Even if dodge was reliable (it's not, something with the timing because it's so short makes it bug out if you try to skillfully dodge something), it's like saying CW has great defense because they have dodges.
Unfortunately this is the case and not only in PvP. A classic PvE example is with the Fell Troll. One of its attacks is a punch that sends you prone to the ground (I'm not talking about the area attack, just the single target punch). Very often in Sharandar or Icewind when in melee range with a Fell Troll I see him starting to move his arm back to charge the punch and try to dodge, only to get the message that I can't do that because I'm prone. And then after a fraction of second I see myself on the ground and the troll has not even completed the animation.
Same in PvP with long range prone attacks. Sometimes I get proned before seeing the start of the animation of the enemy's attack. Or I get disabled by Smoke Bomb before the bom is thrown (often happens with the rogue NPCs in Icewind's PvP areas).
Short range dodging is ok only if the whole timing system works well and it clearly doesn't (at least for me). It's the main reason why I basically gave up on PvP, because you can't dodge what you can't see.
The only moment where the HR dodges are good is when in PvE the whole ground becomes red and you can dodge like hell to avoid sequences of area attacks (but even there I prefer to use Fox Shift).
I played a TR and DC for some time in the past (still play the DC if my guildies need it) and would happily exchange the 5 short range dodges I have with 2 long range dodges/teleports like they have.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
0
lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Are you <font color="orange">HAMSTER</font>? If not, Are you sure? Have you been tested?
You do realise that all the CW CC powers are getting activation time increases with Mod 4 right? This means the Cw needs to stand still longer to cast those CC powers. Not only that, but the damage has been lowered accross the board, both base and via feats.
Are you also <font color="orange">HAMSTER</font>? Cryptic have reverted to previous casting times for CW spells so no your theory holds no water. Announced weeks ago...
EDIT: Sorry didn't see it was CC powers, my bad
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
So tired of getting proned/knocked silenced while using Mar. Escape or Shifting , seriously so <font color="orange">HAMSTER</font> , especially vs GWF , half animation thru Escape , boom knocked down or even WORSE , This thing is driving me insane , the Prone/Stun w/e sometimes , even a LOOOOT of times like GRIPS ME BACK to the <font color="orange">HAMSTER</font> op GWF , so annoying seriously , you fly half thru animation and next second you getting like gripped back to the GWF near him and he continues to smash his head overkeyboard to produce bazillions of damage...
Are you also <font color="orange">HAMSTER</font>? Cryptic have reverted to previous casting times for CW spells so no your theory holds no water. Announced weeks ago...
EDIT: Sorry didn't see it was CC powers, my bad
Lmao. Thanks for making me laugh.
Desidus@Xtraordinary91
19.9k PvP Control Wizard
<Complaints Department>
Since each of them will respond differently to the change. I could absolutely see this becoming 4% deflect chance per nearby foe with a max of 20% bonus deflect chance. Maybe even higher. But if it was the ONLY thing allowing archers to survive that is a problem that needs to be solved a little more broadly than having a single class feature be the only way to not faceplant.
Well...
We are soft - like CW or TR. Anyway CW has a lot of control, TR has stealth - it saves their lives. Our lifesaver was PvP set and AotLW.
After all these enormous and ridiculous nerfs we do not have any possibilities to win against TR/CW and maybe even GWF's.
Currently on the preview shard only way to not faceplant is Wilds Medicine - it cannot be like this!
Our encounters has longest cooldown and lowest damage (well if someone stands like an idiot in red circle it may hurt).
For example - Constricting Arrow - awesome skill - CC lasts ONE SECOND, cooldown lasts 17 second.
There is something worse in this game!?
Still no one knows why in mod 4 HR suck?
You have something to mitigate damage, and quite possibly the most important aspect of PVP.
It's called superior range.
Apparently this must be combined with some of the best defense in the game, ridiculous self sustaining abilities and gear, the best mobility, and high damage output in order to be considered adequate. Go figure...
Following internal testing we are making another adjustment to Aspect of the Lone Wolf. While it was too good before when granting base Damage Resistance, it isn't good enough in the current incarnation. Therefore we are making the following change as well to give it a little more "baseline" survivability that synergizes with things Rangers can do. This will also be coupled with some minor feat changes to make more choices feel good lower in some of the trees.
