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Official Feedback Thread: Hunter Ranger changes

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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    I say buff the at-wills first and tweak a few more CDs on melee powers like marauder's rush. If CDs are decent enough, save plant growth, leave it high, combat can maintain decent amount of time utilizing the flurry capstone.
  • genjundeadgenjundead Member Posts: 372 Arc User

    Alright, ofc we need to test things first but theoretically, a normal Trapper would use

    Constricting

    Longstrider

    Cordon



    You can not easily change this rotation in pve because u need Constricting for Thorned Roots, Lonstrider fot buffs and Cordon/Plant Growth for aoe damage, plus the perfect change for Gushing Wound will also be there. So, normally letting Thorned Roots stack will only give us probably 1 more hit from Constricting at the second ranger rotation, and it will only be there for like 2-3 or maybe for 4 seconds at best. Therefore it isnt a deal breaker in my opinion. Additionally, when in boss fights, pvp matches, or any kind of special situation, people might think about changing to full Thorned Roots rotation, so it could give Trappers one more build to think about in specific situations. You know variety and number of choices only increase the fun, also might help Trappers some Dps boost to catch others up.



    While saying these, in theory, Combat will still need a better capstone probably, and if archers were not forced to play outside of the combat area, I would also think about them, yet if they are forced to play solo rven in a party, I believe they still would need a better glass cannon feat tree.



    K, its been too long, I will probably wait to see the actual changes in preview and then comment here. Thanks for reading.

    i use binding arrow hindering shot and cordon of arrows i gain my thorned roots from melee and range and if it were to stack it would have to act like deft strike and aspect of the serpent, as said in my prior post that game mechanic wise it would help trappers dps and help cooldowns, still not sure how useful control bonus is but i try to run a constant 50% plus 60% from master trapper buff.

    if thorned roots stacks 2 times on melee and/or range it will be a bit overpowered in damage but it wont easily be gotten all the time, though on bosses it might but pvp it wont so not broken really. as for range i think its fine but waiting on more insight from preview players. and combat still needs work i know

    just having trappers have their thorned roots act like deft strikes feat buff would be plenty helpful.

    increase at wills for combat and fix marauders rush and boar charge and some of the capstones to be a bit more useful.

    range is fine for now until we get more info from preview players and or devs.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited August 2016
    dmcewen said:


    The combat capstone is really the only major change that needs to happen before the changes take place, but I'm no combat expert. @lirithiel what changes would you propose for combat? You're the only I can think off the top of my head that actually plays combat anymore.

    Tbh there was so much stuff mentioned to get Combat in a good place but just about everything was ignored. Combat feats are still terrible, even with the changes made to some of them. As @ghoulz66 said we have more than enough Lifesteal. What we need is Deflect. The 2.5% we get from Fluid Hunter is laughable. The CD reduction from Serpent Weave is equally so. Just looking at the Combat tree the numbers are all over the place and all of them barring Battle Crazed is far too low. A 5% increase should be the bare minimum. Wild's Medicine has been borked ever since they nerfed it from the start. It needs to be improved also as @ghoulz66 pointed out. AND until our wet noodle at-wills are brought in line with other classes Combat will still suffer the most because our capstone is based on at-will damage.

    I'm at a loss as to what encounters I'll be using in Mod 10. Currently I run with RoA/RoS, Fox and Cordon/Plant Growth but with Gushing Wound receiving such a large buff I'm considering that along with Marauder's to make use of Longstrider's. Moving in and out manually just takes too long. Starting off with Longstrider's and going in with MR and then applying GW, Plant Growth and move back out with ME to fire off Longstrider's again at distance may work but I'm so ingrained using Fox and Rain that I'm not sure of things as they stand.
    Post edited by lirithiel on
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  • wdj40wdj40 Member Posts: 1,958 Arc User

    Alright, ofc we need to test things first but theoretically, a normal Trapper would use

    Constricting

    Longstrider

    Cordon



    You can not easily change this rotation in pve because u need Constricting for Thorned Roots, Lonstrider fot buffs and Cordon/Plant Growth for aoe damage, plus the perfect change for Gushing Wound will also be there. So, normally letting Thorned Roots stack will only give us probably 1 more hit from Constricting at the second ranger rotation, and it will only be there for like 2-3 or maybe for 4 seconds at best. Therefore it isnt a deal breaker in my opinion. Additionally, when in boss fights, pvp matches, or any kind of special situation, people might think about changing to full Thorned Roots rotation, so it could give Trappers one more build to think about in specific situations. You know variety and number of choices only increase the fun, also might help Trappers some Dps boost to catch others up.



