Hunter Q&A: Many Objectives to Accomplish

Hunters, it's your turn to be featured in the ongoing class Q&A series. Eyonix posted the interview with Greg "Ghostcrawler" Street and the World of Warcraft Community Team on the official forums today, and it kicks off with a list of objectives they want to accomplish. They want PvP hunters to be as good in Arenas as they are in battlegrounds; they want to focus on survival and crowd control since they feel damage is sufficient; they want to increase PvE utlity, such as making traps a more viable crowd control method; they want to figure out exactly what a hunter could do in melee; and they want to clean up both the pet control UI and what pets do in battle.

Whew. And that's all in the first question. Ghostcrawler goes on to say the devs aren't sure when they'll get non-consumable ammo right, but it definitely won't be in patch 3.2. They really want feedback on possible melee changes, such as a model where hunters don't run away most of the time, but instead switch to melee attacks. He also said the team is working on a system where certain PvE attacks won't hurt pets so players aren't punished for pet AI.

Ghostcrawler hints that Hunter cooldowns and other long-term plans could be discussed at BlizzCon. You can read the full Q&A below and discuss it in this thread on our Hunter forum.

Hunter Q&A with Ghostcrawler and the World of Warcraft Community Team

Community Team: We’d like start this Q&A off by asking a question that players of all classes often ask in regard to the very purpose of their class. In this case, we’re looking specifically at the hunter.

Q: Where do hunters fit into the larger scope of things currently and where do we see them going from this point forward?

A:We solved a lot of perennial hunter problems in Wrath of the Lich King, from the shot clipping problems of Steady Shot, to bringing Survival back to life, and making pet choice and training a lot more meaningful and hopefully enjoyable. Going forward we have several objectives we still want to accomplish. We want to make sure hunters in PvP are as good in Arenas as they are in Battlegrounds. We think their damage is sufficient, so we want to focus on their survival and crowd control. We want to make sure their PvE utility is as good as their dps (especially making traps live up to their potential for crowd control). We want to resolve what a hunter is supposed to do in melee (Raptor Strike? Disengage?). We want to clean up some of the clunkiness that still exists around pet control (both the UI itself and what the pet does on the battlefield). We think hunters have a good niche as the only real ranged damage-dealer that focuses on (mostly) physical damage based on a weapon rather than cast-time based spells. We just want to make sure they live up to that niche.

Q: It was stated that we had intended to remove consumable ammunition from the game for patch 3.1.0, However, due to certain functionality not being ready in time, the change was put on hold. Is there any new information in regards to the functionality of non-consumable ammunition, and also a possible estimate as to when hunters may expect to see these changes implemented?

A: From a technical standpoint, what happened is that the quiver is considered a bag just like other bags on the character but also, most critically, those in the bank. In order to remove ammo we would have to move the location of all of a character’s bank slots on the database that stores all of the World of Warcraft characters, which would be a risky thing to do in the middle of an expansion, and could result in “missing stuff” issues if something went wrong. It was just one of those last-minute show-stoppers.

We still want to make ammo more of a gear choice than a consumable. We’re not sure if this would be as simple as getting the 125 dps arrows to upgrade your 120 dps arrows, or if you would do things like swap between your fire and poison arrows… but that kind of thing is definitely on the table.

I’m not sure when we can do it right. It’s not going to be for 3.2 unfortunately.

Q: On the topic of hunter ammunition, currently, it becomes quite expensive for hunters to purchase Mammoth Cutters and Saronite Razorheads, especially given how much many hunters use in a given week. Are there any plans to reduce the cost, by potentially looking into the materials required to craft both types of ammunition?

A: The problem with upgrading hunter ammo currently is how we work the progression. We don’t want to drop ammo on bosses for what I hope are obvious reasons so long as they are consumed. We need to have ammo improve as other gear improves, however, or the hunter overall starts to fall behind. Therefore there has to be some barrier that stops freshly leveled hunters from getting the best ammo while letting cutting-edge hunters procure it. In Burning Crusade, we handled this through a reputation grind, but it still wasn’t a very satisfying answer. In Wrath of the Lich King, we went with Engineer-crafted ammo and more recently changed the way ranged weapons scaled so that they would keep improving even if the ammo did not. For 3.2 we lowered the cost of the ammo quite a bit -- only 4 gold for a stack to manufacture. If you were paying 50 gold a night, that should drop to say 16 gold a night. Long-term this won’t be a problem because arrows won’t be consumed.

