Upcoming Hunter Changes

Status
Not open for further replies.

Anamura

Want to Delete the Forums Profile, Report Me.
This said, it's impossible you played the same style since you have memory (because red changed a lot in the last few years, from skill damage balance to new skills, etc), unless you have memory only for 5 years...
Last anniversary box I got was the 13 years one, but you can believe what you wish, I don't care. I only care if I'll be able to play hunter the same as I've been doing since always or not. Maybe the OOC speed is not a 100% dealbreaker, but increased induction time would be, just to name other thing that bothers me a lot.
 

TristianX

Well-known member
Hi @OnnMacMahal
Hopefully we can get this thread back on track, and stop this bickering that is going no where.
Have a few thoughts.


Blue;

  • We really don't need Strength of the Earth here, it fits much better as a Yellow line skill based on your current proposals, especially as it would be the yHunters version of See all Ends and Provoke's Roll With It, should definitely get moved over if you are planning to keep it.
  • Wounded Prey still feels extremely underwhelming for a Capstone, even with the additional changes, also not a fan that they are simply crit chance percentages which means the skills can still fail to crit - would rather see Wounded prey move further up the tree and a new capstone added.
  • Overall I am a bit disappointed at the lack of melee/ranged skill interactions which seem still seem mostly to be between Barbed/Scourging (And now Huntmans Shot).
  • As a cooldown skill, Rapid Fire is going to need a much longer duration and/or further changed made to it to actually make it feel impactful to use.
  • Still hoping to see Agile Rejoinder be more than just a heal, blue really doesn't need it.

Red;

  • Swift Mercy & Mercy Kill still feel very out of place in Red Line which are very clearly supposed to be centred around Heart Seeker & Upshot, these traits feel as though they should definitely be in the Blue Tree, in the case of Mercy Kill it's nice that at the very least you can cross-trait it, but Swift Mercy being tied to Red (though Blue no longer has a morale threshold), feels like it should just be something else, possibly related to, as I said, HS or Upshot.
  • I would almost go so far as to say that you could even move Swift Mercy over to the Yellow tree to give Yellow hunter a chance for some additional damage, and to allow it to dump some of its focus.
  • Plant Feet still feels very underwhelming as a capstone and really would enjoy seeing it changed to something else.
  • Also hoping that Burn Hot gets the Natures Fury treatment and we see a cooler cooldown skill built from it, pure +% damage buffs are no longer *exciting* when we have skills like Natures Fury, please consider doing something with Burn Hot (and subsequently Rapid Fire). Some random ideas below;
    • An empowered Heart Seeker, with shorter induction, no bleed, and huge initial.
    • An AoE Swift Bow / Penetrating Shot.
    • A temporarily upgraded Quick Shot which dramatically lowers the cooldown on HS?
    • A zero focus-cost Upshot.
    • @Exogenesis has talked about rolling fire damage / fire oil into Burn Hot directly, perhaps we could see this and then have +Fire% traceries actually work or impact these skills during Burn Hot.

Have just gotten back around to this thread, I'm assuming we won't see anything new updated in the outline until we get to see the classes on Bullroarer, hopefully next week (?) if not the week after; but really just wanted to agree with what @Louvine has posted here about Blue+Red.
The changes to Natures Fury has made every other cooldown skill in the game simply feel "meh", and I really hope that OnnMM can give the same treatment to Burn Hot / Rapid Fire, etc. and other class cooldown skills going forward, especially as we see/know that it can be done.

Hoping to see some real changes to Yellow based on the provided feedback too, feel like that spec has got the furthest way to come in order to be viable & fun to play, hopefully it's done right!
 

Dar

Well-known member
Swift Mercy & Mercy Kill still feel very out of place in Red Line which are very clearly supposed to be centred around Heart Seeker & Upshot, these traits feel as though they should definitely be in the Blue Tree, in the case of Mercy Kill it's nice that at the very least you can cross-trait it, but Swift Mercy being tied to Red (though Blue no longer has a morale threshold), feels like it should just be something else, possibly related to, as I said, HS or Upshot.
Sorry, but I disagree with you specifically in this point. The Red line is currently focused on Upshot and HS. We literally ignore some other skills or these have a very low priority. Everything revolves around spamming fast skills (QS) to reduce CD of Upshot & HS as soon as possible. Marksman trait promote this.

