond of the D&D ruleset. And all this means that the combat ranger is and will never be a tank, so please don´t mix "defensive" with tank, this is nowhere close to the meaning of what I meant.
Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:
Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
Hunter Ranger: Marauder's Rush: Range increased back to 83'.
Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
EDIT - MISSED ONE - Hunter Ranger: Feat: Biting Snares: Now directly increases the duration of Thorned Roots by 60%, in addition to your other control powers. (This allows Biting Snares to still increase the duration of the DoT that Thorned Roots deals, even though it is no longer affected by control strengths & resistances)
Note that some of these patch notes supersede previous patch notes.
Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
Post edited by amenar on
0
feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
Thanks for the changes today. This is step in the right direction that we can actually feel.
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
@treeclimber I see no compelling argument about what I said and you wanna trash go ahead. None of the gear provides Recovery that's effective offensively. There's no "filling the gap" Recovery combined with SoTF doesn't communicate with recovery it may reflect it on the tool tip themselves, but take a stop watch and time it. You will notice no difference running with Recovery and without. If they can't rebuild the feat to how it was they are wasting BiS gear and the point to run it. As I have stated you claim HRs just have Arm Pen to throw around. Typically that comes from boons, and mounts. The lol set provides it as well. I'm sorry if you do not agree but we should be able to build our characters around the current BiS gear that a lot of us have worked our butt off to build, or wear atleast Dragon Flight. Have you even actually looked at the gear we are actually provided with to build Recovery? Bet you don't even have a HR because if you did you wouldnt be requesting this change. Letme if you do I'll give you some pointers on how to gear correctly...maybe
1. Look, lets be rational, yes i do have a hunter ranger since mod 4, it was my first class, i play it daily or almost daily and yeah i know how to gear it, i may not be a top player and have to pull some strings if i want to keep playing it and evolving my main character but i know what i'm talking about. 2. The change i proposed would be something aditional, the changes that have been done were a bug fix and they will not be undone, so even if you dont care that recovery will not affect you it is a positive change.
To prove my point and that im not just "airspeaking":
When charges end on hindering shot, rotation is over, but not by much, that is my point.
There are plenty more rotations, the best imo for single target is the same i used with the change by thorn ward instead fox shift and multi target constricting arrow.
The only reason Dread works so well for HRs is because it procs on our root dmg, if you don't take the roots into account, then the numbers of every HR would be total carp, now if you buff the base dmg of the class, then Archery, Combat and maybe even Trapper (with a nerfed SotF) could be overall better, and more importantly, we could end up having options!! Ridiculous right?
It's the best for archery and combat: last log i took from preview using full archer build 65% of it's damage was encounters(using no enchant) and 4% was damage not subject to critic dread easly top vorpal out hands down, i remember lightnight having good results when i tried it some weeks ago, not in trapper, and not in single target, multi target archer, probably with the small buff done to it last patch and the way split the sky now works it will be BIS in multi target but be bad in single, more or less what we see in CW's with abyss now.
So my sugestion would bring some rotations “back” without a lot investment in recovery, SotF cannot work as before, because of rotations like the first one in the video, im sorry if you think im trying to bring HR's down, i play my HR and i like it, i dont want anyone prejudiced.
Its ok buffing skill damage etc and making minor tweaks... But u need to look how things work with each spec.... So far trapper works with nearly everything
But archery and combat is lack luster
Been respecing for the past few days blowing money to respec to make archery valiable but .... Grr its stressful to make the encounters and at wills work with archery
Apart from circle of arrows..... There aint a lot of useful encounters for archery.... There is loads of weak/strong grasping roots which does nothink for me just gives me a 2 sec bind...... All the at wills are bad.... There is defence down encounter which deminish with the more armor penetration u have....this is the problem... That combat and archery have 0 worth while skills to take
Picking stormpath or pathfinder.... Means nothink especially for archery...split the sky require players to be hit...... And electro shot and hunters mark... Is bad and clunky
Animations also kills archery hard.... Commanding shout, hawk shot, aimed shot, circle of arrows.... Got way to long animations for them
Archery needs a massive rework and so does combat..... U need to make there class mechanic do somethink for theze 2 specs so far the stance changing and the grasping roots onky benefit trappers
Which leads to majority of the class skills to be catered to trappers only which makes archery and combat not worth it at all
As soon as u pick archery or combat..... Ur already crippling ur class by a MASSIVE margin
I vote for a poll to take HR out of the game and rework there entire skill set and mechanics.... Rather then minor buffing us up little by little and hope somethink would work out
The class is severly broken and is not even worth leveling.... Unless u go trapper only
But archery and combat..... Are in a extreamly bad spot... That bad that if u join raids, pvp, dungeons..... U will either be kicked or flamed at or blamed....
Poll votes starts now do +1 if u want HR to be reworked entirely so we can be vailible again
Combat -> Defensive/Survivalist at close combat range.
I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.
but trapper is not meant for damage either its a control/survival based classs. what you are asking is nothing at this point though trappers have good damage that's only cause we benefit from 6 encounters vs 3 from combat. though i agree combat needs more damage it should never have more then archery since archer was suppose to be the pure dps class.
archery-pure dps combat-deflect/survival trapper-control/survival *but all 3 can have really good damage if you play and spec your character right.
Combat -> Defensive/Survivalist at close combat range.
I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.
Read my answer above I gave to raydan, there doesn´t have to exist missunderstanding, a HR is a Striker Class whatever path will be choosen as specialization, the Combat simply focus at close range combat style (it´s what in D&D would be the dual welder Ranger) he mastering with his melee weapons over a ranged combat style, but while doing so he need a set of survival talents, which make use of deflection/self healing/improved dodge (the combat ranger should become an increased stamina refill), but the combat ranger will still not have damage burst like the archer should have, but his damage at close range should be pretty good in both single target and AOE, this if the game would be really fond of the D&D ruleset. And all this means that the combat ranger is and will never be a tank, so please don´t mix "defensive" with tank, this is nowhere close to the meaning of what I meant.
they should decrease how much stamina is used for dodge, even 5%-10% would be plenty per dodge.
did they fix the dodge mechanic so the invulnerability frames are fixed?
Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:
Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
Hunter Ranger: Marauder's Rush: Range increased back to 83'.
Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
Note that some of these patch notes supersede previous patch notes.
Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
i was almost completely happy with these changes. i like everything but the fact immune targets still get a burst effect. thorned roots would be much better and not overpowered if the dot at least stayed on the target even if immune. but that is just my opinion. but i am not the only person who has said this.
EDIT: i am a bit saddened that thorned roots is no longer affected by control bonus, wonder why they did this. not many players even use control bonus and i enjoy having a good amount, i know that master trapper buff gives 60% control bonus for 10 seconds i think but still kind of sad to know this.
isn't thorned roots a control encounter, makes no sense to remove the whole control bonus increasing its time. and since this wasn't a bug it means its a nerf to thorned roots. another tally for the nerfs tally sheet. (their is no nerf tally sheet fyi its a joke)
Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:
Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
Hunter Ranger: Marauder's Rush: Range increased back to 83'.
Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
Note that some of these patch notes supersede previous patch notes.
Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
not a great step ahead for pvp performances but this is definitely something! thanks
Hmm i try to play as HR archery but i think the problems with it is that most of the skills do not benefit going archery or combat.... All the skills is catered to trapper due to weak grasps or strong grasp on skills... Also some of the skills makes no sense when u switch stance and ill list them here
Binding arrow / oak skin
Change
Binding arrow / hindering strike (makes sense to combine them as they both apply strong grasp at range and melee)
Ambush/bear trap..... Remove (never used)
Boar hide/boar charge..... Remove (never used)
Battlehoned..... Remove (never used)
Oak skin..... Remove (never used)
Thorn strike ..... Remove (never used)
Rain of swords..... Remove (never used)
Aspect of the serpent ........ Rework as its for trapper
Aspect of the pack.... Remove u can get combat advantage easy without this buff
Aspect of the hawk..... Remove we dont need longer range
Pathfinder action..... Remove due to dailies take awhile to get
Cruel recovery .... Remove (never used)
Seeker vengence... Remove (positioning)
Aimed shot/aimed strike...... Change the upgrades to deal bleed on critical damage and each rank makes the bleed deal more damage and stacks..... Also cut the cast time to 1.5 sec
Rework archery and combat paragon feats.... Archery suffer due to 1 prey target also no enemies need to be in range to gain 10% damage boost and 25% crit
Combat.... Never played it
But HR needs a massive rework to there skills most dont make sense when u change stance which effects archery and combat the most.... Also the at wills are ****....and the passives
HR needs to be taken out of the game and reworked from scratch.... The change stance mechanic only works good with trapper.... Most of the encounter and passives works with trapper due to the class mechanic for grasping roots.... Means archery and combat does not fit at all with how HR class mechanic works
Unless u can change archery and combat to gain benefits with swaping stance or gaining benefits with the grasping roots mechanics.... There is no reason to be an archery or combat as the class does not sync with them
ok i have read all your post and i almost completely disagree with you; on some of the opinions and if i would to go over them it would take some time, so i will comment on this post as to a few things. binding arrow and hindering strike should not be together as you said they both apply strong grasping roots. that's why hinder strike/shot is such a good match. can shoot a target strike any nearby and shoot another, applying 2 weak grasping roots to 2 different targets and strong to any nearby. as for binding arrow it goes through one target and though binding arrow can be a pretty bad encounter i like using it and oak skin with binding arrow fixes its own lack of usefulness by giving you survivability with healing and defense... the devs did put a picture of the most used and not so much used encounters and their will always be a chart like that. reason being people want to do the best dps possible... well most do, as i don't care for such things. but players will copy online builds or other peoples good dps builds to do just as good or somewhat better dps.
so after a month or two, most people might change their build, but the majority of the hr community will all use the same build, with a few hundred or so might use their own builds they find fun. its nice to hear your opinion and stuff but wanting a skill removed cause you don't use it or a majority don't use it isn't a very good way to put it, instead working skills so their more useful is the best way to go, as if you don't or a majority of hr's don't use a skill, their are still players who use the skills that are not widely used.
and i wanted to keep this short well too late now and sorry for it being long though i give my honest opinion to your opinion.
EDIT: i am a bit saddened that thorned roots is no longer affected by control bonus, wonder why they did this. not many players even use control bonus and i enjoy having a good amount, i know that master trapper buff gives 60% control bonus for 10 seconds i think but still kind of sad to know this.
isn't thorned roots a control encounter, makes no sense to remove the whole control bonus increasing its time. and since this wasn't a bug it means its a nerf to thorned roots. another tally for the nerfs tally sheet. (their is no nerf tally sheet fyi its a joke)
The actual Root CC that Thorned Roots applies is still affected by control resistances and bonuses, just not the DoT.