    While saying these, in theory, Combat will still need a better capstone probably, and if archers were not forced to play outside of the combat area, I would also think about them, yet if they are forced to play solo rven in a party, I believe they still would need a better glass cannon feat tree.



    K, its been too long, I will probably wait to see the actual changes in preview and then comment here. Thanks for reading.

    i use binding arrow hindering shot and cordon of arrows i gain my thorned roots from melee and range and if it were to stack it would have to act like deft strike and aspect of the serpent, as said in my prior post that game mechanic wise it would help trappers dps and help cooldowns, still not sure how useful control bonus is but i try to run a constant 50% plus 60% from master trapper buff.

    if thorned roots stacks 2 times on melee and/or range it will be a bit overpowered in damage but it wont easily be gotten all the time, though on bosses it might but pvp it wont so not broken really. as for range i think its fine but waiting on more insight from preview players. and combat still needs work i know

    just having trappers have their thorned roots act like deft strikes feat buff would be plenty helpful.

    increase at wills for combat and fix marauders rush and boar charge and some of the capstones to be a bit more useful.

    range is fine for now until we get more info from preview players and or devs.
    Thorned Roots is not, and never will be, anything to do with melee damage. Thorned roots is only ever applied from the Main weapon and Main weapon damage only. For some reason they have came out and decided this is working as intended... Making Hindering Strike considerably weaker (our ONLY other decent melee power) whilst buffing Plant Growth (Blade Storm)!!! I mean what the heck?!?!?

    After these changes there will be no reason to run a Pathfinder. All the changes/fixes really really hurt Pathfinder and actually buff Stormwarden considerably... Whilst nerfing Trapper fluidity a massive amount.

    Let me just reiterate a couple of things I am unhappy about... (yes I know I have argued with some of you already)
    Hindering Strike Broken - Working as intended :(
    Thorned Roots Broken only works off Main Hand - Working as intended :(
    Careful Attack procs too often - Fixed massive nerf to Pathfinder
    Split the Sky - Buff, to Stormwarden
    Plant Growth - Will allow procs of Blade Storm??? You have to be kidding me? Buff to Stormwarden
    And there are other buffs to Stormwarden.... Looks like I will be switching from Pathfinder soon.

    Swiftness of the Fox Not Broken over a year - 3 people declared broken Dev fixed in 1 weekend :( massive nerf to Trapper fluidity
    Forestbond - fixed oh just see the above for SotF, massive nerf to Trapper fluidity
    Aspect of the Serpent - "Changed" to make it worse and not proc on non-attacks, massive nerf to fluidity
    Feytouched Enhancement does not work properly in PvE for Hunter Rangers - Completely ignored

    I just want this out there that Plant Growth is stupidly over powered as it is. Not all of us like to use it... But with these recent changes it looks like we probably will all have to use it as a Stormwarden to do some decent damage.

    The only thing (apart from the broken mechanics needing fixing hitting 100's off millions) that is over powered on a Trapper really is Plant Growth. For those of us that do not usually use it, we may be pigeon holed into equipping it in the future I fear and switching to Storm Warden.

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  • masterclown61masterclown61 Member Posts: 106 Arc User
    I didnt actually test it, yet I saw a thread in bug reports about Aimed Shot mainhand %40 run speed bonus not being worked. With all the changes to Aimed Shot, people will think about actually using it and probably want to have that %40 movement/attack speed from it( yeah attack speed or animation duration is also affected by movement speed). So, I wanted to point that out again here.

    Also, I still strongly recommend giving Predator a secondary effect for AoE powers, and again maybe much more strongly recommend thinking about buffing the damage of melee at-wills and encounters with combat capstone feat. Also combatters would be glad to have their cooldowns of their melee encounters reduced with their capstone with some mechanic (x reduction per at-will?), and this way they could be perfectly specialized for their double blades.

    Actually, this is just a game that we all enjoy, and we would love to play it with the way the devs wanted us to play, yet there were undeniable problems with our class, and we wont find another big chance like this in play for long, I am sure of it, so if we are to do these changes( devs, players together), we should do it right, so everyone could have more fun playing the game in latter times.

    Wanna point it out again, you declaring that changes come to an end is unsatisfactory for most of the players especially for combatters. Please think again about buffing the capstone or melee at wills directly because they do need to be better comparing whatever the class. Thanks for reading.
  • jaymadiv#8056 jaymadiv Member Posts: 423 Arc User
    I wonder why, precisely, the Devs seem so hesitant to simply buff our At-will damage across the board, especially in Melee.

    image
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited August 2016
    Make roots not crit, but get buffs, like Fire of the Gods for the DC? But won't that shave a huge chunk of DPS off trapper?

