Scattered Shots: The dev team takes on PvP
Welcome once again to Scattered Shots, WoW Insider's spot for all things Hunter, except for the stuff Big Red Kitty covers. Daniel Whitcomb will be your host today (a day late, for which he apologizes) as David Bowers tries to shake off some extra aggro.
The state of Hunters in PvP is perhaps one of the most debated subjects in WoW PvP. Some call Hunters overpowered for their dispelling Arcane Shot (which is going away in Wrath, to be sent to the non-damaging Tranquilizing Shot), while others point to their low Arena representation and the ease of using line of sight to negate most of their DPS and Abolish Poison to get rid of their main PvP utility as proof that they need buffs. Regardless, even the devs acknowledge that Hunters probably need some help in PvP, and class designer Koraa recently spoke on the subject on the Beta forums. In his post, he covered the problems he sees Hunters having, and how Blizzard will be helping with those moving forward into Wrath.
Unfortunately, his solutions seem confused in and of themselves. They involve giving Hunters more melee attack power (instead of more way to break from melee so they can use their ranged weapon) and a variety of talents scattered around many trees in such a way that it will be difficult for a solid PvP build to get them all. And, as I mentioned in a post yesterday, they still aren't giving pets resilience.
Other Hunters such as Megatf have done an excellent job responding to some of Koraa's points in the thread itself, but I'd like to address and respond to the post myself in this week's column, and see how they stack up to the problems Hunters face in small scale Arena PvP.
Mobility
Koraa says that the changed to Surefooted and the addition of Master's Call are meant to improve Hunter mobility. Since both are more dependable (he says) ways to remove or reduce immobilizing effects, they should improve a Hunter's ability to get out of scrapes.
The first problem with this solution is that both are talents. A Hunter is supposed to be a ranged fighter. Getting to range in order to use their abilities should really be a basic cornerstone of the class. The problem is that instead, we are expected to gather talents in disparate trees and cobble together a build that will probably greatly lower our damage potential in return for a little more survivability - and survivability that is questionable at that. 2 minor snare resistance abilities, one on a cooldown and dependent on a pet who could be dead or crowd controlled, won't save us from Hamstring spam or constant Crippling Poison procs.
To make matters worse, the one reliable way we have of breaking away from melee range, The Beast Within, will probably be dispellable in Wrath, since "enrage" effects will be removable with Tranquilizing Shot.
What would simply be more preferable is some reliable way of keeping distance. Concussion Shot doesn't last long, and traps are easily resisted or dodged and have a restrictive cooldown. What would help our mobility more than anything would be a knockback shot or trainable Scatter Shot. A solid reactive way to keep people at range is what we need. That alone would help both our mobility and our suvivability by allowing us a fair chance to keep or regain our distance and do what we do best.
Survivability
Deterrence, says Koraa, is the major solution for Hunter survivability. It is true that the Deterrence changes, which provide straight resistance to spell damage, should be very useful to help a Survival Hunter stand up to focus fire.
Unfortunately, this is yet another talent that should be baseline, and one that will be hard to fit into a talent build that wants to take The Beast Within and Scatter Shot for other needed PvP Utility. Much like Mages got baseline Ice Block, it really does seem like Hunters deserve a baseline damage reduction ability for when they get focus fired, and Deterrence would fit the bill. Offering us a talent that may be hard to fit into an otherwise legitimate PvP build is not going to solve any problems.
Line of Sight
The first part of Koraa's solution here is at least somewhat promising. They agree that Hunters are perhaps the class most affected by breaking line of sight, and plan to implement 2 new abilities for Wrath that should help with that. We'll have to wait and see, of course, how much the abilities actually help Hunter PvP.
If there is one thing that's a bit disconcerting about this, it's the fact that we get two new abilities. Between those 2 abilities, Tranquilizing Shot becoming needful again, plus Kill Shot and Bear Trap, I'm fast running out of macro spots and hot keys, much less space on my action bars. Have we given up the complication of Shot Rotations just in time for the complication of PvP abilities?