Hunter Ranger: Aspect of the Lone Wolf: Now also grants 5% deflect chance per rank at all times in addition to 2% per nearby foe.
Fluid Hunter: Now grants .5/1/1.5/2/2.5 Deflect Chance (instead of 1/2/3/4/5% Deflect Rating).
These changes should hit this week barring anything going wrong.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited July 2014
I hope there is a cap to how many bonus % can be gained from nearby foes.
Id like to see the run speed bonus return instead of the life steal. Especially being combat it was a great way to help with survivability. Also I am not really seeing the connection between lifesteal and combat. Which also means you would probably need to slot dark enchantments since very little of our gear has lifesteal. Im a bit confused on the direction atm.
And I wonder, what is ayroux even doing here? He even doesnt play an HR, does he?
He is giving feedback based upon his individual and artificial opinion, trying hard to nerf HR into the ground. While he tries hard to maintain the gwf status… oh wait, whats his main class?? yeah… But I am very sure Gentle will realize this as well and see through this deception.
Could you redesign life steal combat feats? IMO, rangers don't need even more healing, wild medicine will be pretty enough. I think we could use sorta utility combat feats like run speed, shorter cooldowns or more ap gain.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Could you redesign life steal combat feats? IMO, rangers don't need even more healing, wild medicine will be pretty enough. I think we could use sorta utility combat feats like run speed, shorter cooldowns or more ap gain.
I mentioned this above. And in total agreement. Id like to know about why it has lifesteal and Id like to see the speed feat come back.
0
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
edited July 2014
Any change to the Trapper feat tree expected?
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
0
lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
edited July 2014
Thank you GC for listening! This feature will increase HR survivability across the board and not just for Combat in its previous incarnation. And peeps remember it has a 10% cap meaning up to 5 enemies to benefit - ayroux your 10 v 1 argument is invalid.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Class feature + feat + healing
On live: 20-0%dmg resistance + 10% deflection = 25-5% dmg resistance + healing from pvp set (buffed with nature's blessing).
On preview: 17-27% deflection = 8.5-13.5% dmg resistance + bigger chance to proc healing from pvp set and wild's medicine
It's a nerf in 1vs1 (needed) and a moderate buff against a group.
Combat is still weak. Wild meds stack up to 10 lasts like 2 sec - tested in dread ring - had to take like all area to agro on me to get enought atacks to cap WM to 10 at least once. Caused me 80% of health. Hr with all defensive specs - pathfinder, regen, deflect change in combat stance ~ 27% damage resistance ~29%. All boon into healing/defect/shields. So all the buss around - wd too much is nothing.
Also - Huge bug - dodge is broken now in live and still on preview.
GWF can easily bring me back even if Im out of targeted zone. I really see cases when I walked/ dodge out of red zone even before it was even shown and still pulled back. nothing can escape gwf....any its encounters.. Only one close is gw shield bash or what they do. So point is - leaving HR with not cc breakers and borken dodge - feels like its gonna be a trash combat.
I hope there will be more changes that Cush wrote earlier. But still - now i don't notice work from Flurry at all with all hope Crush put into it. Need more damage -LS will not work without damage - dead hr deals no damage - no cc breakers, no dodge, nothing to escape.
About using Boars - in pvp I may be one of few who use it a lot - it was the only skill that could stop gwf in run and get him out ot rotation. If you have cc immune on GWF - trash skill. damage is decent but useless effect.
Constructing arrow - now useless as CC - even now in live in full profound and over 20% of tenancy - it does not work all the time. Having it 1 sec- is hilarious useless thing. Even now strong roots from Binding Arrow don't really stop anybody with tenancy gear. I have seen changes on preview -looks like strong roots now at least groung pve enemies. But 1-2 sec is useless. Unless you are trapper.
Good side - better health regen.
Real problem now - combat now has no useful encounters. Having nerfed Wolf raises questions about usage of pathfinder action in rotation. Weak damage - borring play. All excitement -will i be able to regenerate enough health before new CC hits me to survive another round.
Trapper
general - its is a great!. I like it. only in pve. and only alone. He is weak for group dungeons. Too much you need to switch stances to get some nice damage. means - going back and forward in atacks. Does not really work that way in group mostly.
Constructing arrow is great. One notice - it says on enemies close- it means really close- like shoulder to shoulder - radius is too small for even groups of pve in shandatar or IWD.