Comments
Good:
-binding arrow is working was able to apply roots from several distances and encounter felt same as before did not see any real changes in over all damage though seems to cool down a little faster
-steel breeze working again
-was able to cancel out of forest meditation
BAD: Oak skin not working was very random hps apply tested at at less than 1/2 health bar . occasionally get animation no hps then 1698 hps to 2504 hps on several tries in HEs in WOD. Every once in a while it would apply 2 times @ 1698 and 2354 same encounter still no where near 9k in tool tip looks like may be applying partys HPs to us instead
tested over a solid hour running cult patrols was able to solo them and other HEs in WOD so no survivability issue but used packets for healing from Hunters team work atwill they did better job than Oakskin. A trick I got from our Guild leader
Overall trapper flowed smoothly and was enjoyable to play
Binding arrow / oak skin
Change
Binding arrow / hindering strike (makes sense to combine them as they both apply strong grasp at range and melee)
Ambush/bear trap..... Remove (never used)
Boar hide/boar charge..... Remove (never used)
Battlehoned..... Remove (never used)
Oak skin..... Remove (never used)
Thorn strike ..... Remove (never used)
Rain of swords..... Remove (never used)
Aspect of the serpent ........ Rework as its for trapper
Aspect of the pack.... Remove u can get combat advantage easy without this buff
Aspect of the hawk..... Remove we dont need longer range
Pathfinder action..... Remove due to dailies take awhile to get
Cruel recovery .... Remove (never used)
Seeker vengence... Remove (positioning)
Aimed shot/aimed strike...... Change the upgrades to deal bleed on critical damage and each rank makes the bleed deal more damage and stacks..... Also cut the cast time to 1.5 sec
Rework archery and combat paragon feats.... Archery suffer due to 1 prey target also no enemies need to be in range to gain 10% damage boost and 25% crit
Combat.... Never played it
But HR needs a massive rework to there skills most dont make sense when u change stance which effects archery and combat the most.... Also the at wills are HAMSTER....and the passives
HR needs to be taken out of the game and reworked from scratch.... The change stance mechanic only works good with trapper.... Most of the encounter and passives works with trapper due to the class mechanic for grasping roots.... Means archery and combat does not fit at all with how HR class mechanic works
Unless u can change archery and combat to gain benefits with swaping stance or gaining benefits with the grasping roots mechanics.... There is no reason to be an archery or combat as the class does not sync with them
Archery and combat needs to work with the class mechanics
For archery the range stance should give massive bonuses when dealing range damage..... And the melee stance should be defensive or give self buffs or be allowed to cc anythink within melee range.... There paragon feats should make use of grasping etc
For combat the melee stance should give massive bonuses when dealing damage from melee.... And the range stance gives 0 benefit due to ur in melee which is problematic for combat HR
Trapper.... Is the go to due to it works insanely well with the class mechanic and grasping root mechanics that is given to the job which makes trapper the ovious pick
I have spent a lot of money keep respecting to try and make archery work... But its impossible due to encounters makes no sense when switching stances ... Also graspin roots dont even remotely benefit me at all.... I tried changing from pathfinder to stormwarden... And the problem is still there
The encounters are extreamly bad and have no sync to them... U can notice this alot when playing archery and combat even the at wills makes no logical sense to have
Im really close to quiting HR... Because trapper is the only way to go for the class... And thats disappointing
And this is the problem with HR is that its trying to fill the role of both Melee and Range and its the class mechanic that kills the class for Archery and Combat
Its a vicious cycle and HR cannot be fixed without making it op some where else here what would happen
Buff archery.... 0 benefit for combat.... Unintentionally buffs trapper
Buff combat.... 0 benefit for archery..... Unintentionally buffs trapper
The problem with HR is that its trying to be best at range and melee at the same time which ultimately make this class extreamly problematic to balance due to its class mechanics
The only way i can think to make HR work is.... Turn it into a trap master and throw away the change stance mechanic this will benefit all 3 specs for HR
But this where another problem will happen.... U would need to decide if HR works in Melee or Range.... Instead of trying to be the best in both
Just the last 2 feats of each tree need to be reworked. This is do to cant rework 1st 3 or then may end up with cross path builds that become meta. Guess what then still no one will play other paths same problem is now.
But understand this no matter what every time one path has a clear advantage or bug the majority will gravitate to it. I have seen it in the GWF and GF and CW and TRs I play with in guild. Look at BIS players what have they all done every damage dealer went LOS set and now most players at end game use rank 12 bonding and don't forget the insignia power creeap just ask who refuses to use them due to gives to much to toon.
. To start with Archers were king then combat was king now trapper and every time majority of players follow the meta and others sit and wait for there cycle to come again or change to be competitive. TBT if they had of called roots and things involved being killed by plants something like shot with precision arrows that bleeds like roots damage wise you probably would have never had an issue from archers most of them visualize a HR as this great archer doing wonders with the skill of a bowsman and just dont like the idea of a bush grabbing some one and doing more damage than what the archer is to be specialized in. think about it your salad jumps up a lunch and chokes you to death. Does not sound that much fun t me.