The second part is more than a little bit confusing and disheartening. The dev team plan to give Aspect of the Beast a 10% melee AP buff and unlink Mongoose Bite from dodge in order to give Hunters more melee damage when they are unavoidably caught in melee. It's more "buffs" that Hunters didn't ask for and won't really fix what's wrong with them in Arenas.
Melee Hunters have long been ridiculed, and for good reason. They simply don't work, and it's foolish to use melee when you can do better damage and have more utility at ranged. To think that one should simply give in and try to melee their opponent to death is, frankly, ludicrous. The global cooldown wasted by switching to Aspect of the Beast alone would be better spent on a Wing Clip, a trap drop, or a Scatter Shot in an attempt to gain range again. We need more ways to get back to range, not melee damage.
Finishing Moves
I'll be honest. This next problem is a problem that I didn't even know we had. Says Koraa: "[Hunters] do have a powerful front-load combo (Aimed -> Multi -> Arcane etc.) , but the problem they have is finishing the player off. If the player is still alive after your front load damage, you're left standing there praying for autoshot crits."
The solution, he says, is the Kill Shot. It's strange that he mentions this as an option to the above front-loaded combo, because Kill Shot looks like it will be on the same cooldown as Arcane Shot. That means that if you used the above front-load combo, Kill Shot is on cooldown anyway, and you're left praying for Auto Shot crits anyway.
Still, I have to admit that I'm sort of excited for Kill Shot. At the least, it will allow an easier time finishing off a fleeing opponent who's trying to duck behind a pillar to heal or bandage.
Pets
Koraa says that they believe that they have made pets more durable and useful, with a wide variety of abilities to make them better at all levels of PvP, Arena, world, and battleground alike.
Unfortunately, at the same time, he's also nixed any chance of pets sharing resilience. I've covered most of my problems with that in the post I made yesterday on the issue, but as it stands, the problem is clear. All the new abilities in the world won't help if Pets have no survivability, and right now, there's no indication they do. Even new abilities like Heart of the Phoenix don't really seem to measure up -- anyone capable of killing a pet in the first place should only need one or two shots to kill them again when they pop up with 10% health.
The new family skills do offer some small promise for change. Stuns and snares could do wonders to help Hunters with mobility promises and keeping people at range, except for three small problems: First, said snares and stuns often last for a very short amount of time and have a long cooldown (see: Web), and thus are less than reliable Secondly, if the pet is dead, it can't use the skills. Thirdly, most Hunters will probably still be stuck using a scorpid for the stacking poisons, especially if they are Marksmanship Hunters who want their Chimera Shot to be of any use.
The Elephant in the Room: Viper Sting
Drain teams are perhaps the most successful niche Hunters have found in the Arena system. Unfortunately, with 3 out of 4 healing classes able to remove poisons, a Hunter needs to spec a certain way and bring a scorpid pet to properly protect his Viper Sting. If he does not, it will be removed immediately in many teams and become useless.
It seems likely that Blizzard just doesn't get this -- Koraa seemed confused as to this fact too. He genuinely wonders why a proposed change to make Chimera Shot refresh stings is bad. It seems he'd realize that Chimera Shot cannot refresh a sting that has already been cleansed away.
There's simply no reasonable way outside of a scorpid Pet to keep a Viper Sting from falling off any player who is teamed with a Druid, Shaman, or Paladin. Because of that, any extra PvP utility provided by new family skills falls by the wayside.
The one bright spot is that the scorpid is a Tenacity pet, meaning it will at least have access to a good variety of survivability skills such as Blood of the Rhino. If it's good enough to provide survivability against high DPS weapons with armor-piercing powers, however, remains to be seen.
In the end though, the biggest problem remains the fact that Viper Sting is too easy to dispel, thus leading to the use of a scorpid pet being nearly mandatory in many situations. The best way to fix this would probably be to make Chimera Shot a passive ability that added a "bloom" to sting that occurs when they end or if they are dispelled, thus making a healer have to think twice before dispelling without making stings outright impossible to dispel. You could also experiment with making Serpent Sting a 5-stack poison that stacked with other stings, but to be honest, that would probably be simultaneously useless in PvE and overpowered in PvP.
Drain teams are specialized that I feel it's justified to require a certain spec for them in this case, and I would hope that the eventual mobility, survivability, and line of sight changes we do get are enough to make us desirable in non-drain focused teams as well. But for both things to happen, we need some buffs.
Final Thoughts
There are probably a few disclaimers I should make so that my criticism of Blizzard's PvP direction with Hunters doesn't seem too harsh.
Firstly, the fact remains that as of this writing, the Beta level cap is only level 77, and no new end-game PvP content has been released for testing. It's very possible that Blizzard has been running PvP content with level 80 characters already, and once we get a chance to head into Dalaran Arena and Lake Wintergrasp at level 80, we'll find all these new Hunter tweaks really do work to fix our PvP problems. I honestly doubt it, and I still see a lot of holes to be plugged, but I'd be glad to be proven wrong.
Secondly, Hunters are shaping up nicely for PvE. Improved pet functionality and the removal of Auto Shot clipping alone are worth the price of admission.
Thirdly, this is still Beta, and a lot can change. Blizzard's proven very receptive of well written and knowledgeable feedback during the Beta, so it's very possible that they could change their views on fixing Hunter PvP before we go live. We have at least 2-3 more months before Wrath goes live, and it's likely that things will change drastically from build to build.
But regardless, what we need in PvP is clear to me. We need a solid baseline way to keep ourselves at range, we need pets that can survive a few good hits from well-equipped DPS, we need a way to overcome our LOS difficulties, and we need a way to protect our Viper Sting without being forced into one viable pet family for Arena PvP.
Blizzard has acknowledged at least some of these shortcomings, but it remains to be seen if their solutions will be enough. Hopefully, we'll have more good news to report on that front when PvP testing kicks into high gear on the Beta.
Filed under: Hunter, PvP, Expansions, Wrath of the Lich King, Battlegrounds, Arena, (Hunter) Scattered Shots






Reader Comments (Page 1 of 4)
Doyce Aug 8th 2008 9:46AM
So what actually changed in beta to remove autoshot clipping? How does it work now? How the heck has this NOT been mentioned already?
Do we just fire off our specials when they come up and the autoshot fires whenever it comes up? How does that interact with Aimed Shot?
SpaceDog Aug 8th 2008 9:50AM
It's been mentioned a bunch of times, it was announced at the WWI.
That being said, I can't remember if it only applies to steady shot. I'm sure someone will put it straight here.
Doyce Aug 8th 2008 10:47AM
It's been mentioned that they're "fixing the clipping issue", but there really hasn't (to my knowledge) been any hard information on what that fix looks like in the beta... just a lot of supposition pre-beta on what it might look like.
So I'd really like to know what's really happening.
SpaceDog Aug 8th 2008 9:46AM
I'm a tad underwhelmed with our new defensive PVP abilities too, especially since bear trap would, at best, replace another trap from our repertoire.
I'm generally quite supportive of Blizz's changes but they seem to be quit short-sighted in this respect so far.
Ah well, I can always PVP more on my mage. :)
Manatank Aug 8th 2008 1:26PM
I think arenas are the dumbest form of PvP currently available, and the only reason I've ever participated is for the welfare epics. Obviously those with high ratings didn't get their points for free. They got them through twitch reflexes, good talent builds, good group composition, and good gear. Those without high ratings still got free epics.
The only interesting form of PvP in my opinion are the battlegrounds when played by organized teams. This is where strategy and execution can outweigh gear and group composition. Being in the right place at the right time is key. The most satisfying PvP experience I ever had occurred last week when by chance a pre-made I was leading in AB came up against a pre-made from one of the prominent horde guilds from our server. It was a hard battle the entire match, with us coming from behind to win by 10 points. 10 points in an AB made possible by a cap in the last 20 seconds! It was epic. Especially when we all rode over to the horde queuing area in Shat afterward and waved at the other team.
Given this, I hardly care that my hunter sucks in arena, because she is sublime in battlegrounds. In my opinion hunters are the most powerful class in the current battlegrounds (mostly due to buffs intended to help us in Arenas). Staying at range is trivial as long as we aren't outnumbered, and LoS issues rarely come into play. We simply smash face.