Despite the fact that Merciful Shot even now has higher damage than Upshot, we can not take the talent for it from Red, but give preference to the DoT from Yellow. MS has a very long CD and 70% hp threshold now.
The changes proposed by OnnM to the Swift Mercy talent radically change the situation (i hope :D). The priority of using a Swift bow increases, since its use can reset MS - one of the most powerful and strong skill. All this can contribute to more variety in gameplay.

I would suggest increasing the reset chance from 15% to 25%, and also not reducing Critical Damage in Mercy Kill.
 
Last edited:

TristianX

Well-known member
Sorry, but I disagree with you specifically in this point. The Red line is currently focused on Upshot and HS. We literally ignore some other skills or these have a very low priority. Everything revolves around spamming fast skills (QS) to reduce CD of Upshot & HS as soon as possible. Marksman trait promote this.

Despite the fact that Merciful Shot even now has higher damage than Upshot, we can not take the talent for it from Red, but give preference to the DoT from Yellow. MS has a very long CD and 70% hp threshold now.
The changes proposed by OnnM to the Swift Mercy talent radically change the situation (i hope :D). The priority of using a Swift bow increases, since its use can reset MS - one of the most powerful and strong skill. All this can contribute to more variety in gameplay.

Different trait lines, should have different core skills, and should be built around those skills specifically - I don't see anyone calling for Yellow Champions to have multiple traits related to Remorseless and Brutal Strikes? Even though both skills are available for Yellow Champ, it is clear they are not the focus for said line. The same should be true here where Hunter is concerned.

Red Line already has Upshot and Heartseeker, which are not only exclusive to Red Line, but where much of the trait line is already built around those skills, throwing Merciful Shot into the mix as well, not only feels unnecessary, but, taking away from both Blue & Yellow by doing so. Yellow, whilst I recognise it is a support spec, has no real focus-dumping skill beyond its crowd control and debuff abilities, coupled with combat focus, I'm of the opinion that Yellow Hunter is going to find itself overloaded with focus generation, and having merciful shot as an added bonus to play around when able, would be great.

If these two traits are to stay in Red, neither one of them should be Red Exclusive.
 

Dar

Well-known member
Red Line already has Upshot and Heartseeker
And that's absolutely fair. How many exclusive skills do we have in Blue?
Agile Rejoinder
Lingering Wound
Barrage

At the same time, Blue is not without MS. It turns into Huntsman's Shot (+ Shot Through the Heart trait cashout)

Therefore, we should get a strong bonus for MS in Red.
 

TristianX

Well-known member
And that's absolutely fair. How many exclusive skills do we have in Blue?
Agile Rejoinder
Lingering Wound
Barrage

At the same time, Blue is not without MS. It turns into Huntsman's Shot (+ Shot Through the Heart trait cashout)

Therefore, we should get a strong bonus for MS in Red.

But it's not just having unique skills, Blue line is very clearly being built around Merciful, with Shot through the heart, wounded prey etc. and Red line is very clearly built around HS+Upshot, those distinctions should stay in place.
 

Dar

Well-known member
Blue line is very clearly being built around Merciful
Incorrect. Blue is built around Huntsman's Shot (MS upgrade). Merciful Shot is a general skill. It doesn't belong to a specific line. Blue just upgrades it and has bonuses related to it, while Red does the same. Yes, it doesn't change the skill itself (name), but it makes it more of a priority. Both lines benefit from this general skill. I don't see anything wrong with that.
 
Last edited:

TristianX

Well-known member
Incorrect. Blue is built around Huntsman's Shot (MS upgrade). Merciful Shot is a general skill. It doesn't belong to a specific line. Blue just upgrades it and has bonuses related to it, while Red does the same. Yes, it doesn't change the skill itself (name), but it makes it more of a priority. Both lines benefit from this general skill. I don't see anything wrong with that.

Huntsman shot is still merciful shot, it doesn't matter if its renamed, the skill is still the same, and Blue is still built around that skill as its core/pinnacle skill, Red Line is built around HS+Upshot, it doesn't need to also have traits for Merciful - it could get more traits related to swift bow, upshot or heartseeker instead. There's nothing wrong with the same line using the same two skills, but again, I draw you back to my Champion comparison above, Remorseless and Brutal strikes are available to both Red and Yellow Champions, yet, they are very much core Red abilities and enhanced by Red line, just as Blade Wall, a core champion skill, is only enhanced by Yellow Line. We don't need this cross over, especially when the aim is to make Blue and Red feel different/distinct from one another, using more of the same skills doesn't achieve that.