Q: While we had previously reduced the range of the hunter's dead zone, it's still brought up as a concern. Is it possible to remove the dead zone completely? If this is not something under current consideration, what are the current design philosophies and balance reasons behind keeping this particular mechanic in-game?

A: It’s possible to do so technically, but something we aren’t likely to do. Personally I think calling the current implementation a dead zone is just confusing and trying to sell the problem as worse than it is. Back in the day there was an actual distance at which neither ranged nor melee attacks would work – it was a dead zone. Currently there is just a minimum range for most ranged attacks. The way we want the hunter to work is that when you get into min range with the hunter, then the hunter needs to switch to melee, or more likely escape back to ranged distance again. We certainly don’t want the hunter to unload with both melee and ranged attacks at once – that might make them operate better at melee than range. Casters by contrast don’t have to do this, though it is often in their best interest to do so since their cast can get delayed or even interrupted by melee attacks. You can argue it’s goofy to be firing bows or rifles at point-blank range, but really it gets more into how we want the hunter (and all ranged weapon attacks) to work.

I’ll add that the melee attack issue for hunters themselves is something we keep discussing. While we are unlikely to go back to a melee-focused build for hunters, we might consider a model where hunters don’t run away most of the time but switch to melee attacks – perhaps even a single punishing attack on a cooldown before the hunter Disengaged or whatever. This would be one of those things that helped hunters feel more different than actual magic casters, and might make them care about melee weapons as more than stat sticks. Additional feedback from the community on this sort of thing would be appreciated.

Q: Would we consider allowing auto-shoot to work while moving? If there aren't plans for that specific change, is there anything in the works that will assist hunter dps in fights where a great deal of movement becomes necessary?

A: Moving should feel like a penalty. We don’t want ranged attackers constantly circle strafing FPS-style because it confers a defensive advantage without giving up an offensive one. Moving is supposed to be bad and how you handle it is a test of your skill. We do give instant cast spells to some classes, but it should always be a dps loss when they have to focus on these exclusively. We would consider giving hunters another way to pull off an instant shot or beef up their dots, but we would want to make sure these would only be used in true long-distance movement situations. What I mean by that is we think we’ve possibly already gone too far towards balancing the Arena around instant attacks that can’t be countered before they go off.

Q: Are there any long term plans to possibly removing the need for hunters to rely on a different resource system then mana?

A: I hate to do this to you, but this is a great BlizzCon question. For these Q&As, we’d like to keep the focus on each class’s current status and short-term plans, but at BlizzCon we’ll be happy to go into some more detail on our long-term vision for them.

Q: Are there any plans to increase the benefit hunters gain from haste?

A: There are two ways to answer this question. The more general one, which applies to all classes, is that we want haste to be a useful stat. Rogues, warriors, and some casters like it currently, and we need to get it there for everyone. As I have said in several of the Q&As, some stats have just fallen away from some specs even though they routinely appears on your gear. Sometimes this happens because talents prop up other stats so much that instead of being more attractive, they feel mandatory, and the ones that aren’t supported go from sub-optimal to junk status. We need the ability to put a variety of stats on your gear. We don’t want there to be an uber stat for anyone that trumps everything else to the point at which you don’t even look at the other stats. Gear is supposed to be a choice. I’ll say again that I think the online community sometimes focuses too much on the best-in-slot mentality, to the extent at which they consider everything except those BiS items to be worth skipping over. Remember, if it improves your dps, it’s an upgrade, even if another item would improve it more. That sounds so obvious, but I think there is a tendency for some players to stop thinking that way.

Now for hunters specifically, we think the class is just too cooldown limited, which creates problems with haste. We’ve driven in that direction in order to give hunters a more interesting rotation, and to be fair, we feel like we’ve done that. But being cooldown limited isn’t necessarily a fun way for the class to play and we think it’s one of those things that makes hunters feel more like casters than like ranged-weapon users. (Hunters are casters in the sense that they’re ranged dps, but we still want the emphasis to be on the gun or bow.) More on this at BlizzCon, too.

Q: How do we feel about the current state of stings? Are there any improvements planned for the way stings work, such as removing them from a shared global cooldown (GCD)? Are there current plans to improve individual stings?

A: The best way to describe stings is we want them to feel like warlock curses. They should be a meaningful part of your rotation and something you should want to keep up. We understand that some of the stings are much more attractive than others (though to be fair, curses have a similar problem) and we need to make the less-popular stings more useful or just end up cutting them. We aren’t likely to remove any damage-dealing ability from the GCD and we’ve even taken a second look at whether we have removed too many defensive abilities from the GCD. It’s there for a reason, particularly in a client-server based game with inherent Internet lag.