Here's my suggestion: Don't fix us for arenas. Fix arenas. Make them bigger. Give us a reason to use terrain to our advantage. Involve strategy of some kind. Some people may enjoy the simplicity of the current rock-paper-scissors arena play, but I'd like a bit more strategy personally. I don't know why playing against other people needs to be so simplistic. How is a simple fight to the death the pinnacle of PvP? Obviously Blizzard thinks so because the rewards are stacked to prioritize Arena players over all other forms of PvP. Let's hope that they change their tune in Wrath.
bugmaster Aug 8th 2008 9:49AM
it has come up before in a previous installment of scattered shots
Galipan Aug 8th 2008 9:49AM
OK, I honestly can see what you're saying in this post, to a certain extent I agree, however (and I say this with all due respect), QQ.
Every class has problems, as do hunters, we might not be the best in the Arena but when I go to a BG, I pwnface. Stand far, and pewpew. Sure, hamstring is a pain in the ass, and so is crippling poison, but now MAster's Call, we have (in essence), three alliance trinkets. Beast within, master's call, alliance trinket. Sure, we can't blink, but it just makes the class more fun.
Why play it easy when you can play hard. What's fun about the hunter class is that any idiot can send a pet in on a mob and auto-shoot; but not everyone can raid or PvP as a hunter. The face that we have so many "problems" as you call them, is what makes me want to play hunter. Overcoming those problems with what we have is the fun part of the game.
To be honest, I would reroll a mage if they gave us something like a netting ability: "tossess a net over the target imobolising them in place. 30yd range". My pet died? Fool the Horde with your FD, bandage up, rez your pet and get back in the game.
Finally, if you're out of bar space, I suggest getting the following addon: Venantes. Real space saver, the message macros suck ass though.
SpaceDog Aug 8th 2008 9:51AM
"My pet died? Fool the Horde with your FD, bandage up, rez your pet and get back in the game."
In arena? Fat chance.
Kaljin Aug 8th 2008 9:52AM
The thing is, when all the other classes are awesome at arenas, and we're absolute weaksauce, it sucks. In BGs we have problems. Rogue on you? TOO BAD! He's got 45% chance to apply crippling and 50% dispel resistance, resistance to snares, and 15% speed. We haven't gotten anything good, just nerfs and pandering.
Kanuris Aug 8th 2008 12:52PM
@ Kaljin
Shaman and Paladins are suffering from underrepresentation in Arenas too. If your having trouble with Rogues then use your traps or maybe spec for the Beast Within?
In regards to the OP i can see the issue of dispelling Viper Sting being irritating for Hunters. Though i would say that focusing on keeping it from being dispelled so much is narrow-minded. If more and more abilities are to be given huge dispel resistance then the act of dispelling becomes more and more pointless.
Even now, a hunter with 30% dispel resistance on Viper Sting and a Scorpid pet has a crapload of resistance to dispel mechanics. Compared to other abilities, Stings can be quite dispel proof, though not immune.
When inevitably brings me Mana Burn. I hate it i hate it i hate it. Drain Mana locks out the Warlock from doing anything else, Viper Sting is vunerable to dispelling and has a cooldown. Then theres Mr Mana Burn with his awesomesauce lack of cooldown and shorty castime.
Nick S Aug 8th 2008 2:30PM
I'm not sure many of you have played Hunters in the arenas.
Above a certain ranking, Hunters get one job - Viper Stinging healers. Our damage is a joke because we'll get pole-humped with every shot, our pets get CCed and killed, and we just plain don't have the burst potential of classes like Mages, Rogues, Warriors, and Ele Shamans, nor the un-LoSable DoTs of Warlocks and Shadow Priests.
Hunters are extremely limited in Arenas, in a way that maybe one other class is limited (sorry Shamans...) We're the only physical DPS class subject to spell pushback (except Slam Warriors, technically.) We're also the only DPS class PERIOD whose primary attack shuts off when the enemy is in melee range.
Melee classes, faced with the problem of not being able to deal damage while out of melee range, get things like Shadowstep and Intercept.
That's what Hunters need - a way to get to the range they need to be at to do damage.
