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More dev feedback for Hunters


Yay! That same old Hunter feedback thread in the European forums has been hit up again with some developer love. Before I get into it, I'd like to warn you that almost all the responses are either "the Devs see what you mean, but have no idea when/how/if it'll be fixed" or "the Devs see what you mean, but it's working as intended." This week they focused mostly on pet concerns, which is what they skipped last week. Here's a summary of the more interesting responses:
  • Pet survivabilty: "Quite possible" that this might improve, but devs have to avoid making pets overpowered in PvP.
  • Encounters un-pet-friendly: We see what you mean, and might improve in the future.
  • Certain stats (e.g. crit, hit rating) don't help your pet, making gear with them less attractive: This is intended, but might change in the future.
  • It's impossible to tell who out of multiple targets resists your FD: Devs agree, and would like to see it ifixed; no ETA.
  • Pet kills don't count for player kills (for Rapid Killing, for instance) even when the player has tagged the mob: Fixed for 2.1.
  • Growl scales by RAP, often giving MM Hunters better Growl threat than BM Hunters: Devs agree, but "no information available regarding what they will do to address this concern."
  • Hunters' role endgame: DPS class, with utility as a bonus. "Hunters compare quite well to other DPS classes, but possibly a bit low, however this is something that is being looked at. Things will get adjusted here and there where required."
  • People going through ammo too fast: Devs agree, considering what to do about it.
It's good that the devs are being more responsive than usual about this, but it's a little frustrating to have so few concrete details. Vaneras's full post after the cut.

Hi everybody,

We have received some more developer feedback for you this week, which is only a great thing. This means that we should now have answers and feedback for pretty much all of the questions and concerns compiled by Lactose of Talnivarr in the original post of this thread:


Q u o t e:
3. Pets
a) How well a pet-focused build handles itself falls heavily on the shoulders of the pet. However, pets are a part of the Hunter class, regardless of build. While the stat scaling is a good start, I don't think it's enough in many cases. Are there plans on adding more survivability to pets? Either directly, by immunity to certain attacks (mostly PvE), avoidance, or more indirectly shared healing with the hunter, etc?


It is quite possible that the developers will improve the survivability of pets, but they have concerns regarding how increased pet survivability will influence PvP. The developers are very careful about adding too much to survivability, as they do not wish for the pets to be overpowered in PvP.


Q u o t e:
b) Related to encounter design, and more of a plea: Please remember our pets when designing encounters. Not only in terms of buffs given in the encounter, but also debuffs, healing, and, maybe more importantly, survivability. As it stands, several bosses have been downright pet-killers - especially devastating for a Beast Mastery Hunter, but noticable for any spec.


These are valid concerns and this might be something that the developers will improve on.


Q u o t e:
c) Pets do not seem to gain anything from items giving the master Crit rating, Hit rating, etc. This seems counterintuitive to a degree, seeing as a item with higher item level and better stats could actually prove to be a downgrade when you consider what your pet gains as well. Intended?


Yes it is intended; however the developers are keeping an eye on this, so this might be changed in the future.


Q u o t e:
d) Pet buffs. Would it be possible to let pets either be counted together with other pets, or together with warriors / rogues for Greater Blessings? As it is, they have to be individually buffed.


This might be possible, the developers will look into this.


Q u o t e:
e) The character stat screen has received a overhaul, becoming much more detailed and useful (although the Hit section doesn't include anything regarding Hit gained from pure +Hit%, like talents). Would a similar revamp of the pet stat screen be possible?


This is also possible and the developers will look into this as well. Still too early to say what patch it would get into however.


Q u o t e:
g) It's hard (impossible) to keep track of a pet's loyalty progress. Anything planned to make this less shrouded in mystery?


This is a valid concern. There are no immediate plans as of yet, however this could certainly use improvement.


Q u o t e:
4. Abilities and game mechanics
a) Kill Command
Currenly, Kill Command triggers the global cooldown, and has other grievances, making its use seem more limiting than it should be, at least for non-Beastmastery Hunters. It also seems to be counted as a player attack for most things, not a pet attack (not triggering Frenzy, etc). Bugged?


This is working as intended as it is the player sending a "kill command" to the pet. The developers do agree that the ability tends to feel more like it should be a pet ability though, so they can understand the nature of this complaint.


Q u o t e:
c) Feign Death
I After recent changes, resists are checked individually per target. However, if one target out of many resists, we have no way of knowing who resisted and who did not. Having for example a "Resist" appear in the scrolling combat text above the appropriate target would help a lot with identifying the 'resistees'. Messages in the combat log might also be an option, although more prone to spam, and not too good on multiple targets with identical names (often a problem with a boss' adds).
II Any news on when we can anticipate the fix for Feign Death?


The developers agree that this is an issue and they would very much like to see this fixed, however it is not yet possible to say exactly when it will be done.


Q u o t e:
d) Pets currently do not count toward a player's kill (for things like Rapid Killing, trinkets requiring a kill...), even when the player has tagged the mob (i.e. pet not staying on aggressive auto-killing). As a pet class, this seems counter-intuitive. Intentional?


This is already being fixed, and it is expected to be implemented together with patch 2.1.


Q u o t e:
e) Growl
Growl's threat now scales based on the Hunter's Ranged Attack Power. Due to Marksman Hunters having so high an amount of Ranged Attack Power, Beast Mastery pets often aren't able to keep up with the aggro generated. This seems counter-intuitive, possibly have deeper talents of Beast Mastery yield a bonus to Growl threat?


The developers thinks that this is valid feedback, however there is no information available regarding what they will do to address this concern.


Q u o t e:
5. Scaling, other classes and other concerns
a) Where do the developers see hunters in end-game? As a DPS class with other abilities and roles as an addition? How do we compare to other DPS classes, equally geared, in terms of DPS? What can we offer which makes us stand out and a vital part of any balanced group?


The developers see the Hunter class as being a DPS class, which brings other utility abilities with them as an additional benefit. Hunters compare quite well to other DPS classes, but possibly a bit low, however this is something that is being looked at. Things will get adjusted here and there where required.


Q u o t e:
b) Certain parts of the hunter still seem to have no (or limited) scaling: Traps, Mend Pet, stings and ammo. As we hit the level cap, can we expect these aspects to scale upwards as the hunter becomes more powerful?


It is possible that this will happen, however the developers do think that the significance of these things are somewhat questionable.


Q u o t e:
c) Related to ammo, having both more shots available, and faster weapons being much more viable than pre-2.0.1, the amount of ammo you can have in a quiver / ammo pouch seems to deplete too fast. Will there be bigger quivers / ammo pouches, or possibly allowing ammo to stack a bit higher to compensate?


This is a valid concern and the developers are considering what to do about this.

That is all we have for now folks. We will of course keep you posted when we receive more information from the developers.

And one last thing for now; please click on the link below in case you missed the developer feedback from last week:
http://forums.wow-europe.com/thread.html?topicId=113941397&sid=1&pageNo=10#192

Filed under: Hunter, News items

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