Q: Beast Mastery falls behind Marksmanship and Survival in regards to DPS, especially when the pet dies, due to how much damage comes from the pet when specialized in the Beast Mastery talent tree. Do we have plans to bring the potential damage the Beast Mastery tree offers to be more on par with what's currently possible with Survival and Marksmanship?

A: Ideally, we want Beast Mastery to be able to do competitive damage with Survival and Marksmanship. Realistically with dps classes, it’s a math problem, and one tree nearly always edges out the other ones in most situations. That doesn’t mean we stop trying, but it also means we have to be realistic about what it will take to really get the specs to within 1% dps of each other, which is sometimes the point I fear we’d need to hit.

The buffs to Catlike Reflexes and Wild Hunt were intended to boost Beast Mastery a little without causing every hunter in the game to swing back to Beast Mastery the way they all swung to Survival a few patches ago. We don’t necessarily like buffing Beast Mastery through the pet all the time. However, Beast Mastery also doesn’t have a signature attack like Chimera or Explosive Shot. At the same time, we don’t necessarily want to give them one because then Arcane Shot risks just vanishing from the hunter rotation. But, we can’t just buff Arcane Shot (unless it is very deep in Beast Mastery) because Survival and Marks use that too. See the problem? Ultimately the tree is supposed to be about pets, so we would rather make the pet easier to control and give the hunter ways to get the pet out of trouble so that they don’t face the profound dps loss of pet death. And even then, having a pet that is 50% or more of your dps is always going to have design problems, so we can’t go overboard. Beast Mastery and Demonology (and even the Unholy death knight) are going to be at a greater loss when their pet dies. That’s just the cost of having a more powerful pet.

Q: In regards to the survivability to hunter pets are there plans to make additional improvements? The resilience change should help somewhat in PvP, however in end-game PvE environments, the hunter's pet can die pretty easily, especially given the specific encounter. One suggestion made by many hunters was to add a passive ability that healed the hunter's pet when the hunter received a heal from a party or raid member.

A: Honestly, we aren’t happy with some of the current solutions to keeping pets alive. In particular, the area damage avoidance mechanics just don’t work well. They are frustrating for other players in a PvP setting when Bladestorm or Arcane Explosion can’t really hurt pets, and they don’t keep pets alive on a 5 million damage Mimiron missile. What we really need is a system where certain PvE attacks just don’t hurt the pet (maybe they can’t set off Mimiron mines for instance). We don’t want players to have to pay the price because the pet AI is in fact just an AI. This is something we’re working on. We’d rather not have to come up with additional mechanics needed to heal pets or keep them alive. We’d rather just the pet didn’t die in situations where a player that can make intelligent choices wouldn’t have died. Hunters do have abilities to heal or rez pets, and those ideally should be sufficient.

Q: As a follow-up to the previous question, do we have plans to make it easier for the hunter to bring a dead pet back to life, such as reducing the casting time of the base ability?

A: We talk about this a lot, but the trade off would be a much more fragile pet. In some ways we think a system might work better where the pets were easy to kill, especially in PvP, but the hunter (or warlock) could bring them back say every 30 seconds or so without a huge loss to personal dps. But in that situation, we would nerf pet health quite a bit so that the pets would crumple quickly when focused. The death knight (especially with an unglyphed Ghoul) works a little more like this currently – they have like 12K health without the glyph. But to make this change we would have to solve the PvE pet-gibbing mechanics referenced above.

To be clear, this is a hypothetical different model than I’ve been talking about in the rest of this Q&A. I don’t want to confuse anyone by saying pets should both be hard to kill and hard to rez, and easy to kill and easy to rez.

Q: The Cunning pet-type was originally designed to be optimal for PvP use, however, most hunters feel that the Cunning pet-type falls short. How do we feel about the current state of what Cunning pets are offering, and are there any current plans to make improvements?

A: We made an effort in 3.1 to get the Cunning pets up to speed by giving them talents like Roar of Sacrifice, and normalizing all of the pet stats so that Cunning pets had the same stats as the other two types, modified by pet talents. Crabs are still fairly popular and they probably should be a Cunning pet given their crowd control ability, but the carapace also made them feel like they should be able tanks. And selfishly, I had no problem with seeing a lot of crab pets. (No, I’m not serious.)

