We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Page 2 of 2 FirstFirst 1 2
Results 26 to 33 of 33
  1. #26
    Quote Originally Posted by Brave.Sir.Robin View Post
    Quote Originally Posted by Kongas View Post
    and better without sacrificing so much of their primary utility.
    I don't know if you have played the other classes but there is a clear tradeoff for them aswell. A dps traited Lm will loose a lot of dps aswell when retraiting to CC. I haven't played the Burglar myself but their cc potential is way more limited than ours.
    One thing you're forgetting is Lore Masters have more roles than DPS and CC, whereas Hunters only have the two (debatable, depending on your feelings on the Trapper line). So while a LM traited for full CC will have lower DPS than one traited for DPS, they also have the whole Debuffing role they can fill, plus all the other group utility they bring, plus anything their pet choice brings.

    So what a CC traited Hunter brings to the group is: CC, mediocre DPS, Poison cure.
    What a CC traited LM brings is: CC, mediocre DPS, Debuffing, Group Utility (off heals, power restores, SI, cures, etc etc).

    The tradeoff isn't even close to being equal between the two classes. Hunter give up way more than Lore Masters when traiting for CC; or rather, Lore Master bring so much more to the group than Hunters regardless of spec.

  2. #27
    Join Date
    Jun 2011
    Posts
    14
    I think that while our primary focus should, yes be on massive ranged dps we should have a viable seconds option of being trappers. this is part of being hunters and a couple of minor adjustments would make hunters much more active in battles than just as dps.
    First- Can place multiple traps. THis way we can better handle mobs and direct the flow of battle.
    Second- Can place traps/snares during battle. This would give us a purpose ebhind dps and would allow us to control the field of abttle (ex: moving battlefield during fight to trap-ridden place)
    Third- Hunters should do more damage to trapped foes and aybe should be given an element of surprise bonus dps. Hunters rely on ambush and the element of suprise on their prey. If we stealth or camoflauge to a foe we should eb capable of deliverign more damage to them. I know this was somewhat unrelated to the trapping but im brainstorming here.

  3. #28
    Join Date
    Aug 2012
    Posts
    28

    We need to redefine the hunter - only how should we do it?

    Just some random thoughts that may or may not help.


    Way I see it Hunter's have a hand full of abusive uses that just aren't effective due to a few minor quirks here or there.

    - The Hunter's passive for sharing tracked targets could be revamped to allow enemy Player Targets to show up on your fs members' mini-map. Since a Hunter has the ability to find his enemies before they even know he's there, this would make him far more useful in that area.

    - Traps and snares could stand to be either more potent or last a good 5 to 10 seconds longer.

    - Going along with the debuff for removing poison effects and upping resistance, why not give us debuffs for diseases and wounds as well? They could even be made to effect the entire fs all at one time to reduce the amount of time you're stuck firing off debuffs.

    - Some kind of knockdown ability could be put into the game to make merciful shot a lot more useful.

    - (this one comes from experience in PVE) Since the Orc archers get the ability to use poisoned arrows, why not give Hunters a passive to do the same? Adding to the Fire and Light damage buffs they have at their disposal.

    - Longbows could stand to not be so susceptible to Block. I used a Longbow for a while, then switched to Crossbows because I was only able to hit somebody without the shot being blocked once out of every five shots.

    - The biggest thing about Hunters that irritates me is that they're stuck with a choice between Medium and Light Armour. This wouldn't be as irritating if it didn't seem like my armor was no help what-so-ever in keeping me from dying. Hunters either need to be able to wear Heavy Armour, or Medium Armour needs to be buffed :/

    I don't really do the whole PVP thing, but these are just a few quirks from the random Spars here and there I've had against other classes. And it really seems like Hunters got the short end of the stick.

    Edit: - Why not give the Hunters this Explosive Arrow skill I've been hearing the Blackarrows are getting in ROR too? Level out the playing field a bit guys; don't just focus on making everybody else amazing or this class is gonna get left in a crypt somewhere to rot away.
    Last edited by Edhalas; Aug 23 2012 at 12:59 PM. Reason: forgot something.

  4. #29
    Quote Originally Posted by Edhalas View Post
    Just some random thoughts that may or may not help.


    Way I see it Hunter's have a hand full of abusive uses that just aren't effective due to a few minor quirks here or there.

    - The Hunter's passive for sharing tracked targets could be revamped to allow enemy Player Targets to show up on your fs members' mini-map. Since a Hunter has the ability to find his enemies before they even know he's there, this would make him far more useful in that area. Too much Creep QQ over this would happen...I mean, look at DF and HS

    - Traps and snares could stand to be either more potent or last a good 5 to 10 seconds longer. Yes, they could. In fact, why not scale the Snare DOT?

    - Going along with the debuff for removing poison effects and upping resistance, why not give us debuffs for diseases and wounds as well? They could even be made to effect the entire fs all at one time to reduce the amount of time you're stuck firing off debuffs. No no, we can't step on the LM cures. *Looks at Burg group poison cure...*

    - Some kind of knockdown ability could be put into the game to make merciful shot a lot more useful. Been suggested before, was given to BAs on Headshot.

