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General discussion Topics related to various aspects of Champions of Regnum |
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09-30-2011, 01:14 PM | #1 |
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[Hunter class] What is the plan ?
NGD destroyed this class, we first thought they had some "big" plan for it,
but it seems not. So NGD, what is your plan for this class ? Will you continue to nerf it to oblivion until no one plays it anymore ?
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09-30-2011, 01:31 PM | #2 |
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It certainly needs a lot of work, and as a solo class in a team game its always been a bit of an outsider, the question is should it stay as one or be more integrated into team work?
There are a few threads asking peoples opinion on hunters. Its hard to define them as a supportive/defensive class. I would like to see them with more CC, but unless its quite a distinct amount possibly with some new interesting effects, push/pull player? Traps? etc. They risk becoming a warlock without the damage. I'd like to see them with more CC, and maybe some bomb, trap, or gas type spells. Relegate pets to grinding (much like summons/conjus) and work them as a support roll with a mix of offence and defence. Knock down bombs, paralysis gas, smoke screens to reduce ranged damage or accuracy, somewhere between a knights ally protecting and a warlocks control spells would be a nice niche I think. Of course, I don't have a hunter, so my opinions are purely from the outside trying to overlook all gameplay. As long time Hunter, what would you like to see done? What roll do you think you should carve out as your own? What sort of spells do you think you could use? What would set Hunters apart from other classes?
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09-30-2011, 01:54 PM | #3 |
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What about if hunter will gain powers from pets and from different pet types hunter could get one of AS, CS, Dex, Const (etc.) bonuses?
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09-30-2011, 01:57 PM | #4 |
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09-30-2011, 02:05 PM | #5 |
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I think one of the biggest problems of the Hunter subclass is a problem living in the general Archer class : too many shared trees.
That's why Hunters now appear like a lamer version of Marks, because Marks can do almost everything Hunters can do but better. Besides camo, track and pets, Hunters have no reliable advantage over Marksmen, and anyways these few spells are totally useless in battles. In the other hand, Marks have damage AND defense AND range PLUS evasion and tricks from the shared trees, isn't it too much for an offensive class ? Other offensive classes have null or relatively much smaller defense than defensive ones, why should Marks escape this rule ? I first think the general Archer class need to be looked at (like wtf are Marks doing with the evasion tree?), then look into the subclass itself. Hunters currently have 2 dedicated trees one being totally useless in war (comparable to summons - useful for grind only), and the other being half useless in battles. There's clearly something wrong in the Archers class design.
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09-30-2011, 02:09 PM | #6 | |
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Quote:
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09-30-2011, 02:45 PM | #7 |
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Imo give old HotP back to hunters and remove actobatic from evasion tree and place it to Scouting/Pets.
Marksmans have much defense, I think this can bring back the fun again |
09-30-2011, 02:54 PM | #8 |
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09-30-2011, 02:56 PM | #9 |
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09-30-2011, 05:28 PM | #10 |
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There are only two(three) options of how to deal with hunters, if NGD actually wants to do it properly and not the usual duck tape way. Hunters need to differ from marksmen, and pets can't be the difference, as well as camo or tracking (lol).
1. Marksmen stay the offensive part, hunters get to be the defensive (supporting) one. But that means hunters should have just as much defence more than marksmen as marksmen have more damage! And that's a lot, you know. (Or: Get some real support spells, meaning ones you can cast at least every 5-10 seconds and that are actually useful) 2. Marksmen become the high range class, while hunters are more effective at close range. My detailed thoughts about this here. Everything about this topic has already been said. It's now up to NGD to do something. (And I hope it won't just be a dirty fix)
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