This is something we would love to see more feedback on. Hunters in the online community tend to focus a lot on overall PvE dps or overall PvP survival and not get too much into pet comparisons. Someone theorycrafts the best pet and then hunters just go and get it instead of discussing what the other pets would need to be more competitive. To be fair, there is some of that discussion, but it’s not always easy to find, and I have looked. It’s not super high priority given some of the other hunter design issues we’re looking at, but we do want pets to be a choice.

Q: Due to the number of abilities available to hunters, many level 80 players have expressed concerns in regards to placing all necessary abilities on their action bars. Are there any improvements coming that will assist hunters with this particular issue?

A: We recognize this as a problem. We need to get more buttons off of the bar. We made some progress with streamlining say tracking and aspects, but we’re not there yet.

Q: Additionally, do we plan to expand upon the number of pet action bar slots? Due to the current number of slots available for pets, hunters frequently have to swap pet abilities in and out of their spell/ability book.

A: Yes, we definitely want to do this. The whole pet bar needs a little work. There are still some bugs relating to which abilities can be moved on or off the bar and whether they default to autocast or not. We want the bar to work much more like character action bars.

Q: Are there any plans to allow Tranquilizing Shot to play a larger role in the hunter's arsenal?

A:Consider that on the one hand this ability just used to be for Magmadar, and on the other hand I just acknowledged above that hunters have a lot of abilities to manage. Given that, we don’t really want Tranquilizing Shot to be in your rotation like Steady Shot or even Kill Shot. It’s a bit situational, and we’re fine with that. We did make some recent efforts to make Enrages feel more like a major mechanic that you’d want to dispel the way you dispel magic and other effects.

Q: Do we have plans to increase the number of stable slots available to hunters?

A:Obviously we increased it a lot in Wrath of the Lich King. We want to try and keep the pet as some kind of decision -- they aren’t supposed to be like mounts or titles where you just collect as many as you want. We expanded the size so that players could have say a Tenacity pet for soloing and a Ferocity pet for raiding, but we don’t want every hunter to have every family available here. Now one potential problem are the Spirit Beasts, which are collected by hunters and not trivial to replace. We have also discussed expanding the Spirit Beast concept to have rare skins of other pet families (that otherwise don’t convey a combat bonus). If we do that, we’d probably have to expand the stable slots.

We’ve also considered a model where the hunter doesn’t even need a stable and can work more like a warlock where they can just summon their pets whenever they want -- with the remote stable ability from the dual-spec feature, we’re pretty close to that already. If we went this route then maybe the stable could just become pet storage in the same way your bank has all those Invader’s Scourgestones and Zul’Gurub bijous that you don’t use often but can’t bear to part with.

Comments

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marks
# Jul 26 2009 at 7:59 PM Rating: Default
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267 posts
One thing that will stay the same is that marks hunters will still be the middle of the road choice. People used to criticise me for playing a marks hunter when everyone knows that bm are better. Now people criticise me for playing a marks hunter when everyone knows that surv are better. I stick with what I know and I'm not interested in changing specs just because it's the current flavour of the month. I know my spec well which is more important than switching every time a spec is buffed and my DPS figures prove that.
Aspect Bar
# Jul 26 2009 at 4:58 AM Rating: Default
Ah, so they are thinking to move aspects to be like auras, stances andsuch with their own special bar.. cool :)
CC? lolz
# Jul 24 2009 at 6:28 PM Rating: Default
it comes down the skill of the tank when it comes to warriors. that, and the people supporting them. in group pulls, you need that hunter and priest to pop misdirects and prayer of mending to give them some extra threat, and the warrior tank needs to be a truely dedicated tank. you can tell which warrior tanks are fail tanks and which ones are good ones depending on how well they hold groups. Admittedly, its a very flawed system in judging them, because yes, pallies and dk's do it better in holding groups.
I do love how the devs seems to have had their brains fall out of their skulls though, on a great many things, traps not being the only one. traps used to be that thing that helped tanks tank, by reducing their general workload ( and need to be healed ), but when BC had instances that were hard on the average player, instead of decreasing the difficulty a bit ( and thus, maintaining the usefullness of CC ), they lowered the difficulty so much that you need to fall off the short buss in order die in instances anymore. So, now they want hunters to use their traps? after basically making it pointless to? how do they do that? they won't buff up the difficulty of the basic instances, which leaves raids, and naxx doesnt need traps/cc, which leaves ulduar and higher level dungeons...