    CW's thaum DoTs can crit/get buffed as well. Might just leave it be for now.

    As for benefitting from dread. The roots are from encounters, only enhanced with a DoT.
  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User
    edited August 2016
    Firstly, this bug is getting rather annoying when trying to test on preview:

    BUG: Cordon of Arrows stops activating and doing damage to a target dummy after a certain amount of time. The first few uses of Cordon on a dummy works, but then it randomly stops working and won't explode upon landing and even when it does, it does no damage. This bug persists for all cordon uses on any target dummy until you change instances. This is severely hurting testing capabilities right now.

    Unfortunately due to the above bug, it's a bit hard to get certain data, but for the purpose of data, here a few ACT logs of different Trapper rotations on a single target. I was testing a few things out here, so there's a few things like Aimed Strike in there and no dailies besides Disruptive Shot, but the overall picture is still clear:

    Fox, Hindering, Constricting:
    image

    Fox, Longstrider, Constricting
    image

    Longstrider, Hindering, Constricting
    image

    Yes, this is not with the Swiftness change, but even with the Swiftness change the difference won't be huge, because roots will still last 8 seconds which is more than enough time to reapply them. With Cordon in the rotation, Thorned Roots drops down to about 40%, which is still a large portion of your damage. Additionally, damage from these rotations on bosses will actually be higher since the majority of them are CC immune, and Thorned Roots will actually deal an additional tick (almost double the damage of normal ticks) alongside the DoT. That being said, Thorned Roots being 50% of damage actually means that it's a relative 100% damage boost from a single feat, so it's effectively doubling your damage.

    So, my question is, to those proposing that Thorned Roots should stack: you really want 50% of your damage to stack? Thorned Roots stacking is a terrible idea, because it's already such a large portion of HR damage. The logical solution here would actually be to reduce passive damage such as Thorned Roots, and move that damage to more active sources such as encounters, so that the net damage is still the same, just that it requires actually playing the game to achieve it.

    FEEDBACK: Thorned Roots should not stack because it's already a massive portion of HR's damage; increasing it further would just monopolise HR damage.

    I'll repost the ACT logs with Cordon rotations when possible.
  • necros#1314 necros Member Posts: 3 Arc User
    I think the changes to swiftness of the fox should be 8% for at wills, 15% for encounters and 30% for dailies so as to reflect their respective frequencies of use.

    What do my fellow hunter rangers think?
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    SotF is getting a little absurd now. Perma rotations shouldn't be made easier. You also have to take into account the other feat for reducing CD for simply applying roots.

    Rotate on a mob of 5, sure, but you SHOULD have to try hard to achieve it on a single target boss. Trappers are getting a little too entitled.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    macjae said:

    ralexinor said:

    Just a few things:

    BUG: Thorned Roots is affected by the dread enchantment crit severity. Thorned Roots is not an encounter, so it should not be affected.

    BUG: Thorned Roots can crit. Many other powers such as GWF's Deep Gash and also the Lostmauth's Vengeance set bonus had this effect removed so it doesn't really make sense it can crit.


    Also Thorned Roots is affected by damage buffs and many other similar effects aren't, so I'm not sure if it's intended or not either. I remember some powers from other classes were changed not to be affected.

    Likewise, they removed the crit aspect from several other similar procs from feats and class features, like Storm Spell. Thorned Roots likewise doesn't proc any other weapon enchantments, which makes it more than a bit weird it should be affected by just Dread and Vorpal, because it crits. So take away the crit aspect, and it should be fine.
    THERE IS NOTHING ABOUT THIS THAT IS NOT FINE ALREADY.
    The whole point of these changes was to buff HR, not nerf it even further. Why on earth are you people trying to make the class weaker?
    The devs have made it clear that across-the-board buffs (which we all know the class needs but for some reason they keep ignoring) are not going to be done here. This one pointless, uncalled-for nerf would, on the other hand, be easy. No one playing a game cares about whether the damage comes from coding that is consistent in some abstract principle. NO ONE.
  • dmcewendmcewen Member Posts: 279 Arc User
    @lirithiel if you throw in some suggestions that are buffs without reworking the functions of feats or powers, you be able to get some of them in for the combat tree prior to @amaner closing it out. It's worth a shot, the combat tree didn't get much attention during the change process.

