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Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 12:21 am
by Tunderbrew
Praise jebus, finally some reasonable updates

*taps open a keg* So glad they're going with the baseline interrupt route. Denying the class basic PvE kit for the sake of giving MM extra cc to make it more attractive would have been silly. I will miss the utility and flavor of Stampede, but at least it will be worth pressing again.
*I will praise their recent efforts, Lore's in particular, but by no means will I return to a position of believing Blizzard is beyond criticism and being lulled by shinies(too easy to put companies/creators in a place of complacency) I suppose I'm trying to say there's a line to walk in between niceties and hostility, love and peace are not mutually exclusive. Tangent over >.>*
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 1:08 am
by Kalliope
Ha, I knew it'd have to be baseline at some point! Woo!
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 3:05 am
by Ariamodasu
I love the how interrupt is not essential for PVE because other people will have it.
On Aria I have two, both need melee range when I'm a caster which is why the Hunters do the work for say on the Isle of Giants any any other little sod who tries to heal.
Still least despite that bit of stupid a baseline one is coming. Sendeni is still stuck in Vortex Pinnacle right now so any less rush panic will be a god send.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 3:33 am
by AdamSavage
Regarding Stampede: We're happy with the damage it’s currently putting out in PvP. For PvE, we’re planning to buff its damage pretty heavily, so it becomes a substantially more potent DPS cooldown. We don't want to give it any more utility than it has now, for reasons we’ve explained at length already.
Does this mean, they are trying to separate changes PVP from PVE ? It's a start if they are. I'm curios to see how they will make it behave differently in PVE vs PVP.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 3:35 am
by Lisaara
HOORAY! now THIS is the post I've been wanting to see!
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 3:38 am
by AdamSavage
Junrei wrote:HOORAY! now THIS is the post I've been wanting to see!
You didn't notice that before ?
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 5:10 am
by Lisaara
AdamSavage wrote:Junrei wrote:HOORAY! now THIS is the post I've been wanting to see!
You didn't notice that before ?
Huh? This is news to me. I only check this thread once or twice a day. This was the first time I've seen it.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 5:49 am
by Myrrmi
Me too. And I'm happy-puppy
I really hope the shot will be enough for our needs.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 6:05 am
by Lisaara
*grabs everyone up for a group happy jump dance* <3
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 8:47 am
by Slickrock
For the part dealing with Readiness, I'd rather them do as they are suggesting, and get rid of it, and reduce cooldowns and do some damage adjustment. In it's current PTR state it's not much of a help for a PVE hunter who doesn't touch those defensive abilities much.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 10:42 am
by Kalliope
Slickrock wrote:For the part dealing with Readiness, I'd rather them do as they are suggesting, and get rid of it, and reduce cooldowns and do some damage adjustment. In it's current PTR state it's not much of a help for a PVE hunter who doesn't touch those defensive abilities much.
Rapid Fire is still there and was pretty much the only "bigger" burst cooldown covered at one point (back when BW didn't work with readiness).
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 11:12 am
by Tunderbrew
In regards to the Readiness discussion, I think I support the idea of charges for certain abilities the most. In theory they could raise the skill cap for the class again(in compensation of losing Readiness openers) and give us back some control with on demand burst for burn phases. I don't expect major rotational/spec overhauls this late, but anything that keeps rotations a bit entertaining/skillful is welcome.
*And as far as raid utility goes, I can live with it as long they're bringing the "outliers in". But for the love o' Thrall, make Ancient Hysteria and Eternal Guardian available to the other 2 specs(Hydras anyone? >.>) I don't plan to main either of those specs, but if those 2 abilities are considered a potent part of our utility options they should be available to all 3 specs. They also need the kinks worked out of them. Eternal Guardian needs some kind of LoS rework, perhaps tie it to the Hunter's position as others have suggested(probably the most rage-inducing pet-related ability outside of Kill Command snags.) Ancient Hysteria simply needs to reset for raid encounters like other major CDs.*
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 12:16 pm
by Lisaara
I agree. I like their idea of removing it all together and just getting charges or a smaller cooldown.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 1:21 pm
by Ickabob
Removing Readiness and replacing it with charges for skills (similar to monk rolls and paladin 'hands' with the Clemency talent) seems like an awesome idea. I also totally agree that pet battle rez and heroism need some work to bring them up to par with what other classes have to offer.
I'm still torn on our 'raid utility', tho. I still think we should have either a raid-wide DPS CD similar to Skull Banner and Stormlash or at least some kind of 'save the raid' defensive move. Maybe a pet 'raid wall', as many have suggested.
Note: I encourage you all to add your feedback to the
PTR thread, as any bit of
constructive feedback will help us along and give the devs a better idea how to help us.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 1:25 pm
by Nachtwulf
I'll tell you, I've NEVER liked Readiness. It's one more button to push in an already bloated bar, and since I'm usually BM, it doesn't refresh the stuff (for the most part) that I get the most oomph out of anyway. And half the time I forget to use it since I'm too busy not standing in fire or standing in good fire, or whatever hokey pokey the fight entails. (and in dungeons, stuff dies so fast, using it is basically pointless).
I won't be sorry to see it go.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 7:25 pm
by Lisaara
Seems like a lot of us won't be sorry. Been talking to some hardcore raiders and they liked the charges idea and removing readiness.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 7:29 pm
by Quiv
New PTR build includes Counter shot.
http://www.mmo-champion.com/content/330 ... uild-17169
Counter Shot (New) A shot that interrupts spellcasting, preventing any spell in that school from being cast for 3 sec. Requires Ranged Weapon. 40 yd range. Instant. 24 sec cooldown.
Silencing Shot A shot that silences the target and interrupts spellcasting for 3 sec. Replaces Counter Shot. Requires Ranged Weapon. Hunter - Marksmanship Spec. 40 yd range. Instant. 24 sec cooldown.
I'm not seeing what is being accomplished here. Is there an (appreciable) functional difference in PVE between an interrupt with a 3 second spell lock and a silence with a 3 sec silence?
What I am wondering is... Silence shot will silence and put the NPC spell on CD (so it doesn't immediately recast it after the silence). Will a simple interrupt do that? If not, what is being accomplished in PVE if the mob that Counter shot interrupts simply recasts the spell again (like Hutia and Pandarare heals)? And if they don't immediately recast the heal, how is this different than Silencing Shot?
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 8:40 pm
by Slickrock
Quivering wrote:New PTR build includes Counter shot.
http://www.mmo-champion.com/content/330 ... uild-17169
Counter Shot (New) A shot that interrupts spellcasting, preventing any spell in that school from being cast for 3 sec. Requires Ranged Weapon. 40 yd range. Instant. 24 sec cooldown.
Silencing Shot A shot that silences the target and interrupts spellcasting for 3 sec. Replaces Counter Shot. Requires Ranged Weapon. Hunter - Marksmanship Spec. 40 yd range. Instant. 24 sec cooldown.
I'm not seeing what is being accomplished here. Is there an (appreciable) functional difference in PVE between an interrupt with a 3 second spell lock and a silence with a 3 sec silence?
What I am wondering is... Silence shot will silence and put the NPC spell on CD (so it doesn't immediately recast it after the silence). Will a simple interrupt do that? If not, what is being accomplished in PVE if the mob that Counter shot interrupts simply recasts the spell again (like Hutia and Pandarare heals)? And if they don't immediately recast the heal, how is this different than Silencing Shot?
Silencing is the lockdown for PVP, where Counter would still allow other things to be cast.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 8:42 pm
by Nachtwulf
Yeah, counter locks one school and probably doesn't affect other classes' 'castables' whereas silence blocks out all flavors of magic for the duration.
Re: More nerfs... and other changes.
Posted: Tue Jul 09, 2013 9:00 pm
by Castile
Yay!! Some good news! Stampede will no longer be 5 kittens licking the boss (feel free to insert an appropiate piccy Spirit

), baseline interrupt, and binding shot is now a talent!! I really like binding shot as BM so I'm pretty happy about this!
Also I don't really care what they do with readiness, like most others it was just another cooldown to manage/wack a mole button to punch as BM so w/e they do I'll be happy