seems kinda late to have people using traps especially considering that 80% of the player base wont even see that high end content, making that descision even more retarded.
Not great announcments
# Jul 24 2009 at 6:32 AM Rating: Decent
Sage
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1,104 posts
I only played Hunter for 68 lvls before losing my likeness of it. Switched to the ever popular DK to melee with my Ret Pal brother (plus, I didn't have to start back at lvl 1 really). Hunter lacked in MP management, DPS in BM tree, way to much kiting and no melee worth-wild skills. Pets don't vary enough in stats, especially normal pets vs exotic. The penalty on Viper Sting should be reduced or a new sting that combines AotH and AotV, similar to AotDragon Hawk. Hunters should be able to auto shoot while running, again no different in how melees can flip, bounce, jump, juggle, spin, twist and attack while they are moving or give Hunter way more Instant Shots (that damage). Maybe give auto shoot a plus 25% delay or something while moving.

Exotic pets offer not much more than normal pets, but maybe I don't know enough about exotic pets. Only difference I saw when I got my "T-rex" was an extra type attack. Exotic Tenacity pets should maybe get a passive plus 15% to defense, exotic Ferocity pets should get a plus 15% attack power and exotic Cunning pets should get a mix of both. All this would be what they get over non-exotic pets. Plus, give exotic pets 125 or 150 Focus instead of 100, like normal pets. IMO, the problem with BM Hunter is it relies to much on the tree and you get nothing different from exotic pets than normal, nothing jaw dropping.

Now I know little about the game and my highest character is my 68 Hunter, so I could be wrong on all this. This is just what I noticed while lvling it. Ever since I started DK(65 now) it has been far more enjoyable. I am on a PvP server and as Hunter, I really had to convince myself to attack that Ally guy as kiting in Azeroth is not easy with mobs everywhere. With DK, I am gong ho about taking on some Ally. I don't have to worry about mana, kiting, the 5 keybinds for my pet along with my 12 and whatever else.

Edited, Jul 24th 2009 9:47am by Stucco
Was just my opinion
# Jul 27 2009 at 5:50 AM Rating: Good
Sage
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1,104 posts
Rated down for my point of view... nice. Like blizzard has been doing now for 5 years and still tweaking jobs, I guarantee they will be tweaking the jobs for the next five years so everyone just better get used to it :).

Edited, Jul 28th 2009 9:01am by Stucco
is this a joke
# Jul 24 2009 at 2:10 AM Rating: Decent
"They want PvP hunters to be as good in Arenas as they are in battlegrounds" hunters are almost non existant in bg's
due to the lack of burst damage in pvp gear and lack of survivability

"since they feel damage is sufficient" compared to what ?

"but instead switch to melee attacks"...lol..if we wanted to melee we would play a melee class

"Moving should feel like a penalty" yes i suppose we should stand still and get one shot by a pallie and be happy about it


i could go on but i dont care enough

How underwhelming.
# Jul 24 2009 at 1:51 AM Rating: Default
Blah. Forgive me if I'm wrong, but as a BM Hunter what I essentially read was:

"Yeah, BM kinda sucks compared to SV and MM. We'd *like* to fix it, but if we did this then this would happen, and we can't do this because this would happen, soooo... we'd like to fix BMs eventually, but it's not gonna be anytime soon because we just don't know what the Hell we're doing with them."

Huzzah. Another indefinite "eventually" to look forward to.

I don't know, I might be missing something major here, but the overall tone I'm getting here is "Yeah, Hunters aren't as good as they could be, but they're good enough for government work so we're not really gonna do anything other than a couple cosmetic changes to make it look like we're making an effort".

Oh well. We're used to it, and we're "good enough". Sigh.
Traps
# Jul 23 2009 at 6:41 PM Rating: Default
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267 posts
Not much use improving traps since noone uses them anymore anyway. In level 70 heroics crowd control was expected. No tank was ever expected to hold 4-5 mobs at once. If there were more than 2, one would be trapped, one would be polymorphed, sapped etc. Since prot pallies have become so overpowered as AOE tanks, they can easily hold agro on large groups without problem. People have become so used to that that crowd control has almost become a forgotten art. Noone expects a hunter to use traps anymore. Noone expects a mage to us poly anymore.
A byproduct of these super pallies is that it makes it extremely difficult for other tank classes that aren't so good at tanking more than one mob. A warrior is unsurpassed on single bosses but for large groups they can't aoe tank like a pally. And since noone bothers helping with CC anymore they're considered fail tanks if they can't pull it off. As a result I see a lot of people that refuse to do a heroic unless the tank is a pally. If you do ask a hunter to trap a mob, if they're a newer player they probably don't know how to pull and trap.
Traps
# Jul 26 2009 at 11:34 PM Rating: Default
Um, huh? All tank-classes can AoE tank now

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Only thing that would make traps useful is if they gave them a range (20yrds with talents to boost them to 30yrds) like Freezing Arrow...but for immolate and explosive.