    @feanor70118 the across the board buffs keep getting mentioned over and over but like you said it's not going to happen this time around. The trapper is starting to get the same hate that the GWF has been getting for the past year.
    Guild: Ruthless
    Character: Vendetta
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  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    edited August 2016
    jhpnw said:

    With Amenars statement time for changes are near an end. Tbt i feel we will come away with Archer and trapper fine but combat still is not there. There should not be any calls for more changes and nerfs for Archer or trapper Once preview starts to show changes. I suggest that mods warn every one not to put those here they will be deleted. What needs to be here from on out are feed back of all existing changes only. What works and don't work and description of how. We will have a lot to test and make no mistake things will be broken we must catch them. With this many changes there will be something that is broken. The question is it going to be over powering broken or wrecking broken. We must watch out for trolls trying to wreck us like calling for nerfs right now is obvious when no one can tell for sure out come till tested . This is due to not sure how everything will interact with each other.

    This^^^^ we need to focus on Combat and pushing a further nerf agenda is not helping combat at all. We have little time left we need solid changes to capstone of Combat that boost just combat at wills might do the trick. Replace ist feat of combat with deflect not life steal would work as well as get wilds medicine to work @ a level 70 instead of level 60
    AND
    Amenar please a list of what all has been and will be changed in one place for testing will help with our dead line coming up.
  • masterclown61masterclown61 Member Posts: 106 Arc User
    edited August 2016
    I don't want to be pain in the a.. , yet the ones that say Thorned Roots should not be benefitting from Weapon Enchancements are just trolling this thread, and probably they're not even Hunter Rangers, or they seem to hate the class. If u cut also Thorned Roots' damage by disabling it crit will only make the class even less competitive against other classes. Considering the reason this thread and these changes are here is to bring the class to a better place, you trolling like this is just being a Hunter Ranger hater(or Trapper). So, you should immediately stop talking and suggesting these kind of stupid things.

    Secondly, a good HR never ever get %40 of its damage from Thorned Roots while there are skills like Cordon/Planth/Gushing Wound that needs to be used properly to increase self/party damage. Against freaking Training Dummies your Thorned Roots may apply %40 or more of your damage, yet in real parties, you will never ever have them proc 10 seconds like it does on Training Dummies. What I mean by that is the mobs will melt down soooooo much quicker than 10 seconds. So, trappers already lose damage in that way, being the DoT damager only. Therefore the whole class, AND Trapper needs a Burst Damage, and that's what we all say from the beginning of this thread (I still believe that Binding Arrow would be much more appropriate for Burst Damage instead of Commanding Shot).

    For the final comment, besides asking for nerfs to Trapper, you should concentrate on suggesting better feats for other Trees because we already have a so-called nerf to Plant Growth that will make us lose damage in a total dungeon run.

    Tyvm for reading.

    @amenar (Here me out amenar !!! :tired_face: )
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    dmcewen said:

    @lirithiel if you throw in some suggestions that are buffs without reworking the functions of feats or powers, you be able to get some of them in for the combat tree prior to @amaner closing it out. It's worth a shot, the combat tree didn't get much attention during the change process.

    My suggestions for combat are about as straightforward as they can get, but seem to be falling on deaf ears. We instead get extremely random things like a baby buff to throw caution.
  • flowcytoflowcyto Member, NW M9 Playtest Posts: 196 Arc User
    I wish that we could test w/ the latest few rounds of changes already. Combat is hardly any different on the shard atm, and we don't yet know what Archery is like w/ the drastically faster Aimed Shot, nor have a final feel for Trapper after the roller-coaster ride of SotF changes.
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  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    metalldjt said:


    macjae said:

    ralexinor said:

    Just a few things:

    BUG: Thorned Roots is affected by the dread enchantment crit severity. Thorned Roots is not an encounter, so it should not be affected.

    BUG: Thorned Roots can crit. Many other powers such as GWF's Deep Gash and also the Lostmauth's Vengeance set bonus had this effect removed so it doesn't really make sense it can crit.


    Also Thorned Roots is affected by damage buffs and many other similar effects aren't, so I'm not sure if it's intended or not either. I remember some powers from other classes were changed not to be affected.

