Scattered Shots: How do you make sense of all the beta hunter changes?
Is the tauren above about to cut off his own head -- or lunge forward to attack? Perhaps he's just feeling confused about upcoming changes to hunters? Would you, too, like to know just what's going to happen to your class? Well, you can rest easy now, because Scattered Shots has all the answers to your most urgent questions.
The short answer is: You don't; at the moment there is no making sense of all the Wrath hunter changes. We find ourselves at the mid-point of Blizzard's mysterious scheme for hunters, right in-between significant changes already in-progress and vague changes which they've promised or the future. We remain uncertain about which ones are going to make it live, which will be changed again, and which will be removed or added later on. Any analysis we do right now (and indeed much of the analysis we've already done) may or may not be completely out of date in a matter of days or weeks, and if your head hurts from all the ups and downs of turbulent beta-zone theorycrafting, rest assured that Scattered Shots feels your pain.
The long answer is: Even though the jigsaw puzzle isn't complete, it's still a pretty neat picture to look at. Today isn't the day for point-for-point talent analyses plus spreadsheets of sting/shot-damage coefficients -- what a headache that would be. No, today is an opportunity to stand back and look at how all this is beginning to fit together, to see how the path our class is trekking through the wilderness of beta-testing ambiguity solves some of our long-standing problems, gives us more of what makes hunters great, and leaves us with several crucial questions mysteriously unanswered.
What follows, ladies and gentauren, are the X-files of hunter beta mysteries, a fuzzy look through the crystal ball into the future of our class, the thrilling buildup to the surprising twist that comes just before the epic climax of the Hunter Saga season finale and leaves you hanging on the edge of your seat, biting on the tip of your fingernails, and gasping for air in the thrall of cliffhanger suspense.
Do hunters need Camouflage? Blizzard says, "Yes!"
Okay, the first big news in my book is that "Camouflage" is back in for hunters. Just about all we know of this ability is that it will provide "limited stealth capabilities" to level 80 hunters, with one bonus that we will be able to lay traps while camouflaged (although if our traps aren't camouflaged too, then this would tell our enemies exactly where we are...). We also know that this Camouflage will be different from the data-mined Camouflage ability we saw earlier in the alpha -- just how different is anyone's guess.
I'd like to hear your thoughts on what you think Camouflage should look like. If you ask me (or rather, if Blizzard asks me...), I would make it work something like this: You need to get some distance on your current enemy, so you dodge behind a tree or off a ledge, breaking line of sight, and then suddenly... you're gone! I imagine it working like a regular stealth ability as a prelude to big-time sniping, but also like a limited vanish in that, in addition to a cooldown and limited duration, it only works when you can hide behind something and break line of sight with any enemies currently engaged in combat with you. This could make environmental dynamics even more interesting for hunters, and give us ways to use tricky tight spaces to our advantage -- especially those cramped arenas. Hunters already have an unprecedented control over the space they occupy using traps, and this would work to heighten that strategy.
Do hunters need Bear Trap? Blizzard says, "No."
Speaking of traps, it looks like Blizzard heard the mysterious voices telling them that Bear Trap wasn't really solving our PvP trapping issues, so they decided to nix it and just improve Freezing Trap instead. True to common sense, Freezing Trap will no longer crack open on the slightest bit of damage, but will require a set amount before breaking loose enough for your enemy to escape.
This won't turn Freezing Trap into a stun-like ability where you can just freeze your enemy and then shoot all their appendages off, but it will (hopefully) give you that extra split second you need to get away from an enemy who may already happen to have a damage-over-time spell on. It may also give you a bit of buffer space if you or others are clumsy with multi-target and area-of-effect abilities.
Do hunters need a true taunting shot? Blizzard says, "Yes!"
Another nice change coming soon to a beta build near you: Distracting Shot will work more like a warrior's Mocking Blow, forcing an NPC enemy to attack you for 6 seconds. This is the answer to my prayers I've sent up while trying to trap while grouped with my paladin tanking friend. Once enemies start attacking her, it seems like there's no way to peel them off again, and this sometimes made trapping my designated target difficult to impossible.
It should also let us respond much more dynamically to situations that would otherwise be out of control. Suppose your healer draws threat (as they may be more likely to do without spell downranking) and your tank can't get there in time. You will be able to taunt that hazard over to your new-and-improved Freezing Trap just as fast as your own brain's reaction time can manage, which should give your tank enough time to see what's going on and reacquire that target's attention at his own pace.
This obviously makes our traps much more powerful, and reinforces our class' mastery of PvE threat-management. Abilities like this, along with Misdirection, and Feign Death mean that hunters are the go-to class when you want your enemy to be in exactly the right place at exactly the right time, especially when someone else is having trouble and things start to go wrong.
Do hunters need straight answers? Blizzard says, "Maybe..."
Several other things are going on with hunter skillz which we've either already talked about or don't seem to merit lots of discussion at the moment:
Finally, I'll leave you with the assurance that we'll do a proper discussion about the updated hunter talents at some point in the future. They'll probably change a lot soon anyways. But before you go, take a look at this one new talent with lots of potential: Separation Anxiety in the Beast Mastery tree makes your pet do up to 10% more damage when it is far away from you, and lets you and your pet move up to 10% faster when it is nearby. This is just the sort of synergy I like to see -- a talent that alternately boosts your damage or survivability depending on the likely need of the moment. Plus, it makes space even more of a strategic element for hunters, which is super cool.
Do hunters need more super-cool stuff? Blizzard says...
(To be continued...)
Does reading Scattered Shots make your brain sparkle with questions about hunting? Do you ever wonder what all those pet talents will let you do? Do you ever wonder if Blizzard really understands our hunter PvP issues? Or have you ever gone off the deep end and wondered what hunters would be like if we didn't use mana?
The short answer is: You don't; at the moment there is no making sense of all the Wrath hunter changes. We find ourselves at the mid-point of Blizzard's mysterious scheme for hunters, right in-between significant changes already in-progress and vague changes which they've promised or the future. We remain uncertain about which ones are going to make it live, which will be changed again, and which will be removed or added later on. Any analysis we do right now (and indeed much of the analysis we've already done) may or may not be completely out of date in a matter of days or weeks, and if your head hurts from all the ups and downs of turbulent beta-zone theorycrafting, rest assured that Scattered Shots feels your pain.
The long answer is: Even though the jigsaw puzzle isn't complete, it's still a pretty neat picture to look at. Today isn't the day for point-for-point talent analyses plus spreadsheets of sting/shot-damage coefficients -- what a headache that would be. No, today is an opportunity to stand back and look at how all this is beginning to fit together, to see how the path our class is trekking through the wilderness of beta-testing ambiguity solves some of our long-standing problems, gives us more of what makes hunters great, and leaves us with several crucial questions mysteriously unanswered.
What follows, ladies and gentauren, are the X-files of hunter beta mysteries, a fuzzy look through the crystal ball into the future of our class, the thrilling buildup to the surprising twist that comes just before the epic climax of the Hunter Saga season finale and leaves you hanging on the edge of your seat, biting on the tip of your fingernails, and gasping for air in the thrall of cliffhanger suspense.
Do hunters need Camouflage? Blizzard says, "Yes!"
Okay, the first big news in my book is that "Camouflage" is back in for hunters. Just about all we know of this ability is that it will provide "limited stealth capabilities" to level 80 hunters, with one bonus that we will be able to lay traps while camouflaged (although if our traps aren't camouflaged too, then this would tell our enemies exactly where we are...). We also know that this Camouflage will be different from the data-mined Camouflage ability we saw earlier in the alpha -- just how different is anyone's guess.I'd like to hear your thoughts on what you think Camouflage should look like. If you ask me (or rather, if Blizzard asks me...), I would make it work something like this: You need to get some distance on your current enemy, so you dodge behind a tree or off a ledge, breaking line of sight, and then suddenly... you're gone! I imagine it working like a regular stealth ability as a prelude to big-time sniping, but also like a limited vanish in that, in addition to a cooldown and limited duration, it only works when you can hide behind something and break line of sight with any enemies currently engaged in combat with you. This could make environmental dynamics even more interesting for hunters, and give us ways to use tricky tight spaces to our advantage -- especially those cramped arenas. Hunters already have an unprecedented control over the space they occupy using traps, and this would work to heighten that strategy.
Do hunters need Bear Trap? Blizzard says, "No."