Hindering shot - useless as it is now. Strike is kinda all right. Better then nothing because of Thorned Roots.
I could not really see any noticeable use of Biting Snares. 10 sec is too much. damage is still small to risk engaging into melee.
Good side - universal true HR.
Bad side- so-so damage, nice CC, all low level class powers are useless since they either not have synergy with new path. Weak survivability - nerfed wolf, not 10% deflect in combat stance leads to most of the fight goes in distance.
I hope my word will give some good feedback. Basic problems - bugged dodge and nefred 'fixed' armor. No CC breakers to survive. Weak deflect and weak damage for combat with useless encounters. Weak and no cc breakers for Trapper.
Following internal testing we are making another adjustment to Aspect of the Lone Wolf. While it was too good before when granting base Damage Resistance, it isn't good enough in the current incarnation. Therefore we are making the following change as well to give it a little more "baseline" survivability that synergizes with things Rangers can do. This will also be coupled with some minor feat changes to make more choices feel good lower in some of the trees.
Hunter Ranger: Aspect of the Lone Wolf: Now also grants 5% deflect chance per rank at all times in addition to 2% per nearby foe.
Fluid Hunter: Now grants .5/1/1.5/2/2.5 Deflect Chance (instead of 1/2/3/4/5% Deflect Rating).
These changes should hit this week barring anything going wrong.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
reached 40% deflect. tankiness more than fine. damage distribution is now 40% blade hurrican 40% piercing damage 10% carefull 10% encounters melee. To have this number it needed to abuse melee a certain set up of melee encounters and at will tho. otherwise damage still to low.
edit to be clear rain of sword procs flurry even with its tics for massive damage. dunno if its intended but it s the only way to actually do damages. In general the conditions to procs flurry are very few.
0
gennarovaMember, Neverwinter Beta UsersPosts: 3Arc User
edited July 2014
Feedback:Trapper
I think you destroyed the buff of Hunter ranger.
Healing and buffing skills will be useless in Mod 4.
For me it's better delete Melee talent and replace it with Nature ( a new talent Nature that buff healing and damage buff of hunter ranger)
Or replace Trapper with Nature.
In all cases, buff skills of hr have to be buffed ( or deleted ).
Thanks and sorry for bad english.
Feedback Combat path Grasping Roots: without extra feated, three of our encounter powers become useless. The root is not even noticeable. While the cooldown of these powers is tremendous. Maybe nerf the extra feat duration in the trapper tree and buff the general duration a little?
Overall the new dmg buff on melee is nice but not that great. Melee HR feels like a DoT machine without any good burst, but thats ok. At least we have the piercing dmg. That dmg is essential for the melee path to do some dps.
Bug Boars Charge: I am not sure, and its on live as on preview: The animation after the charge is kinda clumsy and feels bugged. Like a one-second self root. Could the activation be smoother or faster?
Feedback: Archer Path Without Constricting Arrow working as it does on live, AotLW changed and no Incoming healing feat, this path is not viable in PVP. As soon as the Archer is controlled he is dead without any chance of escaping/surviving with the changes to control (CA)/defence (AotLW)/healing (Natures Blessing).
Please give the HR class a way to escape CC. My pick would be Marauders Escape because it is a utility skill already. Having this on our skill bar also means we have one less slot for a damage encounter (which seems resonable). Also it takes us out of range so we cant really break cc then go nuts on our target.
My understanding was that the 3 paths are supposed to be unique and allow us to play the HR how we want, but the truth is we will be forced to spec pure Melee or at least 3 tiers into Melee for PVP viability.
Also, for referance I have been playing an Archer Spec in PVP on live without the use of Constricting Arrow for the last couple of weeks to test what it is like with no CC and it is not viable at all.
Feedback: Trapper This path is fun to play but you are holding back way too much. If you want the trapper to be a controller then do it already! The roots mechanic is not an amazing form of control compared to other forms of control and can be implemented better. This class on preview is outshined by both the Archer and Melee in terms of survival and damage and his control is not on par or even close to other controllers. Two things I would suggest that could make this path better.
1. Give the Trapper a "Your At Wills have a 2/4/6/8/10% or higher chance to apply a weak grasping root your targets" type feat.