In fact, there are no traits which enhance Upshot & Heartseeker beyond the crit cooldown reduction & the Inc heal debuff for HS, there is a missed opportunity here.

And, fwiw, this isn't me saying that Redline shouldn't or can't be using Merciful Shot, just that these traits specifically should not be in the Redline or Redline Exclusive, they should either be in Blue & Yellow and allow for cross-traiting.
 
Last edited:

Vanyel

Active member
Nothing wrong with the concept of traps except that they functionally do not work very well when dealing with more than 1 target or confined spaces.

1 - They are ground targeted, which means in any situation where you [the hunter] does not have aggro of the target, the person who does always has to be mindful of your trap placement in order to have the target hit by said trap. Ground targeted skills in general are often... not always reliable due to how a space has been designed and where you put the trap [or other ground targeted effect] may not end up being where it is. Which means requirement to move on either yours or the the tanks behalf.

2 - They trigger automatically, you cannot control who is getting hit by your traps and who isn't in any situation where there is more than one target, each trap only has a one trigger count which means it will automatically trigger and disappear on the first target, and if that wasn't the target you wanted to hit and/or debuff, you've essentially just wasted that trap.

3 - Many of the iterations of the current traps would end up being a bit.. overpowered if left unchecked in the broader context of a rework to Hunter as an entire class, having +15% incoming damage on triple trap for example is easily abusable.

So whilst it is a wonderful concept, and offers a truly different flavour, in many situations it just simply isn't fit for purpose, and this isn't me, looking at this from the context of a group or raiding perspective either - the problems I've listed above are problems in all situations and content types.
You keep on pushing to nerf yellow line, or at the very least pushing for it to be what you want it to be, I'm sorry but your logic is faulty, anyone who has played yellow line for enough years know how and when to place their traps, but you seem to think that everyone but you are idiots because they don't do things your way.
 

Yewlin

An Elder
Lingering Wound I hardly use so that would not affect me.

After spending time trying to get Ziggy to explain what inductionless means I had copilot give me the meaning of the sentence.

In this sentence, inductionless likely refers to traps that no longer function without an activation delay. In gaming contexts, "induction" often means a brief setup time before an action completes. If traps are no longer inductionless, it suggests they now require a setup time before triggering, rather than being instant.

The phrase "usable on the move" implies that previously, traps could be placed while moving, but now they might require the player to stand still during placement. This change could affect gameplay by making trap deployment more strategic and less fluid.


This wording appears in discussions about Hunter class changes in The Lord of the Rings Online, where traps were previously instant and mobile but are now being adjusted

So, this does not make sense to me, you use one word saying it means something else.

I have never known that one could lay traps on the go. I have always stopped to lay them, in attempts of me trying to lay a trap in the past as I was learning I was always told I could not do that.

gaining Pinning shot could a plus.

Explosive decoy, I don’t see where it was or is superfluous that little dummy has saved my life more then once. It is a habit for me to throw it out when mobs are killing me. So reduced morale would hinder me greatly. I actually would like to see it detonate slower. Unless it kills everything around me.

Archers mark with a 20% chance of +0.5% incoming Damage? Meaning more incoming damage to me? No one needs that. Or is my brain twisting this around on me?

Triple trap moving to trait tree that would be ok for me, I don’t want to loss any traps I use them all.

Hail of Arrows I don’t like the 1 10% physical mit, or the -8% tactical mit for 20 s need both all the time in yellow.

Master trapper being removed these scares me as my traps need all the help they can get. Replaced with what?

Suppressing Stings this looks like a riddle! The skill Focus would make my next focus spender skill? Apply Weakness to your target. Ok, I guess.

Strong intimidation with this being removed how are we to fear something, also has saved my life more than once being able to fear something. Dazing Blow? that might be ok.

Heightened senses I feel that is something I need and increasing tripwires cooldown to 2m? if anything, it needs to be a lower cool down. 2m is to long. This trap helps keep me alive.