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Plus they need to create a 'reverse' sniper training that all hunters get as a passive ability.

Basically, it would allow hunters to move while shooting ANY arrow (even steady and aimed) but would apply a hit penalty (or maybe dmg) to all shots; you stand still you get 100% of either hit or dmg (which every would be better balanced) but if you move you'd lose that 'bonus' and maybe have a 20% miss chance (think Titan's Grip-old version) or maybe a 40% dmg lose.

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Quote:
because then Arcane Shot risks just vanishing from the hunter rotation. But, we can’t just buff Arcane Shot (unless it is very deep in Beast Mastery) because Survival and Marks use that too.


wait, wha? maybe I'm just a bad hunter but Explosive Shot and Arcane Shot share the same CD..and only Explosive Shot (vs Arcane) gets the bonuses of the survival talents (except for Lock 'n Load) so...wouldn't Explosive Shot be the replacement of Arcane Shot??? (fact I just looked it up and the consensus is to use ES over AS...
Traps
# Jul 24 2009 at 8:52 AM Rating: Default
Well, if they are improved, maybe people will use them more. And of course hunter traps are not limited to CC only. They are very useful while leveling, and are potentially decisive in any PvP skirmish. I'm really looking forward to the cooldown separation coming in 3.2.
Traps
# Jul 23 2009 at 8:57 PM Rating: Decent
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1,882 posts
I have to disagree. Prot Paladins are not over powered AoE Tanks. They ARE AoE tanks and the only tank with that dedicated niche.

I'm not sure about you, but most tanks I party with who are halfway decent with their class can hold groups just as big as the prot paladins. Not as well, but they aren't suppose to.

They've improved the AoE on all of the old tanking classes to a point where you should be able to with some practice. I've NEVER in the 8 or 9 months I've been playing in Lich King seen a tank turned down because they weren't a paly. Ever. It just really isn't happening.

If you can't hold AoE threat one of two things are happening...

1) You need to improve your usage of your AoE abilities as a tank

or

2) People are getting way too AoE happy.


You adapt to the play style of the class of your tank. If I have a prot paladin I go hog wild from the start with my AoE. If its a warrior or druid I have to give them a little bit of time.
Traps
# Jul 26 2009 at 12:42 AM Rating: Default
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267 posts
I have seen tanks turned down for heroics because they weren't a pally. I think it's stupid but it is happening. I didn't say warriors and druids can't hold larger groups. I said they need to emply more skill to do so and that is why they get passed over for some groups since not everyone trusts the skill of a tank. If one class can do it easier... CC in burning crusadge put more of that responsibility on the DPS. DKs are aoe tanks too but I know enough people who won't group with a DK tank since there seem to be a disproportionately high number of bad ones but that's a different issue. In any case I think the fact that tanks have been beefed up so much means that heroics have pretty much turned in to a tank and spank affair for every single boss. It's not until you get to raids that it's finally necessary to use some strategy in fights and even there you don't have anything to differentiate dps other than ranged/non ranged. I can't think of a single fight in naxx for instance where there's any advantage having a particular class in your group. CC used to do that. For instance in kara it was standard to have a priest in the group for shackle.
Traps
# Jul 23 2009 at 10:55 PM Rating: Default
Lets not forget the DK has an AoE tanking ability, DnD pestilence, and blood boil. AoE tanking is the new standard, you don't need CC they need to make heroics a bit harder. In BC if your tank was in sunwell gear usually they could tank like..well a tank. 3-4 mobs in that day was no problem with T5-T6 gear. Now you can do it in mostly blues, for heroics. I'm glad they beefed up tanks, but at the cost of CC. When you get CC in a group in WotLK it's mainly just in case the tank has their hands full or they suck.


They need to make CC a choice again, not just something for old times, in raids it's not even needed In BC Raids it was a god given right and blessing. I want to see what they do with this in the next patch, but I also want them to address the issue with hunters ammo, at least make them spend less on it I don't want my baby huntard spending 50-60g a day/week for it.
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