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View Poll Results: Would you like "Head of the pack" back to hunters?
Yes, I played a hunter and i want it back! 45 86.54%
No, I played a hunter but i don't want it back! 7 13.46%
Voters: 52. You may not vote on this poll

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Old 09-09-2011, 08:46 PM   #31
Seher
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How can a warrior be a warrior without ever reaching close range? *facehoof

The problem is that archers need their range so much, and that they're screwed once they've lost it.
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Old 09-09-2011, 08:49 PM   #32
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Quote:
Originally Posted by Seher View Post
How can a warrior be a warrior without ever reaching close range? *facehoof

The problem is that archers need their range so much, and that they're screwed once they've lost it.
But the point is that it's become too easy to lose it for Hunters, while Marksmen still have little trouble. Also, for pet users, the Hunter has to fight as a melee anyway because all tameable pets in the game are melee. The best they can do is maybe jump up a rock or something to buy some time while the pet attacks. If not then it
will be killed within seconds as players don't ignore a lone pet when the Hunter is 30m away.

Another problem is that the the whole balance with Kick and Feint was designed so that people could have a chance to get up since with only one knock spell it would not last until their death (hopefully), but when you constantly have intimidate on you, you aren't going nowhere which just lets the barb keep hitting you until you die. In other words, I don't feel that it really solved anything on barbs, only making Ambush and Will domain less useful. Sure you can cast spells, but it rarely saves you.
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Old 09-10-2011, 05:42 AM   #33
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Quote:
Originally Posted by Kitsunie View Post
This is correct, Hunters rely entirely on spells like Confuse and Tear apart/Break apart right now, along with kiting. The problem with kiting is that due to barb's speed, they can't do it anymore (only against Knight, which is easy but time consuming), so it should not be their only way to kill something. Intimidate to barbs was the worst decision NGD ever made, without that Ambush could've maybe been useful.

Relying on Hinder and Caltrops (high in their respective trees), is not a solution either, although they do help alot, but without them, let's look at the facts:

Typcial Hunter configuration:
Wild spirit +7%
Mobility +10%
Ensnare +15% (relative)
Total: 32%

Typical Barb configuration (at least on Raven):
Spring +25%
Intimidate +12% (relative)
Total: 37%

See the problem here? How can an archer be an archer when they cannot keep range? If intimidate is to remain, then Ambush must be changed so it can logically counter it, but at the moment it has less range, more cast time, and can be resisted by UM, making it completely useless.
The Real Facts:

Enemy Surveillance, Camo, Confuse, Stunfist, Sudden Strike, Ambush, Distracting Shot, SOTW, Break Apart, Tear Apart, Ensnare, Caltrops, Cold Blood, Dirty Fighting, Retaliation, Low Profile...

Pro Tip 1: Hunter should never face any offensive class head-on.

Pro Tip 2: Ensnare is a god spell, no barb with his spring will ever catch a sprinting hunter spamming ensnare at every turn.

Pro Tip 3: Range 35 bow.


Level 60 setup: http://i.imgur.com/7j4uz.jpg <-- If one can't see how powerful that is, well then good luck.

Last edited by ufkn; 09-10-2011 at 06:09 AM.
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Old 09-10-2011, 06:34 AM   #34
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Are you a Hunter? Come out camo vs a Marks, marks will turn around and freeze, goes to your back cast BoW, Serpent ambush or what ever he buffs and then you hit 40 normal hits ...

Personally I hate lb's on Hunters, and keep range? 50% of the Warriors just go to a tree and hug it, what are we supposed to do then? Wait till he runs towards you? That only happens when you come to close, then they rush if their rush fail, they just go back...

And really ''Never face a offensive class head-on" so Hunters should only be able to kill a grinding barb that is JUST facing a mob, ambush so he helps? I dont want that I want to have a decent fight with any other class if I want to.
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Old 09-10-2011, 07:16 AM   #35
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I dont want that I want to have a decent fight with any other class if I want to.
ie. I want invisibility, I want immunity, I want a killer debuff, I want good areas and I want to do as much damage as a barb too. Guess what you really want is a different game, one with less difference between classes.
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Old 09-10-2011, 08:38 AM   #36
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Quote:
Originally Posted by standistortion View Post
ie. I want invisibility, I want immunity, I want a killer debuff, I want good areas and I want to do as much damage as a barb too. Guess what you really want is a different game, one with less difference between classes.
I think you should not post in this thread before reading twice what people said.

This isn't about making hunter's class op, but only useful and fun for all.
ATM, hunters have all the same setup, with 2 op powers, Confuse and Cold Blood.
Where are rvr support spells???
Hunters are 100% dependent on mana since normals are ridiculously low.
I really dislike being forced to use Confuse , Cold Blood and coward tactics to have a chance to win any fight.
Current class state is nothing that great.
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Old 09-10-2011, 09:00 AM   #37
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I think NGD once planned to make hunters low dmg dealers, but with the higher chance on critical hits. And actually I think it would be nice.
But since crititcal hit chance is kinda wierd, it never got implemented right.
For example concentration seems still broken and those spells which seems actually increase the critics (pointshot) are shared with marks. So no advantage for hunters.
This is only a guess.
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Old 09-10-2011, 09:39 AM   #38
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Quote:
Originally Posted by ufkn View Post
The Real Facts:

Enemy Surveillance, Camo, Confuse, Stunfist, Sudden Strike, Ambush, Distracting Shot, SOTW, Break Apart, Tear Apart, Ensnare, Caltrops, Cold Blood, Dirty Fighting, Retaliation, Low Profile...
Nice hunter-only spells

Quote:
Originally Posted by ufkn View Post
Pro Tip 1: Hunter should never face any offensive class head-on.
In fact hunters should never face ANY class head-on.

Quote:
Originally Posted by ufkn View Post
Pro Tip 2: Ensnare is a god spell, no barb with his spring will ever catch a sprinting hunter spamming ensnare at every turn.
Lamer tactics, yeah. Such behavior shouldn't be rewarded, not for hunters, neither for marksmen.

Quote:
Originally Posted by ufkn View Post
Pro Tip 3: Range 35 bow.
35 damage. At the best.


Hunters are in no way fine and need a complete revision.
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Old 09-10-2011, 03:47 PM   #39
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Quote:
Where are rvr support spells???
Being able to 'see' a zerg 400 meters away, 2 spells to slow a zerg and the ability to stalker 5 barbs to the enemies conjs sounds good to me.
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Old 09-10-2011, 05:11 PM   #40
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Quote:
Originally Posted by standistortion View Post
Being able to 'see' a zerg 400 meters away, 2 spells to slow a zerg and the ability to stalker 5 barbs to the enemies conjs sounds good to me.
I don't think anyone is just that noob to ask 5 barbs to stalker with him and go behind the enemies besides stalker is really useless when there are pretty much players and you can't control all of them together and keeps choosing random players to stalk.
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