Originally Posted by
Dracodraco
Ferals have brought things to the table that Boomkins haven't, though, in terms of raw singletarget damage usually (that's how they survived most of MOP, due to RoRo shenanigans and snapshotting). In legion they're going to have the exclusive stampeding roar which is only really confronted by the shaman movement speed totem as well, further giving them an actual use.
Meanwhile, the best people can sell surv hunters are "they have good singletarget damage and burst", which is also 100% true for Marksmanship hunters - especially when we start seeing more special-effect gear.
As for bringing ranged slows/snares, that's not really unique utility enough that they'll be worth bringing. DK, monk and Warrior tanks all have "passive" slows that triggers from their AOE which are far more versatile (not confined to a 8yard radius area), DKs in general can cause the exact same effect as the Tar Trap with Death and Decay (and deal damage, and not rely on triggering the trap beforehand), Shamans also still have Earthgrab totem, and the other two hunter specs brings concussive shot as a ranged slow anyway.
As Tehterokkar said - Surv just doesn't bring *anything* to the table that would ever make it a better choice than Marksmanship. Being allowed to go surv and benefitting the raid by going surv are two entirely different things - and I'd argue that any hunter taking up a melee spot just to be contrary is doing their guild a disservice when they could employ far stronger melee, with better utility that isn't already covered by tons of other classes (such as, say, Death grips from DKs who also gets the "target area slow"). It's different from Enh or Feral versus Elemental / Boomkin, because what Surv brings just isn't different enough or superior enough to be a better choice than MM. If Surv gets played, it will be because *the player* is performing above the average in his guild, meaning he could play *any class, any spec* and still perform at the top end of his team.