ScorchHellfire Aug 8th 2008 10:01AM
i think its funny that the writer thinks that huntards deserve a baseline damage mitigation ability... dude... you guys are in mail and can kite things just as easily as mages... and yet you think you need something like that above say the clothy that doesnt get one like that (locks) bull crap... frankly mages shouldve never gotten ice block trainable in the first place but whatever... yes give hunters their own cloak of skill while locks defense is still broken...
ZekeGrimsblade Aug 8th 2008 10:07AM
What's your excuse, you played a Lock?!?! Huntard indeed.
SpaceDog Aug 8th 2008 10:23AM
Go post in the lock column, this is not about locks.
Kaljin Aug 9th 2008 2:47AM
Go back under your bridge. You are useless to this discussion (and world).
Sinthar Aug 11th 2008 9:01AM
Well im not a hunter - but seems to me that this is all about pvp again. Not something im that good at, and it does seem that Blizz's way forward is 'cloudy' at best. Much like the mage fire talents, and some pally changes to name 2 others. I hope your tree gets the 'polish' it deserves. But i still disagree with pet getting res, as i think it would make a hunter a 2man team on their own.
Perderedeus Aug 8th 2008 10:07AM
Hunters have it bad in Arenas. It's a very fast-paced, no-holds-barred environment... you won't be fooling anyone with Feign Death and you won't have much opportunity to resurrect and heal up your pet before "getting back in the game." There's really no time to be "out of the game" in Arenas.
Looking at PVP overall, Hunters still need help. Stings are easily dispelled. Line of Sight is a terrain issue, yes, but it isn't going away from Arena design and it truly cripples a class that relies on LoS and has very few DoT options. Traps still all share a 30 second cooldown and they can be easily dispelled. Scatter Shot is one of the class' most effective ways of getting out of melee and back to ranged, but not every spec can pick up Scatter Shot (they should just make it trainable). Between Aspects, Traps, Tracking, Shots, Stings, Special Abilities (Rapid Fire, etc), and the new active Pet Abilities, this class has the most buttons and the most fragmented gameplay I've seen yet. Blizz isn't improving the situation by moving our dispel off Arcane and to yet another shot (Tranq), not to mention their approach on "let's buff hunter melee power" ...
Ylts Aug 8th 2008 10:10AM
hunter class designer is retard what makes him huntard! -.-
Vavermick Aug 8th 2008 6:29PM
Why not erase the daze effect procuded when struck in combat using Aspect of the Cheetah? This is something I would even support having to spend 5 training points to get to. Nearly every class in the game has a means to create/close distances, and only hunters who need that distance the most are penalized for their ability. Maybe it would would make us OP, but not any more OP than a warrior intercepting me through a trap.
nikoli Aug 8th 2008 10:20AM
I'm not sure why you're asking for buffs to help PvP combat specifically against melee classes (warriors were specifically mentioned). Hunters have many current abilities to keep range, and last time I checked, classes were *not* intended to be on par in PvP with every other class. If you were able to kill everything equally well you might be happy, but the game as a whole would lose some variability in my opinion. I'm sorry, but 1v1, every class inevitably has a counter class. I guarantee you I have both had hunters kite me into eternity on my warrior (15-second intercepts feel like an eternity against scatter-shot, imp wing clip, freezing trap), plus they are ducking pillars to LoS *me*), and mana drain the p*ss out of me on my priest (fair enough, I get to mana burn them too). Don't complain that you don't have the innate tools (i.e. trainable Scattershots) to excel in PvP. Every other class in the game has one blatantly obvious PvP talent tree they need to utilize (make talent sacrifices for) to be at least somewhat successful in arena. I don't complain about getting Viper Sting spammed (I know it has a CD, but c'mon it's an instant cast) on my priest because I'm not supposed to have a counter to that. You can't give all healers the same abilities, just like you can't give all dps the same utility and survivability against particular classes.
I'm not saying hunters shouldn't get any sort of PvP buff, but Blizzard definitely needs to make them spec into "the good stuff" so to speak. Make them choose wisely between raw dps and arena/PvP utility. You can't have your cake and eat it too. Do you want to see destro locks in arena with trainable Soul Link? Do you want priests to have trainable power infusion or pain suppression? Warriors and trainable mortal strike? All are pivotal PvP abilities that require an investment in the PvP talent tree.