Hunter Deterrence Update Explained; 2 Shots Buffed

Hunters are getting all sorts of changes, which have been listed in both a previous news post and in our hunter forum. One of those changes is an overhaul to Deterrence, which "allows you to deflect 100% of incoming melee or spell damage for 5 seconds, but prevents you from attacking while active. You still must be facing the attacker to deflect the damage."  That directional limitation may be removed after testing.

Greg "Ghostcrawler" Street has written a lengthy post explaining the team's reasoning behind the new Deterrence. He explains it's meant primarily as an Arena tool and will be a reason to have a "great visual in there of the hunter just parrying stuff right and left." You can read his full post here or below.

Also, there's going to be some buffs to Arcane Shot and Explosive Shot put up on the PTR. Arcane will have its mana cost lowered, while Explosive will get a substantial damage increase while no longer dealing AoE damage.

We built this ability primarily as an Arena tool. It isn't going to help you much in a one-on-one situation. It will buy you time to get a heal or to have an ally deal with the player attacking you. You can also buy a few seconds of life in order to Disengage or the like.

The directional component is something we are trying. It may not fly and we're prepared to change it if it doesn't work out. We wanted the hunter to have to do something other than just pop immunity and run away, but we also realize we ask an awful lot of hunters in general so this just may be too much.

We are much less likely to remove the inability to attack. We've had trouble with defensive abilities being used offensively and don't want to get into situations where the hunter lols at the melee who is up on top of him while he (the hunter) merrily takes shots at the healer.

One of the biggest reasons we wanted to change the spell in this way, though I understand it may not mean much to some of you, was to get a great visual in there of the hunter just parrying stuff right and left. It can look cool and it can be a visible indicator of what the hunter is doing rather than asking people to pay even more attention to tiny buff icons. It is hard to overestimate how much good art can help an ability feel cool.

Now long term, something we are going to explore a lot more is just plain juicing up hunter melee capabilities. You've got mail and you've even got some melee weapon strikes. If those were actually scary abilities, then a melee (or caster) class that closes with you risks taking a beating. The hunter could choose to flee or stand and fight. We're not talking about giving hunters a viable melee option (like Survival has flirted with a couple of times). But imagine your melee damage was 80% of your ranged damage. Ranged would always be preferable, but melee would be a decent last resort rather than pretty pathetic (as it is now). I want to stress that this is a long-term change, not something you'll see in the next patch or two, and I'll be the first to suggest that it may not work out. But it is an idea we're discussing.

Comments

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great
# Dec 14 2008 at 2:10 PM Rating: Decent
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4,445 posts
Great now hunters get a bubble, just what we need in pvp. What happened to them being nerfed?
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Cool!
# Dec 13 2008 at 7:12 PM Rating: Decent
I love the sound of hunters getting our melee attacks buffed up a little bit.Imo itll be about time for this to happen.But,on a somewhat different topic, i was just wondering if any of my fellow hunters were wanting to get more Stable slots so we can hold more pets.I mean im glad they gave us 5 with the Xpac,but with all these cool exotic pets and new things to tame i cant quite bear to get rid of a couple pets that i lvled to 70 with they are pretty much family to me now.So that being said i was thinking sumthing along the lines of 10 slots,i think that would cut it just fine for me.what about you guys?
ok
# Dec 13 2008 at 12:48 PM Rating: Decent
that's better :P
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