Ice trap replaced with Noxious Trap, rendering a target incapacitated except not usable on undead.
Frost trap replaced with Grease Slick, which retains the area of effect slow, but useless against flying foes, but the slow is applied at a high rate initially, then decreases over time or distance.
Explosive trap can be manually triggered, and produces its area of effect damage in normal radius. In addition, if the hunter is in camoflauge and enemies are unaware, they will turn and focus their attention on the blast, similar to a rogue’s Distract ability.
Addition of Bear Trap, which applies a short duration root effect, but has the additional bonus of two being active simultaneously.
Replace Black Arrow with Shadow dance, a damage over time aura emitted from the hunter, with a chance from damage dealt to trigger a Dragon Strike cooldown reset and cost removal, up to 2 charges.
Addition of Growl for the hunter. Less effective than a true taunt, this behaves like a weaker version of the pet ability Growl, but in addition to threat gains, a minor damage increase for the hunter is also gained. Replaces Misdirection for Survival. However, Feign Death is available more often.
Based on weapon type, a survival hunter gains one ability usable at range, that also acts as a gap closer. A two handed axe hunter might hook their foe towards them, where a dual wielding swordsman might lunge or even a dagger user pounce on their opponent.
It’s a bit unlike anything I’ve seen before, but it keeps some old nostalgia as well. Hopefully, the almost entire removal of survival damage from “magical” types of nature, frost, fire, and shadow combined with the unique flavor of each weapon’s style will allow Survival to stand apart from other melee, as well as from the other hunter specs.
In a general sense, the survival hunter trades the security of range to their target, in exchange for more utility, flexibility, and such. The thought of changing weapon based on the situation rather than changing a talent or spec has value, especially in legion, though it’d be likely through different stances rather than actual weapons.
Two handed axe style, Spear/Polearm style, Dual sword style, and Dagger style in a sense more like the old aspect system rather than the warrior stance system. At the cost of a GCD, a hunter could sheathe one weapon, and draw the next as easily as changing their sting.
Since the survival hunter is primarily focused on their Dragon strike, simply have each sting be a different ability that applied each, but choosing wisely is neccessary, as mistakenly using scorpid on a spellcaster, or serpent on a foe needing to die quickly could spell doom.
Fatal sting is the execute ability, only usable on targets near death’s door, but dealing great damage. In addition, any target slain by a Fatal sting will grant the hunter an immediate proc effect from Shadow Dance as well.
Been putting this as many places as I can, to get it out there early enough. Most responses so far have been positive, especially from design folks who could actually make it a reality. As such, feedback, discussion, constructive criticism are more than welcome.
I have been loyal to survival since I first tried it during patch 3.3 and I have long been annoyed by how much magic-type damage the spec did, and how similar it was to a DoT caster more so than other Hunter specs. Rexxar is a partial inspiration, but honestly, those puny axes would not even scratch some foes, so a big spear would be needed for those times.
Took some old flavors from back when, such as chimera shot interacting with different stings, as well as the rework of old traditional abilities such as Misdirection and Disengage, turning them from the tools of a hunter who prefers to stay at a distance into the tools of one who gets into the fray instead.
But early concept needs polish, discussion and such.
All I know is, I want to play it even if it's not viable during testing. Anyone else?