2. Let a trappers AOE skills eg. Thorn Ward, Split the Sky, Rain of Arrows etc. Apply weak grasping roots
1-1 Meele path is almost better then live but as soon as we face several opponents we die faster(not a bad thing imho)
Trapper path is just not anything but a solo path nm what I feat/gear up with I still die fast in pve and cant reach any good dps in pve.
Archery path need some serious aggro management (gf seem to do the job now) to be able to go full dps in pve but once that work the dam is very nice indeed but as said before its a death sentence to even try pvp with it.
Crush i hope you will read all these feedbacks and make some more changes for Trapper and Archery. I would switch to Trapper in a hearbeat if it just added something but its dead in the waters right now :-(...
Stop deleting feedback FEEDBACK
Hunter ranger using oak skin with their profound set and wild medicine leaves no class able to kill them except control wizard with assailant force.
please pay attention to pvp with a hunter ranger, if assailant force gets nerfed only hunter rangers wil be able to stalemate a hunter ranger. in 1v1. Please play attention to pvp balance.
0
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
If your post does not follow the guidelines on the first page it does not belong in this thread.
Posts which do not follow those guidelines are not deleted but rather moved out of this thread. Discussions, debates and major game change suggestions are more then welcome but not in the official feedback threads.
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
edited July 2014
Yup. Archers and Trappers in PvE suffer the fact that we lost access to Nature´s Blessing and its 20% healing bonus and survivability is not that high.
The impact on Trappers is higher as they are supposed to stay in melee roughly 50% of the time if they want to use Aspect of the Serpent to full extent (and that´s basically the only bonus to damage they have on top of thorned roots which is very low).
In live Correcting Aim+Cruel Recover help Pathfinders´survivability if you can drop several powers that hit often on your enemies (like Rain of Arrows) but as Correcting Aim is gone, the crit rate has suffered and Cruel Recover is less effective for Trappers.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
Comments
Unfortunately this is the case and not only in PvP. A classic PvE example is with the Fell Troll. One of its attacks is a punch that sends you prone to the ground (I'm not talking about the area attack, just the single target punch). Very often in Sharandar or Icewind when in melee range with a Fell Troll I see him starting to move his arm back to charge the punch and try to dodge, only to get the message that I can't do that because I'm prone. And then after a fraction of second I see myself on the ground and the troll has not even completed the animation.
Same in PvP with long range prone attacks. Sometimes I get proned before seeing the start of the animation of the enemy's attack. Or I get disabled by Smoke Bomb before the bom is thrown (often happens with the rogue NPCs in Icewind's PvP areas).
Short range dodging is ok only if the whole timing system works well and it clearly doesn't (at least for me). It's the main reason why I basically gave up on PvP, because you can't dodge what you can't see.
The only moment where the HR dodges are good is when in PvE the whole ground becomes red and you can dodge like hell to avoid sequences of area attacks (but even there I prefer to use Fox Shift).
I played a TR and DC for some time in the past (still play the DC if my guildies need it) and would happily exchange the 5 short range dodges I have with 2 long range dodges/teleports like they have.
Born of Black Wind: SW Level 80
Are you also <font color="orange">HAMSTER</font>? Cryptic have reverted to previous casting times for CW spells so no your theory holds no water. Announced weeks ago...
EDIT: Sorry didn't see it was CC powers, my bad
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Lmao. Thanks for making me laugh.
19.9k PvP Control Wizard
<Complaints Department>
It's called superior range.
We are soft - like CW or TR. Anyway CW has a lot of control, TR has stealth - it saves their lives. Our lifesaver was PvP set and AotLW.
After all these enormous and ridiculous nerfs we do not have any possibilities to win against TR/CW and maybe even GWF's.
Currently on the preview shard only way to not faceplant is Wilds Medicine - it cannot be like this!
Our encounters has longest cooldown and lowest damage (well if someone stands like an idiot in red circle it may hurt).
For example - Constricting Arrow - awesome skill - CC lasts ONE SECOND, cooldown lasts 17 second.
There is something worse in this game!?
Still no one knows why in mod 4 HR suck?
Apparently this must be combined with some of the best defense in the game, ridiculous self sustaining abilities and gear, the best mobility, and high damage output in order to be considered adequate. Go figure...
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
Hunter Ranger: Aspect of the Lone Wolf: Now also grants 5% deflect chance per rank at all times in addition to 2% per nearby foe.