    - (this one comes from experience in PVE) Since the Orc archers get the ability to use poisoned arrows, why not give Hunters a passive to do the same? Adding to the Fire and Light damage buffs they have at their disposal. It's already been said Hunters will never get a Poison attack, as Poison is the purview of the Enemy, not the Free Peoples.

    - Longbows could stand to not be so susceptible to Block. I used a Longbow for a while, then switched to Crossbows because I was only able to hit somebody without the shot being blocked once out of every five shots. You get a 1% Crit Chance on Auto Attacks for regular bows, Crossbow passive only works on Auto Attacks as well, plus bows they look more stylish then crossbows.

    - The biggest thing about Hunters that irritates me is that they're stuck with a choice between Medium and Light Armour. This wouldn't be as irritating if it didn't seem like my armor was no help what-so-ever in keeping me from dying. Hunters either need to be able to wear Heavy Armour, or Medium Armour needs to be buffed :/ Of course Medium armor needs to be buffed after the horrible nerf it got in RoI. Are they going to? No. Are they going to let Hunters wear Heavy Armor? (Picturing the archers on the walls of Minas Tirith) Nah, that'd just be "unbalanced"

    I don't really do the whole PVP thing, but these are just a few quirks from the random Spars here and there I've had against other classes. And it really seems like Hunters got the short end of the stick. Yep, pretty much.

    Edit: - Why not give the Hunters this Explosive Arrow skill I've been hearing the Blackarrows are getting in ROR too? Level out the playing field a bit guys; don't just focus on making everybody else amazing or this class is gonna get left in a crypt somewhere to rot away. Because if it's suggested as a Hunter skill, there's a large chance a BA will get it. See Triple Snare, Skirmisher Stance, Headshot, Explosive Arrow, etc
    Answers to your suggestions and questions are in red.

    The devs are still scum sucking gutter trash for stealing my Explosive Arrow and gift wrapping it to BAs
    My other Warhorse is a Fleet Tactical Escort Retrofit,[I] Defiant-Class[/I], [I]U.S.S. Say My Name[/I], NCC-93144

  5. #30
    I really don't understand where people get that we don't have a viable secondary role in cc... As I've pointed out many, many, many times before our cc has the ability to completely lock down a adaptation mob for 50 seconds, longer then an lm or a burg can. Are there things that need to be done to make trapper a better line? Yes. Is that thing to completely eliminate the cc component from hunters? No. I'm all for making changes, and it would be quite easy to add a fairly meaningful debuffing benefit to trapper of foes without stepping too much onto the toes of burgs and lms. Take the three trap traits in ToF and turn them into meaningful debuffs. Combat traps drops trap cd by 15 seconds, which works with the trapper bonus of -30 second cooldown, and keep the current bonus it gives as well. Spring loaded traps either 1. Give the damage increase it gives a 30 second duration, or change it to a - armor debuff that lasts 30 seconds. Finally, give sturdy traps a + induction and attack duration debuff that lasts 30 seconds. If you do this, that's two debuffs that is scaled well, gives the hunter two meaningful debuffs you can keep up without too much effort, and gives the traits an actual use.
    [b]The thought pierced him that in the end the Shadow was a small and passing thing: there was light and high beauty forever beyond its reach.” - J.R.R. Tolkien[/b]

  6. #31
    Join Date
    Jun 2011
    Location
    NL
    Posts
    480
    I think I posted this somewhere before, but what the Hunter really needs is just an 'update' to modern LOTRO and then we can figure out what improvements are needed. Like the Minstrels have been screaming ever since DN came out that they needed HoTs, no-rooting-animation-heals and/or on-the-run-heals to stay up with the RKs (and got it with their RoI revamp).

    The separate roles are there in essence: Red = 'Turret' with high crits/burst, Blue = Mobility and speed oriented, more capable in melee, Yellow = CC

    But Blue line has become pretty essential for most playstyles. Why?

    End-game: the induction reduction gives much more mobility which is required in current end-game, and it is slightly less crit-depending = less aggro issues

    Casual: the AoE is too good to pass up on in skirmishes

    Solo: (again) the induction reduction is a life-safer if stuff gets in melee during solo play and additional melee capability is nice too. Burst dmg from Red doesn't make up for that.

    So... Red is only useful for those few instances where you need burst damage and can afford to stand still.

