Scattered Shots: Patch 4.1 hunter AoE changes

Coming fast on the heals of the chaotic hunter changes from patch 4.0.6 and the hotfixes that followed, we now have more changes to look forward to in patch 4.1. Happily, we are not seeing another overhaul of the hunter class to disturb the precious state of hunter balance we're enjoying now.
Instead, we have some nice quality of life improvements -- no more pet happiness system to juggle, and when we tame a hunter pet, it will now automatically level up to our hunter level, instead of three levels below. I definitely think this last was a needed change; hunters were the only class that actually had to level up one of their key DPS abilities in this way. It's worth noting that for the moment, this only works for newly tamed pets. Your existing pets still have to be leveled the old-fashioned way.
But aside from making the collection of our 25 pets easier, the other thing (so far) that we know patch 4.1 is bringing us is some attention to our AoE abilities. Join me after the cut for a look at what we're seeing on the PTR and how that affects the balance of each spec's AoE.
AoE focus in patch 4.1
Very early in the PTR process, Blizzard let us know that AoE was going to be a focus for this patch. Specifically:

While we do intend to make fewer balance changes in patch 4.1, you can still expect to find a fair number of updates. Below are just a few we'd like to share with you right now. Keep in mind these changes don't encompass the entirety of the 4.1 changes, nor do the initial Public Test Realm patch notes.
To start, we want to do a better job of balancing the AoE power of the different damage-dealing specs. You can expect to see some changes to this end made throughout the testing process.
To start, we want to do a better job of balancing the AoE power of the different damage-dealing specs. You can expect to see some changes to this end made throughout the testing process.
It's probably worth noting that it's a bit of a relief to hear that Blizzard intends to make fewer balance changes in 4.1 than it did in 4.0.6. And that makes sense, too. Patch 4.0.6 was the balance adjustment to Cataclysm itself, the first patch since launch, and there were a lot of balance issues to iron out, which is inevitable with a new expansion.
The Multi-Shot change
Very shortly after getting the announcement that spec AoE balance was going to be a focus, we saw this pop up in the patch 4.1 patch notes:

Multi-Shot damage has been increased by 250%.
A 250% damage increase to Multi-Shot certainly sounds like a giant AoE buff for hunters! In practice, it doesn't look like this is actually a 250% buff. MMO-Champion's datamining shows that it was just the base damage component of Multi-Shot that was buffed, not the attack power coefficient. (Note, as always, that datamined information is not always accurate.)
I suspect we're only seeing the first iteration of hunter AoE tweaking here. Right now, this buff certainly helps MM and BM AoE catch up with SV; however, SV is still going to be the king of hunter AoE unless something else changes.
BM AoE
Right now, BM AoE has two components: Multi-Shot and their pet. For true AoE fights, a BM hunter needs to bring a worm pet -- or possibly the difficult-to-manage chimera pet (their AoE won't necessarily hit the entire group of mobs without significant micromanaging of pet positioning).
BM AoE pets do an awesome job of contributing to AoE. Multi-Shot, on the other hand, is usually only worth while during Bestial Wrath. Outside of big red pet, BM hunters need at least seven targets up before Multi-Shot is worth using over Arcane Shot, and significantly more if that Multi-Shot is going to replace a Kill Command.
During Bestial Wrath, however, BM hunters enjoy a 50% discount on Multi-Shot and can fire with only four targets active (or five, if you're replacing Kill Command).
With this change, the BM threshold will move down, but BM is still really only going to want to Multi-Shot when Bestial Wrath is active. On the other hand, if we plan our cooldowns well, BM can do some exceptional short-burst AoE DPS; the combination of Explosive Trap, our pet's AoE, and our Bestial Wrath Multi-Shot gives us a good 10 seconds of crazy-high AoE ability.
Of course the flip side is also true: If we screw up our cooldown or pet positioning or have to AoE more than once every minute or so, then our AoE ability is still going to be total junk.
MM AoE
Marksman hunters with Bombardment can essentially get the same Multi-Shot benefit that BM hunters get during Bestial Wrath, only all the time. On the other hand, as MM we don't have AoE pets, either.
MM currently requires around four to five targets active to make Multi-Shot worthwhile, and we have to be in a situation where we can spam Multi-Shot to take advantage of the Bombardment discount. This change will move that threshold down a bit, certainly, but MM will probably be the least attractive AoE spec. SV has the highest sustained AoE, and BM has awesome burst AoE with proper cooldown and pet management, but MM is just okay.