Fluid Hunter: Now grants .5/1/1.5/2/2.5 Deflect Chance (instead of 1/2/3/4/5% Deflect Rating).
These changes should hit this week barring anything going wrong.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
There is. It is 10%
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
If yes it sounds good
Nice.. maybe not that nice like 2/4/6/8/10% Deflect Chance on live server but still a lot better then Deflect Rating.
I need to try this
And I wonder, what is ayroux even doing here? He even doesnt play an HR, does he?
He is giving feedback based upon his individual and artificial opinion, trying hard to nerf HR into the ground. While he tries hard to maintain the gwf status… oh wait, whats his main class?? yeah… But I am very sure Gentle will realize this as well and see through this deception.
I mentioned this above. And in total agreement. Id like to know about why it has lifesteal and Id like to see the speed feat come back.
Born of Black Wind: SW Level 80
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
On live: 20-0%dmg resistance + 10% deflection = 25-5% dmg resistance + healing from pvp set (buffed with nature's blessing).
On preview: 17-27% deflection = 8.5-13.5% dmg resistance + bigger chance to proc healing from pvp set and wild's medicine
It's a nerf in 1vs1 (needed) and a moderate buff against a group.
HR Stormwarden Trapper / Stormwarden Combat
GWF Swordmaster Destroyer
CW Master of Flame Thaumaturge / Spellstorm Oppressor
TR Master Infiltrator Executioner
SW Soulbinder Fury
Combat is still weak. Wild meds stack up to 10 lasts like 2 sec - tested in dread ring - had to take like all area to agro on me to get enought atacks to cap WM to 10 at least once. Caused me 80% of health. Hr with all defensive specs - pathfinder, regen, deflect change in combat stance ~ 27% damage resistance ~29%. All boon into healing/defect/shields. So all the buss around - wd too much is nothing.
Also - Huge bug - dodge is broken now in live and still on preview.
GWF can easily bring me back even if Im out of targeted zone. I really see cases when I walked/ dodge out of red zone even before it was even shown and still pulled back. nothing can escape gwf....any its encounters.. Only one close is gw shield bash or what they do. So point is - leaving HR with not cc breakers and borken dodge - feels like its gonna be a trash combat.
I hope there will be more changes that Cush wrote earlier. But still - now i don't notice work from Flurry at all with all hope Crush put into it. Need more damage -LS will not work without damage - dead hr deals no damage - no cc breakers, no dodge, nothing to escape.
About using Boars - in pvp I may be one of few who use it a lot - it was the only skill that could stop gwf in run and get him out ot rotation. If you have cc immune on GWF - trash skill. damage is decent but useless effect.
Constructing arrow - now useless as CC - even now in live in full profound and over 20% of tenancy - it does not work all the time. Having it 1 sec- is hilarious useless thing. Even now strong roots from Binding Arrow don't really stop anybody with tenancy gear. I have seen changes on preview -looks like strong roots now at least groung pve enemies. But 1-2 sec is useless. Unless you are trapper.
Good side - better health regen.
Real problem now - combat now has no useful encounters. Having nerfed Wolf raises questions about usage of pathfinder action in rotation. Weak damage - borring play. All excitement -will i be able to regenerate enough health before new CC hits me to survive another round.
Trapper
general - its is a great!. I like it. only in pve. and only alone. He is weak for group dungeons. Too much you need to switch stances to get some nice damage. means - going back and forward in atacks. Does not really work that way in group mostly.
Constructing arrow is great. One notice - it says on enemies close- it means really close- like shoulder to shoulder - radius is too small for even groups of pve in shandatar or IWD.
Hindering shot - useless as it is now. Strike is kinda all right. Better then nothing because of Thorned Roots.
I could not really see any noticeable use of Biting Snares. 10 sec is too much. damage is still small to risk engaging into melee.
Good side - universal true HR.
Bad side- so-so damage, nice CC, all low level class powers are useless since they either not have synergy with new path. Weak survivability - nerfed wolf, not 10% deflect in combat stance leads to most of the fight goes in distance.
I hope my word will give some good feedback. Basic problems - bugged dodge and nefred 'fixed' armor. No CC breakers to survive. Weak deflect and weak damage for combat with useless encounters. Weak and no cc breakers for Trapper.
reached 40% deflect. tankiness more than fine. damage distribution is now 40% blade hurrican 40% piercing damage 10% carefull 10% encounters melee. To have this number it needed to abuse melee a certain set up of melee encounters and at will tho. otherwise damage still to low.
edit to be clear rain of sword procs flurry even with its tics for massive damage. dunno if its intended but it s the only way to actually do damages. In general the conditions to procs flurry are very few.
