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Old 05-07-2009, 08:23 PM   #101
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Originally Posted by DemonMonger View Post
you have 4k health man... why are you crying?
i did not catch that one

(i only was saying, that i have a barb for melee area spammer, i dont need to my hunter for doing that, and doing it worst)
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if you can shot from a 40mts range, and actually move faster than a class that can only attack you from 1.5 mts... how in the world are those guys going to be able even reach you? -chilko-
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Old 05-08-2009, 03:19 AM   #102
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Quote:
Originally Posted by dani-o View Post
i did not catch that one

(i only was saying, that i have a barb for melee area spammer, i dont need to my hunter for doing that, and doing it worst)
Quote:
Originally Posted by Miraculix View Post
Beat this!

http://i40.tinypic.com/105z155.jpg

Not a fake ^^
look at this
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Old 05-08-2009, 04:20 AM   #103
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Wow. Hunters are like my least favourite class to try and fight against. I mean, you've got to hold them still, get behind them, and deal with the pet all at once. Not to mention watching out for those tell-tale orange particle so you know when not to hit them with a high damage spell. And there's the whole camo thing....
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Old 05-19-2009, 08:40 PM   #104
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Originally Posted by Ponter View Post
In a general lvl, the concept of RvR (Realm vs Realm) contemplates all the options and/or actions that can be realizated in the mentioned field, since the capture or defense of forts and castles up to the Invasion itself, in other words, to enter in other realms

The Hunter is the best prepared subclass, to infiltrate inside a realm when the gate is broke down, as well as it is also the best prepared to steal a Realm Gem.

Additional, is the only subclass with tactical capacities that allows to capture forts and castles from within, including to assist allies to that purpose (Stalker Surrounds).

Is the only subclass that ca detect enemies, both outside in War Zone as inside the realm. The above mentioned skill allows to "clean" the realm once the invasion is ended.

I could list some more options, but I understand that the mentionated is enough to ilustrate the point.

The role of the Hunter is not the same that the Marksman role.

If both place themselves in the "dais" of a fort or castle, it would be the Marksman whom contribute the most and the better. Each one would choose in which way preffers to play, if you decide to develop another's subclass role the contribution would be smaller, unquestionably.

Regards!

original post
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if you can shot from a 40mts range, and actually move faster than a class that can only attack you from 1.5 mts... how in the world are those guys going to be able even reach you? -chilko-
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Old 05-19-2009, 08:45 PM   #105
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Originally Posted by dani-o View Post
Wait what?

Stalker capture inside a fort is intentional?

...This changes everything
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Old 05-19-2009, 08:55 PM   #106
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I still want hunters to be close-range killers with more range but less than marksmen ^^
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Old 05-23-2009, 11:01 PM   #107
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Thumbs up Hunters have been reborn

Quote:
Originally Posted by makarios68 View Post
I am dismayed at the current state of the hunter class. I know of several people who have quit the class before the latest update, and this update has made the class even worse.

Evasion is totally broken (I've tested it). Hunters previously relied heavily on it, but since it was removed there has been nothing to replace it. Without evasion, or something in its place to help keep us alive, hunters die far too easily.

Hunters also have weak defence, and this is another reason we die too easily.

Despite some attempts by NGD to improve hunter attack power (head of the pack, the new camo attack bonus) hunters remain weak in attack. Weak defence and weak attack = weak class.

The new pet commands are a nice idea but they need to be fixed ASAP. The most commonly used command "assist" switches itself off unexpectedly. Usually, the first you know about this is in the middle of a fight when your pet doesn't attack the target. The commands also get obscured by the chat log in some resolution modes, including the one i use.

Pets now don't keep up with their owner. We now frequently get a message that the pet is falling behind, which means that we have to stop or slow down for them to catch up. This effectively means that the fastest class in the game has now become the slowest because we are forever waiting for the pet to catch up. With all the weaknesses of the hunter class, speed was one of the things that helped us stay alive. But now we lose half of our attack when we maintain speed, because we lose our pet.

I realise that other classes have problems that need to be ironed out. But as things are i believe that hunter is the underclass of the game.
Hunters have been reborn...
It is now a whole new game for us..

One tracking skill means we must at least hunt in groups of 2 to be effective.
Of the 2 hunters, the first hunter will need tracking lvl 1 to pinpoint enemies, while the second hunter will need tracking lvl 4 - 5 to locate distant enemies.

Pets now follow us with a higher velocity.
Pets can be healed up to 1100 life points every 60 seconds.
Pet control menu has been modified.

The increased base movement speed of 20% has given us the ability to be there one moment and long gone the next. If a group stops to discuss which way a hunter has escaped to, there is no hope in catching him period.

Gameplay overall has been effected by this change of base movement speed..
If you watch your back constantly you still run a risk of getting sneak attacked by someone that rushed up from out of sight.
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Old 05-25-2009, 02:28 AM   #108
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Quote:
Originally Posted by DemonMonger View Post
Hunters have been reborn...
It is now a whole new game for us..

One tracking skill means we must at least hunt in groups of 2 to be effective.
Of the 2 hunters, the first hunter will need tracking lvl 1 to pinpoint enemies, while the second hunter will need tracking lvl 4 - 5 to locate distant enemies.

Pets now follow us with a higher velocity.
Pets can be healed up to 1100 life points every 60 seconds.
Pet control menu has been modified.

The increased base movement speed of 20% has given us the ability to be there one moment and long gone the next. If a group stops to discuss which way a hunter has escaped to, there is no hope in catching him period.

Gameplay overall has been effected by this change of base movement speed..
If you watch your back constantly you still run a risk of getting sneak attacked by someone that rushed up from out of sight.
Heal pet is a joke at 2.5 mtrs...a horrible horrible joke. I've done some extensive testing and it is EXTREMELY easy to cancel it yourself. Like...

1) Heal your pet and get position lag - canceled
2) Heal your pet and back-up as it casts - canceled
3) Heal you pet near an object that MIGHT cause your pet to warp - canceled
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Old 05-25-2009, 05:14 AM   #109
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Quote:
Originally Posted by Solarus View Post
Heal pet is a joke at 2.5 mtrs...a horrible horrible joke. I've done some extensive testing and it is EXTREMELY easy to cancel it yourself. Like...

1) Heal your pet and get position lag - canceled
2) Heal your pet and back-up as it casts - canceled
3) Heal you pet near an object that MIGHT cause your pet to warp - canceled
I agree.... Heal pet should at least be 6m - 10m
Maybe they do not want us to heal it during battle?
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Old 05-25-2009, 09:10 AM   #110
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To me what hunters lack is:

- Pet working. Sorry but wraping pet and dying isn't any good for our class because there are rocks and bridge in this game!

- Efficient tracking. Old tracking was more efficient that it is right now, even if we can have distances without lvl 5 ES.

- Better hindering ability. With new speed I'd really like ensaring arrow to be more efficient at slowing ennemies. Instant cast but less dmg (remove the +100% dmg, only put fixed dmg) and increase duration ofc
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