    Likewise, they removed the crit aspect from several other similar procs from feats and class features, like Storm Spell. Thorned Roots likewise doesn't proc any other weapon enchantments, which makes it more than a bit weird it should be affected by just Dread and Vorpal, because it crits. So take away the crit aspect, and it should be fine.
    THERE IS NOTHING ABOUT THIS THAT IS NOT FINE ALREADY.
    The whole point of these changes was to buff HR, not nerf it even further. Why on earth are you people trying to make the class weaker?
    The devs have made it clear that across-the-board buffs (which we all know the class needs but for some reason they keep ignoring) are not going to be done here. This one pointless, uncalled-for nerf would, on the other hand, be easy. No one playing a game cares about whether the damage comes from coding that is consistent in some abstract principle. NO ONE.
    so you would prefer that the entire damage of the HR would be from the thorned roots? rather than having the damage increased at the core ?

    it's like GWFs would deal damage only from deepgash.
    Would you prefer that someone put words in your mouth and otherwise misrepresent your positions for the sake of prolonging a pointless argument? No? Then try not doing it to others.

  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited August 2016
    Unfortunately a long time was lost fixing SotF to then rebring it where it was instead of giving more love to combat and archer...
    And now instead of bickering about roots critting or not (which is pointless as roots are not overpowered in any way) we should use the remaining time to see if combat can be buffed some more....
    Le-Shan: HR level 80 (main)
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  • dmcewendmcewen Member Posts: 279 Arc User
    @ghoulz66 the problem is the agenda for the most part has been buff archer and back to changing trapper. Repost your suggestions with a shout the amaner, they might have gotten lost in thread.
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  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    @masterclown61 : fully agree with you. Discussing whether roots should crit or not is pretty much trolling this thread. The real problems are elsewhere (combat non performing well, archer still to be improved). Dread working or not working on roots is a pointless discussion too. Even with high crit percentages it's only slightly better than Feytouched and you lose the damage debuff of Feytouched, so not overpowered at all (I both have Trans Fey and Perfect Dread and with 80% critical chance the difference is still small).
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • patcherrkmpatcherrkm Member, NW M9 Playtest Posts: 127 Arc User
    problems:
    1. we have no big burst
    2. combat capstone is trash as long as its tied to useless at wills
    3. aimed strike is bugged - does no damage
    4. why bother with this whole rework. all you will see in Bis is trappers. thorned roots doubles their damage and the capstone is the best by far.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited August 2016
    @defiantone99, I agree with you. We lost a lot of time fixing what was not broken... I think at least a big buff to the Combat capstone is needed.
    Even if I respect Ralexinor I think this time she shifted the focus to something that was not needed and then there was little time to focus on what was actually the problem.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • flyingleonflyingleon Member Posts: 451 Arc User
    edited August 2016
    macjae said:

    I don't want to be pain in the a.. , yet the ones that say Thorned Roots should not be benefitting from Weapon Enchancements are just trolling this thread, and probably they're not even Hunter Rangers, or they seem to hate the class.

    But Thorned Roots aren't affected by weapon enchantments. There are only two that apply to it, because it can crit, and out of those two, one only applies erroneously because Thorned Roots is not an encounter power.
    Thorned Roots is an upgrade from strong root and strong root is not done from nowhere. In fact strong root is one effect of encounter powers. It can be understood as thorned roots feat just make an effect of an encounter power dealing damage, which belongs to encounter powers. People spend a lot on dread enchants. Making thorned roots non-crit cause an investment loss for players and making the return of stacking crit much less. Sure, pvp players does not care about critical strike because of tenacity and you generally do not use crit based weapon enchants. From PVE point of view, I don't see at this point that we should change the thorned roots to non-crit damage.

    Deep gash, Elol set and storm spell are different cases because they all triggered from critical strikes, which means those damages are always critical damages. However, thorned roots is not the case. I don't think the examples you and otheres made should be compared to thorned roots. Making thorned roots non-crit is definitely not a smart move in my opinion.


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  • genjundeadgenjundead Member Posts: 372 Arc User
    macjae said:

    ralexinor said:

    Just a few things:

    BUG: Thorned Roots is affected by the dread enchantment crit severity. Thorned Roots is not an encounter, so it should not be affected.

    BUG: Thorned Roots can crit. Many other powers such as GWF's Deep Gash and also the Lostmauth's Vengeance set bonus had this effect removed so it doesn't really make sense it can crit.


    Also Thorned Roots is affected by damage buffs and many other similar effects aren't, so I'm not sure if it's intended or not either. I remember some powers from other classes were changed not to be affected.

    Likewise, they removed the crit aspect from several other similar procs from feats and class features, like Storm Spell. Thorned Roots likewise doesn't proc any other weapon enchantments, which makes it more than a bit weird it should be affected by just Dread and Vorpal, because it crits. So take away the crit aspect, and it should be fine.
    thorned roots is an encoutner
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