I think you destroyed the buff of Hunter ranger.
Healing and buffing skills will be useless in Mod 4.
For me it's better delete Melee talent and replace it with Nature ( a new talent Nature that buff healing and damage buff of hunter ranger)
Or replace Trapper with Nature.
In all cases, buff skills of hr have to be buffed ( or deleted ).
Thanks and sorry for bad english.
Grasping Roots: without extra feated, three of our encounter powers become useless. The root is not even noticeable. While the cooldown of these powers is tremendous. Maybe nerf the extra feat duration in the trapper tree and buff the general duration a little?
Overall the new dmg buff on melee is nice but not that great. Melee HR feels like a DoT machine without any good burst, but thats ok. At least we have the piercing dmg. That dmg is essential for the melee path to do some dps.
Bug Boars Charge: I am not sure, and its on live as on preview: The animation after the charge is kinda clumsy and feels bugged. Like a one-second self root. Could the activation be smoother or faster?
Without Constricting Arrow working as it does on live, AotLW changed and no Incoming healing feat, this path is not viable in PVP. As soon as the Archer is controlled he is dead without any chance of escaping/surviving with the changes to control (CA)/defence (AotLW)/healing (Natures Blessing).
Please give the HR class a way to escape CC. My pick would be Marauders Escape because it is a utility skill already. Having this on our skill bar also means we have one less slot for a damage encounter (which seems resonable). Also it takes us out of range so we cant really break cc then go nuts on our target.
My understanding was that the 3 paths are supposed to be unique and allow us to play the HR how we want, but the truth is we will be forced to spec pure Melee or at least 3 tiers into Melee for PVP viability.
Also, for referance I have been playing an Archer Spec in PVP on live without the use of Constricting Arrow for the last couple of weeks to test what it is like with no CC and it is not viable at all.
This path is fun to play but you are holding back way too much. If you want the trapper to be a controller then do it already! The roots mechanic is not an amazing form of control compared to other forms of control and can be implemented better. This class on preview is outshined by both the Archer and Melee in terms of survival and damage and his control is not on par or even close to other controllers. Two things I would suggest that could make this path better.
1. Give the Trapper a "Your At Wills have a 2/4/6/8/10% or higher chance to apply a weak grasping root your targets" type feat.
2. Let a trappers AOE skills eg. Thorn Ward, Split the Sky, Rain of Arrows etc. Apply weak grasping roots
This path is getting better, I hope to see more changes based on feedback already given in prior posts by others.
1-1 Meele path is almost better then live but as soon as we face several opponents we die faster(not a bad thing imho)
Trapper path is just not anything but a solo path nm what I feat/gear up with I still die fast in pve and cant reach any good dps in pve.
Archery path need some serious aggro management (gf seem to do the job now) to be able to go full dps in pve but once that work the dam is very nice indeed but as said before its a death sentence to even try pvp with it.
Crush i hope you will read all these feedbacks and make some more changes for Trapper and Archery. I would switch to Trapper in a hearbeat if it just added something but its dead in the waters right now :-(...
FEEDBACK
Hunter ranger using oak skin with their profound set and wild medicine leaves no class able to kill them except control wizard with assailant force.
please pay attention to pvp with a hunter ranger, if assailant force gets nerfed only hunter rangers wil be able to stalemate a hunter ranger. in 1v1. Please play attention to pvp balance.
If your post does not follow the guidelines on the first page it does not belong in this thread.
Posts which do not follow those guidelines are not deleted but rather moved out of this thread. Discussions, debates and major game change suggestions are more then welcome but not in the official feedback threads.
The impact on Trappers is higher as they are supposed to stay in melee roughly 50% of the time if they want to use Aspect of the Serpent to full extent (and that´s basically the only bonus to damage they have on top of thorned roots which is very low).
In live Correcting Aim+Cruel Recover help Pathfinders´survivability if you can drop several powers that hit often on your enemies (like Rain of Arrows) but as Correcting Aim is gone, the crit rate has suffered and Cruel Recover is less effective for Trappers.
Born of Black Wind: SW Level 80