MM AoE does still have the advantage of Concussive Barrage to slow all the targets of their AoE, but in practice, this hasn't proved to be terribly useful in raid encounters -- an Ice Trap is all we really need to slow our AoE packs so far.
SV AoE
Without question, SV has the greatest AoE of all the hunter specs -- and frankly, Multi-Shot is an insignificant part of that AoE. With Serpent Spread, every target hit by Multi-Shot has Serpent Sting applied, and those Serpent Stings do instant damage with the Improved Serpent Sting talent. Furthermore, Toxicology doubles the crit multiplier of those Serpent Sting ticks, and the SV mastery boosts all that Serpent Sting and Improved Serpent Sting damage, as well as boosting the damage of Explosive Shot.
Already, SV only needs three targets to make hitting Multi-Shot to DoT up the targets worthwhile. This change to Multi-Shot ceratinly boosts SV AoE a bit, but not terribly significantly, since the vast majority of SV's AoE damage comes from those magical damage effects and not the physical damage of Multi-Shot itself.
Filed under: Hunter, (Hunter) Scattered Shots
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Reader Comments (Page 2 of 3)
koolaid201 Mar 10th 2011 2:25PM
Toning down AoE DPS is one thing, and I agree in LK it was all AoE. I just found the complete removal of one class' mainstay AoE spell, volley, to be ridiculous if they weren't going to remove all the other classes mainstay AoE spells (blizzard etc.) The could have rebalanced volley without removing it.
wutsconflag Mar 10th 2011 2:47PM
Multishot is much better than Volley was.
thegatherer Mar 10th 2011 5:40PM
Agreed. No longer do we have to sit around, mindlessly pressing our volley spell.
Thinking FTW!
Noyou Mar 10th 2011 7:27PM
Plus Volley was one of the cooler spells to watch/listen to. It was kind of the "say hello to my little friend" for hunters.
Gimmlette Mar 10th 2011 2:31PM
Personally, I like having to manage pet happiness, but then I come from the old school where we walked to school uphill...
both ways...
in the snow...
barefoot.
I chose this pet, tamed him and "trained" him. I should also feed him and keep him happy. I'm not a warlock that pulls my pet out of another plane of existence. I'm a hunter and, therefore, if I have to feed my pet to make him happy, then I had better have a stack of something he likes. It's part of what makes a hunter a hunter.
What I'd like to see is the kind of buffs on people food apply to pets. If I feed my pet Skewered Eel, the agility bonus would apply. If I feed it Severed Sagefish Head, then it gains intellect, although that's probably not a stat my pets need. I'd also like to see pets benefit from the feasts.
There probably would be too much coding to implement something like this, but I think it would add another dimension to the hunter's repertoire.
Thiron Mar 10th 2011 3:43PM
We already used to have pet food with buffs, though it all just gave STR+STA buff. Then it was removed in 4.0.3
Gimmlette Mar 10th 2011 3:46PM
Right, it was a simple buff. I'm asking for a more complex buff. I'd like to see agility food, strength, dodge buffs apply to pets as they apply to people.
It does seem to come down to not wanting people to have to "trouble" with remembering to feed a pet. I'm not a warlock, I'm a hunter.
Thiron Mar 10th 2011 3:56PM
Thing is, all class management would need to count on those buffs, and either people who have them would get extra benefits, or people who don't will suffer and whine "why do we have to bring yet another food to top our dps"
Gimmlette Mar 10th 2011 4:33PM
Whine. Bingo. It's always an option. Maybe you don't want agility on this pet. Maybe you want dodge, instead. I just think it comes down to not wanting to learn to play, not wanting to have options. This situation try this. This situation try that. It seems facerolling is what's wanted. That's not taking your talents and using them.
Then again...I'm old. I want those options. I want to have to remember or my pet will run away. Do pets even run away anymore?
Tim Mar 10th 2011 3:29PM
My hunter is not my main (not sure why really) but I remember logging in one day and looking for Volley. LOL. I also remember when I had volley being like "this is better than a mage's blizzard!"