Speaking of traps, it looks like Blizzard heard the mysterious voices telling them that Bear Trap wasn't really solving our PvP trapping issues, so they decided to nix it and just improve Freezing Trap instead. True to common sense, Freezing Trap will no longer crack open on the slightest bit of damage, but will require a set amount before breaking loose enough for your enemy to escape.
This won't turn Freezing Trap into a stun-like ability where you can just freeze your enemy and then shoot all their appendages off, but it will (hopefully) give you that extra split second you need to get away from an enemy who may already happen to have a damage-over-time spell on. It may also give you a bit of buffer space if you or others are clumsy with multi-target and area-of-effect abilities.
Do hunters need a true taunting shot? Blizzard says, "Yes!"
Another nice change coming soon to a beta build near you: Distracting Shot will work more like a warrior's Mocking Blow, forcing an NPC enemy to attack you for 6 seconds. This is the answer to my prayers I've sent up while trying to trap while grouped with my paladin tanking friend. Once enemies start attacking her, it seems like there's no way to peel them off again, and this sometimes made trapping my designated target difficult to impossible.
It should also let us respond much more dynamically to situations that would otherwise be out of control. Suppose your healer draws threat (as they may be more likely to do without spell downranking) and your tank can't get there in time. You will be able to taunt that hazard over to your new-and-improved Freezing Trap just as fast as your own brain's reaction time can manage, which should give your tank enough time to see what's going on and reacquire that target's attention at his own pace.
This obviously makes our traps much more powerful, and reinforces our class' mastery of PvE threat-management. Abilities like this, along with Misdirection, and Feign Death mean that hunters are the go-to class when you want your enemy to be in exactly the right place at exactly the right time, especially when someone else is having trouble and things start to go wrong.
Do hunters need straight answers? Blizzard says, "Maybe..."
Several other things are going on with hunter skillz which we've either already talked about or don't seem to merit lots of discussion at the moment:
- Kill Command turned out to be too much of a passive damage boost for Blizzard's liking, so they're changing it to something a bit more proactive, but still less than amazing.
- Disengage now lets us do double backflips! (Well... all we're promised so far is that it'll make us jump back 10-15 yards, but I'm really hoping for some sort of cool animation on that rather than a simple jump.)
- Master's Call and Deterrence will both be baseline abilities for hunters! Huzzah for survivability!
- Arcane Shot's dispel effect gets kicked out for being overpowered and takes up residence with Tranquilizing Shot instead. Now you'll have to actually think about dispelling things.
- Blizzard has hinted at "two new Hunter abilities that will help combat LoS [or Line-of-Sight for the acronymically-challenged] issues," but there's no word on exactly what those are yet. Could the new Camouflage be one of them?
Finally, I'll leave you with the assurance that we'll do a proper discussion about the updated hunter talents at some point in the future. They'll probably change a lot soon anyways. But before you go, take a look at this one new talent with lots of potential: Separation Anxiety in the Beast Mastery tree makes your pet do up to 10% more damage when it is far away from you, and lets you and your pet move up to 10% faster when it is nearby. This is just the sort of synergy I like to see -- a talent that alternately boosts your damage or survivability depending on the likely need of the moment. Plus, it makes space even more of a strategic element for hunters, which is super cool.
Do hunters need more super-cool stuff? Blizzard says...
(To be continued...)
Filed under: (Hunter) Scattered Shots, Hunter, PvP, Classes, Wrath of the Lich King







Reader Comments (Page 1 of 2)
Eleven Aug 21st 2008 2:25PM
I love the idea of camouflage, but seriously, it's going to kill the point in my Night Elf racial!
Kyudo Aug 21st 2008 3:07PM
Oh yea, Drink and Shadowmeld on another cooldown is useless, eh?
jbodar Aug 21st 2008 10:58PM
IIRC, Shadowmeld also increases stealth skill by 1 level for Druids and Rogues. I assume it would do the same for Hunters, no?
Ridged Aug 21st 2008 2:37PM
Yeah i have to agree with Eleven here. While i was reading this all i could think about was how much i hated the fact that i was a night elf hunter....
Unmei Aug 21st 2008 2:57PM
QQ moar night elf hunters. I highly dislike your slight advantage in pvp because you can zomg stand still and stealth with your pets while waiting for me to come and tap on the flag.
Grow up and have a level playing field :P I welcome my stealthy belf hunter overlords with open arms.