Explosive powder what about the decoy?

Sturdy traps moved to the trait tree ok. Replaced with what?

Explosive arrow hitting enemies in an area around my target? so they will all be running at me? Does not sound good.

Set Trap: eponymous nice word but not everyone is going to look it up. Many of player base is disabled. Lost memory among other things.

Natural Extracts seems like something we need.

Hindering shot this looks to be a creep skill. Sounds nice if free people are going to get this.

Hindering Shot is a ranged skill used by the Uruk Blackarrow class in Monster Play. Its primary function is to slow the movement speed of your target, making it a valuable tool for kiting or controlling enemy positioning.

Here’s a quick breakdown:

  • Range: 40 meters
  • Induction: 1 second
  • Effect: Reduces target’s run speed by 40% for 8 seconds
  • Cooldown: 5 seconds
  • Trait synergy: With the Enhanced Skill: Hindering Shot trait, the slow duration increases by 7 seconds.
It’s a classic PvMP (Player vs Monster Player) utility skill—great for keeping pressure on fleeing enemies or disrupting melee classes trying to close the gap. If you're building a Blackarrow or facing one, this skill can really shape the flow of combat.

Combat focus I might use this more then the focus skills we have now. As I have a hard time reaching them with it hard to move my wrist/arms around. Is very hard for me to type.

The change to Endurance sounds good.

Distracting shot not sure how I feel about this

Determination not sure what you mean by additional rank. +15 for melee skills to generate focus that could be good.

Endurance I think you mean stance, never paid attention to it

Complex mechanisms will be sad to see this go. As it looks like something that helped me.

Advanced placement not totally sure what this does. If allowing me to place traps where I want them. That helped me and saved my life more then once.

Blasting Arrow thinks this is a new skill cooldown sounds to long. Can not wait for it to be on Bullroarer so I can see what it does.

Survival Gear starting to feel Ilke I am going to be running a lot more like in the past.

Triple trap ok I guess

Rain of thorns increasing the cooldown to 2m and decreeing the root to 10s how about 20s. and leave the cooldown at 1m

Steel traps sound ok.

Improved distracting shot. I don’t think I use this all that often it is in slot 6 on my bar.

Strong thorns I like this for the root duration that would help kill what ever is in front of me. Providing they get rooted.

Bountiful Purge if this means when I cast it that it also cast on the fellowship that would be a nice change. Thought that happened already.

Piercing arrow this sounds interesting

The One Trap replaced with? I like my traps they should stay.

Hunter of legend this might be nice

Emergency preparations replaced with what?

Hunter of evil not sure about this.

sounds like I might be re-learning how to play my hunter for 6 months or longger. Not sure if I am happy or sad about all this. As seeing something on screen in words and actully experiancing it are two diffearnt things totally for me. More so for me then others.
 

TristianX

Well-known member
You keep on pushing to nerf yellow line, or at the very least pushing for it to be what you want it to be, I'm sorry but your logic is faulty, anyone who has played yellow line for enough years know how and when to place their traps, but you seem to think that everyone but you are idiots because they don't do things your way.

None of what I have suggested results in *nerfing* Yellow Line.
The Developer is choosing to move slightly away from traps as a whole and change the way the Yellow Hunter is being played.
Everything I have suggested is in relation to the changes being made.

My comments about traps, are true as I see it and in my experience, you are free to disagree, I really don't care :)
 

Yewlin

An Elder
@ vanyel and TristianX doesn't sound like either of you have played a yellow hunter very long. Please stop your bickering.
 

Vanyel

Active member
@ vanyel and TristianX doesn't sound like either of you have played a yellow hunter very long. Please stop your bickering.
That's really narrowminded of you Yewlin, what does TristianX's disagreement with me have to do with how long we've played the class or any of the spec lines?

I think that TristianX is wrong, that's it. They don't agree with me, and that's fine.
 

Kiaoto

Member
Making a fully trap base spec to me would be neat and something quite different than any other class. Have no melee or bow attacks. Just wild traps, tracking, and hunting. The bow and weapons will function to improve the traps along with versatility. You developed where one trap can heal a raid. I think lotro could make the hunter class unique here. you already have tons of melee support casters. Let's do something unique.
 
Status
Not open for further replies.
Top