I could have changed a few things in the large feedback post I published just a couple of hours ago if I would have known this was coming, but Celestalon and his impeccable timing posted this update for hunters about an hour afterwards. Thanks, Celestalon!
At least my post wasn’t all for naught. These announced changes are definite improvements in several areas but still leaves a lot of the marksmanship problems unanswered. Here we go…
Hey all. Please focus on continuing to give good feedback, not the style/amount of our responses to said feedback. We’re just extremely busy, not ignoring or spiteing you.
Now then… Yes, the Marksmanship and Survival rotations are simpler than they were before. The goal is to have a simpler baseline rotation, and have meaningful choices that allow you to layer more depth onto that in talents, if you choose.
Hunters have a ton of talents which grant rotational or short CD abilities, to support this design. However, they were lacking in rotational depth. The gameplay of most of them boiled down to “use on cooldown”. No need to think about preparing for when you’re going to use it, or how it interacts with your rotation, etc. So, we’re going to make some tweaks to try to add some rotational depth to several of the talent choices.
- Barrage is being changed to make it more rotational, with Focus-pooling gameplay required to min/max its benefit. You’ll want to pool 60 Focus in anticipation of it coming off cooldown.
- Barrage now has a 20sec CD (down from 30sec), costs 60 Focus (up from 30 Focus), and deals 100% additional damage.
- Murder of Crows had a cooldown-shortening effect that hardly mattered in practice; either the fight would likely be over within 1min if used on a low-healh boss, or you’d likely waste most of the damage of the crows if used on a low-health add. Instead, we’re changing that mechanic, so that it’s primarily useful on those low-health adds. You’ll want to time it well to finish off low health targets, while still being as Focus-efficient as possible.
- Murder of Crows has been changed. Its duration, cost, and cooldown have been reduced by 50%. It no longer has a shorter cooldown when used on low health targets. Instead, its cooldown is reset if the target dies.
- The gameplay of Fervor and Dire Beast were extremely similar, so we opted to replace Fervor completely. It’s rather late in the development process to be doing that, so went with something tried and true: Steady Focus. This iteration of Steady Focus purely increases Focus regeneration, and has a duration short enough to add depth.
- Fervor has been replaced with Steady Focus: Using Cobra Shot or Steady Shot twice in a row, or using Focusing Shot, increases your Focus Regeneration by 50% for 10 sec.
We think that these changes will allow Hunters of all types to customize their gameplay to their liking.
Interesting how they focused on talents instead of the actual specs. It’s hard to comment on them until I try it out for myself, but the AMoC change sounds very promising.
And Barrage? Possibly a new competitor for Glaive Toss emerges? We’ll have to see.
The new Steady Focus still has some unanswered questions. Mainly, does it only affect passive regeneration or the regeneration of Cobra/Steady as well? That should hopefully be clarified soon. I know some folks were really big fans of Fervor though (Rogerbrown for one), so I’m not sure everyone will be happy about that loss. But if I personally had to choose one to remove, it would have been that. Dire Beast is too integral for BM, and Thrill is MM’s lifeblood right now.
Celestalon also posted this bit about Lock and Load:
Lock and Load is returning to the previous version of it, and Multistrikes will simply do more damage for Survival instead.
It’s changing to… 20% chance on Black Arrow tick (not multistrikes, and guaranteed to get at least 1 proc per Black Arrow cast). Effect is to reset ExS’s cooldown, and cause the next two ExSs to cost no focus and trigger no cooldown.
This isn’t quite the live version of LnL you’re used to. It’s another version that briefly existed in early beta. You can read more about how that works here.
As for survival doing more damage with multistrikes, I’m not sure how that’s going to work. It’s possible that survival’s innate 10% multistrike chance will be changed to increased multistrike damage instead? Just speculating.
Many of the points brought up in my earlier post weren’t addressed, but this is progress. I look forward to testing these changes. Celestalon also had this to say when asked about MM’s issues: