While I've never really worked with an execute class as a main, I have played Hunter enough to know that yeah, the double-kill shot is pretty derp. Perhaps they should give you a base damage increase, like Fire Mages used to have (Also Shadow Priests, but now it's a talent that any Priest can pick up). Having an extra button to press (especially twice) in such a short span of time seems very counter-intuitive.
Still wondering why I play this game.
I'm a Rogue and I also made a spreadsheet for the Order Hall that is updated for BfA.
I don't love the reset mechanic, however, I think it would be fine if they wanted to give us two charges. Often times I spend time spamming my KS key waiting for it to proc, most of the time it does, but it's so frustrating when it doesn't. I'd like it to hit a little harder, just so things like Arcane Shot and Kill Command aren't hitting just as hard, it's fun to hit something hard because it's weak, it's also very satisfying when you get a nasty crit on it as well.
Everyone on the internet is a dishonest actor.
I much preferred the WotLK model for Kill Shot. When you cast it, you felt powerful. In pvp, it was truly a kill shot. In pve it wasn't clunky and it felt as if you had the boss on his heels.
Right now it just feels like a free, glorified arcane shot.
I definitely think we need to keep some pressure on about this one. Especially once we get in beta and they start taking our feedback a little more seriously. They've yet to explain why they want to stick with the reset mechanic (lets not forget it was originally introduced as a glyph). If there's no good reason, we can probably talk them into changing it eventually. The current design sucks.
- The Hunter's Creed -
"This is my pet. There are many others like him, but this one is mine. He is my best friend. He is my life. I must master him as I master my life.
My pet, without me, is useless. Without my pet, I am useless."
I like the idea behind kill Shot only it needs to do more dmg and lose the reset part. Give it a 6-8 sec cooldown and more dmg and Kill shot is a nice finishing attack.
how about lower threshold to 10% like monks but make it hit like a truck so it might actually kill something?
They could add a bleed effect to kill shot after it hits, like, it hits a bit harder than now, and then make the enemy bleed for a short time for a bit of the amount of the second shot that we'll be missing. This way it doesn't get too burst for pvp, and we didn't need to keep spamming the ks button to shot as soon as it resets
KS should lose the charges, double the damage and have a CD. PVP? Too bad, don't get low on hp. Look, if you're at 15% getting blown up is fine. What, I should whittle you down 1% at a time?
Also, if that's a real issue (i.e. if KS started to shave off 30% of a player's hp) they could... gasp!... make it hit less hard in instanced PVP.
Isn't the current design going to become problematic in pvp anyway? We're getting a "Draenor perk" that makes it kick in at 30% instead of 20%. With the additional change that they want us to "slowly burn down" in pvp, that means once we get a player sub 30%, it's going to be easier to keep them there as heals won't be able to just burst them to full like now. That's a lot of time for double killshots.
- The Hunter's Creed -
"This is my pet. There are many others like him, but this one is mine. He is my best friend. He is my life. I must master him as I master my life.
My pet, without me, is useless. Without my pet, I am useless."
monks get an insta kill at 10% or less
would be nice if we got something that "might" kill at 10% or less, not our current kill shot that needs 2 to ever even kill a clothie and half the time doesn't even reset.
Ummm atleast you guys have an execute, fairly relaiable at that. I'd take hunters KS over warriors excute a.n.y.d.a.y.