Callidon Aug 21st 2008 2:49PM
my heart bleeds, cos shadowmeld is sooooo effective, no, wait, scratch that, its shat all use, cos it lets you move whilst stealthed aye? wrong again, your a hidden target that can't do anything, roll with the times people and embrace the whirlwind.
real hunters don't complain, i bet your one of the ones that moaned and qq'd since release that we needed love, amnd now we're getting it your getting your knickers in a twist over SHADOWMELD!!!!! my lordy is there any wonder we have a bad rep?
Radiophonic Aug 21st 2008 2:56PM
Shadowmeld is crap. I see them 9 out of 10 times anyway.
Radiophonic Aug 21st 2008 2:55PM
Darn you bliz, a bleed effect was a nice addition to trapping. Ya know, something in pvp that can't be dispelled?
Gimmlette Aug 21st 2008 3:07PM
I think how Camouflage is implemented will make a difference. I am a dwarf but I immediately thought of my nelf friends and their cats who get into a position and fade. "Damn, that's cool," thinks I. "Wish I could do that and pop out at the enemy."
I'm guessing it would be as the author suggests, something whereby we can take advantage of space elements. I do like squeezing to a side crevasse or, given that I'm short, just walking through the grass in Nagrand is enough to hide me. I think there will be a cool down of moderate duration. Perhaps it's a talent that would "proc" only in certain situations. Honestly, I can't see that it's a challenge to your racial.
We take a "wait and see" approach to all of this. I would be thrilled if all they did was fix growl. Still waiting on those 100 count bags however.
wrez Aug 21st 2008 3:24PM
We should get a damage bonus when we shoot while Camouflaged, and when we get the shot off, we need to make that cool Predator growling sound.
Garfunkel Aug 21st 2008 4:04PM
I can't wait, i'm still new, TONS to learn, a cubicle 9-5'er that's only played a few months, and only have one 70 but.........
I love every minute of BEING A HUNTER!!!!!!
sure PVP is tough for us, i wouldn't be interested if it was easy
camo sounds pretty sweet!! so does the double backflips hahaha, a true taunting shot - yes please!
Love this game!!
(wish i could get the old lady to play - I get jealous when i read the "my husband and I" posts)
cheers' all, friday is close
dwarf hunter - Hellscream
p.s. a sincere thanks to all at wow-insider for making the workday go by that much faster!!
Ircasha Aug 21st 2008 5:58PM
In general, we do just fine in BGs. Arena, on the other hand, is a whole different story.
Gimia Aug 30th 2008 5:57PM
I still hate it how they're nerfing kill command. I provides some nice extra dps for our pets and saying that it "wasn't attended to be that way" would be like telling all warlocks that they're going to nerf seed of corruption to a 2 minute timer as well because it's OP (which Blizz did say they screwed up with that one.)
Warboss Aug 23rd 2008 5:39PM
My question is, if I misdirect and use distracting shot will it force enemies to attack my m/d target? I like to use distracting shot already for that, I am not entirely sure it adds more threat. But I like to think it does.
here is a thought Aug 21st 2008 5:02PM
just gonna toss this out there.... drop mana for hunters, make all their mana powered shots use ammo types instead. make ammo crafting a skill, different types of ammo take longer to shoot, etc. think it would all work out and give a lot more flexibility, assuming ammo switching is automatic depending of the type of shot you attempt to use.
lazarel Aug 21st 2008 5:25PM
Keep tossing it out, and keep picking it back up again.
Shots aren't the only thing Hunters use mana for. Think conjured traps, aspect changes, pet healing, etc.
As a hunter, I have no problem with the current system and certainly don't want to carry around 5 types of ammo, all the different parts I need to make traps on the fly, pet bandages, aspect reagents, etc.
It may seem wrong intuitively, but get over it. Hunters use mana.
Riodhr Aug 21st 2008 5:16PM
I saw on the forums today that Kill Shot was removed in the latest build. Can anyone confirm or was the forum poster just talking out their butt?
Marc Aug 22nd 2008 6:11AM
@here is a thought: Too much radical change that Blizzard will not spend time doing.
Derick Aug 21st 2008 7:03PM
ER...isnt that a bunch of rogue gear on a tauren?
Engineering accident?
and why at the top of the hunter column?
Derick Aug 21st 2008 7:04PM
also.... I didnt read any of the text
so haha