    What we'd need is

    a) more overall mobility (away with those animation-roots, reduce some of the longer inductions) and our medium armour being worth the name again
    - That would instantly make Red a good burst-DPS line, for solo (kill before it comes in melee) or burst-instances

    b) The now-passive bonuses from Blue being replaced with 'Steady-DPS' buffs (+icpr for example, maybe increased HA-effect)
    - Blue as sustained DPS with short term buffs (NH-resolute aim for example) and slightly better melee capability for the killing blow in solo, more versatile

    c) Consolidate Trap traits from Yellow and move/add debuff effects to traps and melee skills, making the Yellow hunter the Melee/Ranged Hybrid.
    - The Yellow hunter would bring either CC (at range and at the cost of damage) or debuffs (in melee and thus at the cost of our most important survivability feature). This way a Yellow Hunter should be able to bring equal DPS to a raid through debuffs as a Blue or Red Hunter does through raw DPS, but at the cost of survivability, or stay safe at range and stick to CC with medium damage. (probably needs melee dmg bonus somewhere as well)

    And get rid of the 3 stances... 2 should do the job: Strength (or Precision or a combination of them) and Endurance. And they should both work equally well with both traitlines, so a Red Hunter can get through a prolonged fight using Endurance, while a Blue hunter that needs a burst has Strength available.
    Last edited by Ingaras; Aug 23 2012 at 06:47 PM.
    Ingaras, lvl 75 Elven Hunter; and others...
    [URL="http://thewesternalliance.org"]The Western Alliance[/URL], Laurelin
    [i]"The priority now is the store not the game. The store no longer supports the game, its the other way around."[/i]

  7. #32
    One way to redefine the hunter would be to make 3 distinct traitlines.

    As of right now, we have 2 traitlines(blue/red) that achieve the same purpose, DPS, and they do essentially the same(or close to it, since after numerous parses we can't get consensus). I know redline won't like the lower floating numbers and blue line won't like the slower inductions,but compromise eh?

    Between red and blue there are enough pointless traits that we could consolidate it to 7 or move some to the second traitline....survivability. Lower DPS, higher mitigations, some dps skills could give HoTs/speed buffs. A swift stroke type buff that applies to merciful shot in order to make it usable again maybe? It's a half baked idea but it'd give us a different option.

    3rd traitline would be a sort of yellow revamp. Some pieces are in place to make us a decent debuffing class: swift bow debuff with ToO set, pen shot debuff, the spring-loaded trap trait etc. CC is pretty pointless in most aspects of the game right now, especially with Audacity rising and rising. Why we have a traitline that is half CC/half debuff is beyond me. Pick one and put it on par with other classes' abilities in these departments.

    Yeah, I know I just said a lot without saying much of anything. Oh well.
    Megabob

  8. #33
    Join Date
    Mar 2007
    Location
    Kannagi <mine>
    Posts
    3,809
    Quote Originally Posted by Oldin View Post
    One way to redefine the hunter would be to make 3 distinct traitlines.
    While that would help a lot, the class does have some fundamental flaws (disjointed stances, the Focus mechanic, dependance on inductions/lack of mobility) that are inherent in its current mechanics that would have to be addressed to really "fix" the class.
    [CENTER][FONT=Book Antiqua][COLOR=dimgray]::: [SIZE=3][URL="http://waywatchersofcardolan.guildportal.com"][COLOR=SlateGray][SIZE=4]T[/SIZE]he [SIZE=4]W[/SIZE]aywatchers of [SIZE=4]C[/SIZE]ardolan[/COLOR][/URL] [SIZE=2]:[/SIZE] [URL="http://palantiri.guildportal.com"][COLOR=LightBlue][SIZE=4]T[/SIZE]he [SIZE=4]P[/SIZE]alantiri[/COLOR][/URL][/SIZE] :::[/COLOR][/FONT]
    [FONT=Garamond][COLOR=DimGray][URL="http://my.lotro.com/character/landroval/balgr/"][COLOR=LemonChiffon]Balgr Snowmantle[/COLOR][/URL][COLOR=Silver]: Curmudgeon[/COLOR] :[SIZE=4][COLOR=#303030].[/COLOR][/SIZE][URL="http://my.lotro.com/character/landroval/saladoc/"][COLOR=LemonChiffon]Saladoc Willowleaf[/COLOR][/URL][COLOR=Silver]: Stick-in-the-mud[/COLOR]
    [URL="http://my.lotro.com/character/landroval/ciruth/"][COLOR=LemonChiffon]Ciruth of Gondor[/COLOR][/URL][COLOR=Silver]: Itinerant Scholar[/COLOR] : [COLOR=LemonChiffon][URL="http://my.lotro.com/character/landroval/halvr/"][COLOR=LemonChiffon]Halvr[/COLOR][/URL], [URL="http://my.lotro.com/character/landroval/khasi/"][COLOR=LemonChiffon]Khasi Flamebrow[/COLOR][/URL], and [COLOR=LemonChiffon]Kholi[/COLOR][COLOR=Silver]: At your service![/COLOR][/COLOR][/COLOR][/FONT]
    [SIZE=1][COLOR=DimGray][URL="http://i14.photobucket.com/albums/a346/MrPinstripes/FFXI%20Stuff/AustrevenMH21409.jpg"][COLOR=dimgray]Austreven[/COLOR][/URL][/COLOR][/SIZE][SIZE=1][COLOR=DimGray][SIZE=3][COLOR=#303030].[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=1][COLOR=DimGray]of Cobalt (Bismarck)[/COLOR][/SIZE]
    [/CENTER]

 

 
Page 2 of 2 FirstFirst 1 2

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload