Hunter Timeline: From SOA to ROI: where we've been
There have been a lot of changes between the old SOA days to the current ... "state" ...
I personally have been around for 3+ years and still love the game. however, there are a lot of hunters who never knew hunter and what it was like SOA and some people who have only been around for a while.
if any vet hunters like Seyz or others that have been here since the start could pull out some old pics and memories and describe what hunter what like back then than perhaps a better view of hunters could be established in the present. I was a bree-lander when MOM came out and don't know much about PVP or PVE in SOA other than talk of the Rift raid in the olden days. some hunters only know the current state of hunter and have no idea what hunter was like back then.
Im sure the hunter community would appreciate if a 5 year hunter vet from the early days of SOA could spend some time and scrape together a timeline of Hunter changes.
Re: Hunter Timeline: From SOA to ROI: where we've been
SOA - hunters were #1 in single target DPS and were a solid contributor, but lacked appreciable CC imo. The class was excellent though.
MoM - hunters were #1 in single target DPS by miles at first. Absolutely overpowered. Physical DPS got nerfed incredibly hard so Turbine could promote Runekeepers. Ranged tanking was a significant role, though I didn't agree with it.
Lothlorien - Hunters were #2 in single target DPS behind RKs, but could still contribute and compete. CC line was so heavily nerfed with -% damage that no one used it... ever.
Mirkwood - Hunters were useful, but #2-3 single target DPS. CC line still had significant damage reduction
RoI - new skills including a 2m radius AoE (lol srsly?), a "fast" skill in Hunters Art that takes over a full second of animation. Fleetness finally arguably worth using. CC line still lacks enough raid utility to be useful. Hunters only mid-pack DPS now with RKs, burgs, champs all posting competitive parses. No utility beyond range DPS, and competitive DPS builds require extreme survivability sacrifices. The class still is the least mobile while DPSing, and suffers from the basic nature of inductions temporarily "rooting" the user in place.