OnnMacMahal
Systems Designer
It’s been a while since we started the conversation about updating the Hunter class, and we appreciate your patience. We haven’t been idle in the meantime, but it’s now time to put Hunter in the spotlight. While Bowmaster Hunters may not be feeling many issues outside of potentially soft Damage output, the Trapper of Foes line in particular is long overdue for some TLC, and we look forward to a vibrant discussion about this new outline.
I’m going to dive straight into an outline of some upcoming potential class changes, so please keep in mind that most of these changes have not been implemented and they are subject to change.
This updated Hunter outline has a few high level goals:
For the Huntsman, the following changes aim to keep the gameplay distinct from Bowmaster. With no inductions and greater access to bleeds and Melee Damage, the Huntsman playstyle would retain its focus on mobility and flexibility with the ability to deal potent burst damage through a combination of bleed cashouts and rapid-fire Focus spender skills.
For the Bowmaster, the following changes aim to maintain the status quo of the resolute long-range archer, releasing a continuous stream of high damage arrows as long as you’re able to manage your Focus and use inductions relatively uninterrupted. You may notice that several passive sources of Induction reduction have been removed from the outline below. Passive induction reduction has crept up so high over the years that many Bowmaster Hunters have grown accustomed to having at least -75-85% Induction durations at all times. In this outline, we’ve pulled back on that a bit in exchange for higher direction damage, slowing down the flow of skill us a little bit in favor of more potent individual arrows.
For the Trapper of Foes, the following changes aim to overhaul this specialization into one capable of matching other true support specializations (yellow-line Lore-master, Burglar, and Mariner). These changes would minimize this specialization’s focus on traps and roots, which are both awkward to use in combat and functionally less useful than the abilities available to other classes. In their place, the yellow-line Hunter would have greater access to more useful CC like stuns, mezzes, and knockdowns delivered with more ranged skills and more interaction with your Focus resource.
Each set of outlined specialization changes is followed by a mock-up of a revised trait tree. Keep in mind, this is just a visual aid meant to help you understand where traits might fit together alongside one another, and that none of this is set in stone. Damage value adjustments in particular will be necessary for many skills, and are not reflected below. As always, the goal in output remains "viability." If a chosen specialization is designed for dealing damage or supporting your allies, this updated specialization should be able to fill that role competently in all areas of the game.
June 3, 2025: Outline updated with revisions marked in purple below.
I’m going to dive straight into an outline of some upcoming potential class changes, so please keep in mind that most of these changes have not been implemented and they are subject to change.
This updated Hunter outline has a few high level goals:
For the Huntsman, the following changes aim to keep the gameplay distinct from Bowmaster. With no inductions and greater access to bleeds and Melee Damage, the Huntsman playstyle would retain its focus on mobility and flexibility with the ability to deal potent burst damage through a combination of bleed cashouts and rapid-fire Focus spender skills.
For the Bowmaster, the following changes aim to maintain the status quo of the resolute long-range archer, releasing a continuous stream of high damage arrows as long as you’re able to manage your Focus and use inductions relatively uninterrupted. You may notice that several passive sources of Induction reduction have been removed from the outline below. Passive induction reduction has crept up so high over the years that many Bowmaster Hunters have grown accustomed to having at least -75-85% Induction durations at all times. In this outline, we’ve pulled back on that a bit in exchange for higher direction damage, slowing down the flow of skill us a little bit in favor of more potent individual arrows.
For the Trapper of Foes, the following changes aim to overhaul this specialization into one capable of matching other true support specializations (yellow-line Lore-master, Burglar, and Mariner). These changes would minimize this specialization’s focus on traps and roots, which are both awkward to use in combat and functionally less useful than the abilities available to other classes. In their place, the yellow-line Hunter would have greater access to more useful CC like stuns, mezzes, and knockdowns delivered with more ranged skills and more interaction with your Focus resource.
Each set of outlined specialization changes is followed by a mock-up of a revised trait tree. Keep in mind, this is just a visual aid meant to help you understand where traits might fit together alongside one another, and that none of this is set in stone. Damage value adjustments in particular will be necessary for many skills, and are not reflected below. As always, the goal in output remains "viability." If a chosen specialization is designed for dealing damage or supporting your allies, this updated specialization should be able to fill that role competently in all areas of the game.
June 3, 2025: Outline updated with revisions marked in purple below.
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