Suggestion : Feat : Bottomless quiver
Your Ranged Powers have 6/12/18/24/30% shorter cooldowns and Ranged charges refill 6/12/18/24/30% faster. Additionally your range power duration last x/x/x/x/x% longer.
duration such as rain of arrow, thorn ward, fox shift, longstrider, comanding shot debuff etc
x= any value the developer feel deem fit to.
I am concerned since the last patch NW.65.20160720a.0 went on Preview, there is lacking kinda half the changes you told us so far in the forum, and since we are ~2.5 weeks far from Module 10 release, we really need to be able to work faster to reach some kind of goal.
Unfortunately as you can recognize we kinda lost some time during the start, as some of the proposed changes were not that good, which brought up the need of few regressions and then we got finally down to the root of the problem with Swiftness of the Fox. As by your own admission the interaction with it granting additional effectiveness per target was definitely a bug.
Now I can understand that with the time left prior the release of the new module, it´s impossible to rework entirely the HR class, since the work required is stunning too much, I´ll suggest to go for two steps:
Module 10:
1. We need an overall cooldown of all our powers and the charge refill.
2. We need an overall base damage boost (melee > dailies > encounters) from highest to lowest in % needed as boost.
3. Fix as many bugged powers as possible (those we are submitting in red)
Module 11:
1. Fix remaining bugged powers not covered in Module 10 and rework unuseful powers in favor to next point.
2. Restore a true identity for the HR to suite each tree.
- Archery -> High DPS, single target Nuker from long range.
- Combat -> Defensive/Survivalist at close combat range.
- Trapper -> Controller/Supporter within the short/long range.
3. Rework the animation of certain powers that are staggering.no one ever asked for a tank no damage hr which by the way is still far from what combat currently his.
BUG: WILD MEDICINE HEAL AMOUNT DOES NOT TAKE INTO ACCOUNT MAX HP VALUES (BASE HP + ENCHANTMENTS + CONSTITUTION POINTS. ITS PVP PENALTY SHOULD BE REMOVED AND THE COOLDOWN TOO
SKIRMESHER'S GAMBIT: CRIT CHANCE PENALTY SHOULD BE REMOVED. THERE IS NO FEAT IN GAME THAT NERFS YOU IF YOU CHOOSE IT.
And all this means that the combat ranger is and will never be a tank, so please don´t mix "defensive" with tank, this is nowhere close to the meaning of what I meant.
- Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
- Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
- Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
- Hunter Ranger: Commanding Shot: Damage increased ~300%.
- Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
- Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
- Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
- Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
- Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
- Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
- Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
- Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
- Hunter Ranger: Marauder's Rush: Range increased back to 83'.
- Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
- Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
- Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
- Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
- EDIT - MISSED ONE - Hunter Ranger: Feat: Biting Snares: Now directly increases the duration of Thorned Roots by 60%, in addition to your other control powers. (This allows Biting Snares to still increase the duration of the DoT that Thorned Roots deals, even though it is no longer affected by control strengths & resistances)
Note that some of these patch notes supersede previous patch notes.Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
2. The change i proposed would be something aditional, the changes that have been done were a bug fix and they will not be undone, so even if you dont care that recovery will not affect you it is a positive change.
To prove my point and that im not just "airspeaking":
https://youtu.be/6AjHeUOeJ-0
When charges end on hindering shot, rotation is over, but not by much, that is my point.
There are plenty more rotations, the best imo for single target is the same i used with the change by thorn ward instead fox shift and multi target constricting arrow. It's the best for archery and combat: last log i took from preview using full archer build 65% of it's damage was encounters(using no enchant) and 4% was damage not subject to critic dread easly top vorpal out hands down, i remember lightnight having good results when i tried it some weeks ago, not in trapper, and not in single target, multi target archer, probably with the small buff done to it last patch and the way split the sky now works it will be BIS in multi target but be bad in single, more or less what we see in CW's with abyss now.