Brock Mar 10th 2011 3:41PM
If by " precious state of hunter balance" you mean "MM is the only viable choice with SV being the lowest dps spec of any class" then yes, that's correct. I hope they unnerf SV soon and admit they were wrong. I hate MM.
Elvgren Mar 10th 2011 3:47PM
The distance between specs has never, ever, been less than it is now and, you could argue, depending on the skill of the player, every spec is capable of "top dps" in any given encounter.
Be careful what you wish for in asking for adjustments.
Deathknighty Mar 10th 2011 4:02PM
Well, seeing as you as an individual hate MM for no, or only the most arbitrary of reasons, Blizz had better nerf it then, huh?
Brock Mar 10th 2011 6:04PM
@ Deathknighty Who said anything about nerfing MM? I want SV unnerfed. Learn to read.
I don't like that SV is 4k behind MM. MM is higher than SV was before it was nerfed. Doesn't make sense to me. It makes it seem like Blizz is forcing MM upon hunters.
http://www.simulationcraft.org/410/Raid_T11_372.html
Dreyja Mar 11th 2011 12:53AM
The numbers are ALL so close and change so much depending on the type of fight, honestly I don't think anyone HAS to play MM unless their group needs that .2% over the whole fight.
Sure you could argue the numbers from simulators but the actual fights are completely different.
Brock Mar 11th 2011 1:48AM
Getting downrated because I said I hate MM, and every hunter seems to love it. Why is it so much to ask that they undo their mistake in nerfing SV? What does that have to do with MM? SV will fall into obsolescence next tier because it doesn't scale well. I want my spec viable.
Elvgren Mar 11th 2011 3:27PM
I don't particularly like MM. Too PvP centric for my tastes. I liked it better than SV in LK. It's changed. They've ALL changed.
I'm running BM and SV and switch for the best spec for the fight. It's not the same "one best spec" boring world any more. I PREFER BM. I ACCEPT it can't always be the best for a given encounter. I ADJUST for the good of the raid.
To say SV isn't viable is pretty far off the mark, as in not even within sight of the mark. To not admit SV was out of scale there for a while is pretty far off the mark. As Frost says SV IS the most forgiving spec right now. To understand what "not viable" means you'd need to have been around for the great BM nerf in LK.
I don't always agree with Frost but he is spot on saying any of the curent specs are completely viable and in the best shape relative to each other they have ever been, especially in terms of contributing to the raid as a whole.
Elvgren Mar 10th 2011 3:43PM
Given the level of some of the remaining glitches and issues (not specifically hunter related) devoting any coder to eliminate the "Happiness" component of pet ownership is kind of boggling. That is such a minor point of no consequence.
On the flip side ... DK's will now GAIN a Happiness effect and do 125% damage when they use their new battle rez!
Nadi Mar 10th 2011 3:44PM
I don't know how I feel about trashing the happiness system.
As things are, it's not exactly tough to manage - talent Bloodthirsty or grab a Mend Pet glyph and you never really need to worry about it. Pets don't run away when at 0 happiness anymore and it just takes a minute or two to get them into the green zone again if you (somehow) let them get that low. So, I don't really think it counts as a quality of life change - there is no hardship to improve.
I understand getting rid of pet leveling. It's tedious and prohibitive.
But a lot of the recent changes are just making hunter pets less interesting. Getting rid of Eyes of the Beast, for instance, was a small change, but it took away our ability to play with the pet itself. It removes us from the pet, from paying attention to the pet. Removing the happiness system has a similar effect. I'll just ignore my pet more now.
Artificial Mar 10th 2011 5:17PM
You're contradicting yourself.
"...and you never really need to worry about it."
If you never need to worry about it, what's the point of having it there in the first place?
"...making hunter pets less interesting."
How is it more interesting to never have to worry about happiness because it just gets taken care of than to never have to worry about happiness because it's no longer a game mechanic? It was somehow more interesting to ignore it because your skills and/or glyphs took care of it than to ignore it because the mechanic is gone?
"So, I don't really think it counts as a quality of life change - there is no hardship to improve."
Precisely. It changes nothing. Because of this, it's just wasted code in the program, complicating the code to add a system, and then complicating it further to make sure the player never has to deal with it. If the goal is to make sure the player never has to deal with it, then just rip it out. If you want it to actually be "interesting", remove the glyph and the skills that make it so you never have to deal with it. But keeping it as it is now makes no sense.