So my sugestion would bring some rotations “back” without a lot investment in recovery, SotF cannot work as before, because of rotations like the first one in the video, im sorry if you think im trying to bring HR's down, i play my HR and i like it, i dont want anyone prejudiced.
Which encounters u use for archery
Which encounters u use for combat
Which encounters u use for trapper
Its ok buffing skill damage etc and making minor tweaks... But u need to look how things work with each spec.... So far trapper works with nearly everything
But archery and combat is lack luster
Been respecing for the past few days blowing money to respec to make archery valiable but .... Grr its stressful to make the encounters and at wills work with archery
Apart from circle of arrows..... There aint a lot of useful encounters for archery.... There is loads of weak/strong grasping roots which does nothink for me just gives me a 2 sec bind...... All the at wills are bad.... There is defence down encounter which deminish with the more armor penetration u have....this is the problem... That combat and archery have 0 worth while skills to take
Picking stormpath or pathfinder.... Means nothink especially for archery...split the sky require players to be hit...... And electro shot and hunters mark... Is bad and clunky
Animations also kills archery hard.... Commanding shout, hawk shot, aimed shot, circle of arrows.... Got way to long animations for them
Archery needs a massive rework and so does combat..... U need to make there class mechanic do somethink for theze 2 specs so far the stance changing and the grasping roots onky benefit trappers
Which leads to majority of the class skills to be catered to trappers only which makes archery and combat not worth it at all
As soon as u pick archery or combat..... Ur already crippling ur class by a MASSIVE margin
I vote for a poll to take HR out of the game and rework there entire skill set and mechanics.... Rather then minor buffing us up little by little and hope somethink would work out
The class is severly broken and is not even worth leveling.... Unless u go trapper only
But archery and combat..... Are in a extreamly bad spot... That bad that if u join raids, pvp, dungeons..... U will either be kicked or flamed at or blamed....
Poll votes starts now do +1 if u want HR to be reworked entirely so we can be vailible again
archery-pure dps
combat-deflect/survival
trapper-control/survival
*but all 3 can have really good damage if you play and spec your character right.
did they fix the dodge mechanic so the invulnerability frames are fixed?
i like everything but the fact immune targets still get a burst effect. thorned roots would be much better and not overpowered if the dot at least stayed on the target even if immune. but that is just my opinion. but i am not the only person who has said this.
EDIT: i am a bit saddened that thorned roots is no longer affected by control bonus, wonder why they did this. not many players even use control bonus and i enjoy having a good amount, i know that master trapper buff gives 60% control bonus for 10 seconds i think but still kind of sad to know this.
isn't thorned roots a control encounter, makes no sense to remove the whole control bonus increasing its time. and since this wasn't a bug it means its a nerf to thorned roots. another tally for the nerfs tally sheet. (their is no nerf tally sheet fyi its a joke)
binding arrow and hindering strike should not be together as you said they both apply strong grasping roots. that's why hinder strike/shot is such a good match. can shoot a target strike any nearby and shoot another, applying 2 weak grasping roots to 2 different targets and strong to any nearby. as for binding arrow it goes through one target and though binding arrow can be a pretty bad encounter i like using it and oak skin with binding arrow fixes its own lack of usefulness by giving you survivability with healing and defense... the devs did put a picture of the most used and not so much used encounters and their will always be a chart like that. reason being people want to do the best dps possible... well most do, as i don't care for such things. but players will copy online builds or other peoples good dps builds to do just as good or somewhat better dps.
so after a month or two, most people might change their build, but the majority of the hr community will all use the same build, with a few hundred or so might use their own builds they find fun.
its nice to hear your opinion and stuff but wanting a skill removed cause you don't use it or a majority don't use it isn't a very good way to put it, instead working skills so their more useful is the best way to go, as if you don't or a majority of hr's don't use a skill, their are still players who use the skills that are not widely used.
and i wanted to keep this short well too late now and sorry for it being long though i give my honest opinion to your opinion.