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  1. #21
    Has it occurred to you that Hunters no longer have melee weapons or melee attacks? As a result the reintroduction of minimum range for hunters would put them at a distinct disadvantage to any class that has a root, snare, or stun (so every other class).

  2. #22
    I'd only be okey if the minimum range was 2.5 or under.

  3. #23
    Hunters need some serious changes, but I don't think bringing something as stupid as minimum range back is the best option. It seems to me they should be a little less untouchable for melee though, especially since neither being in melee range or moving negatively affects their damage (not to mention every spec having double deterrence now). I'd actually be thrilled if Blizzard did a major reworking on hunter CC--the model of a dozen instant CCs on dirt-low cooldowns scattered across every DR school is getting a little tiresome.

  4. #24
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    Quote Originally Posted by Bluesftw View Post
    i have no problem with minimum range for hunters if casters start casting again to do dmg, not spaming instants 24/7
    As soon as melee have a maximum range equal to the length of their weapons and can't fly through the air at mach 8, but have to walk everywhere because they are wearing full plate: we live in a world where unholy DKs, shuriken rogues and rets are all fully capable of keeping up pressure from 30 yards away.

    It's a mad world, but it works - let hunters keep no minimum range, that's not the problem with hunters. The most annoying thing about hunters lately is their stuipd 8 second AOE root disengage nonsense: fit that if anything - at least make it break on damage, possibly also make it only a 5 second root.
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  5. #25
    Quote Originally Posted by impfernal View Post
    From a lore perspective it would make more sense that hunters have a minimum range as opposed to casters.
    The only limit to using a bow is if you have enough room to draw an arrow back with one arm while you have the bow held in another, fully outstretched arm. Arrows are actually more deadly the closer the range is. In head-to-head melee combat, the only reasons to ditch the bow in favor of a melee weapon are A) It takes much longer to pull out, draw and aim an arrow than it does to swing a stick, and B) You can't generally block, parry or disarm an opponent using the Bow as you could a melee weapon.

    Personally, I'd hate to see the minimum range return for Hunters, but I'd love to see situational melee attacks return along with a much shorter cooldown on disengage along with a much shorter travel distance, and use it as a sort of reverse-charge for Hunters. It would be used for defensive tactics rather than to actually allow you to get far enough away to shoot the bow.
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  6. #26
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    Quote Originally Posted by Tuq View Post
    Wait, what? You want to go back to Hunters having only 2 attacks when you sit on them so you can get an easy kill?
    soooo, if you were an easy kill as a hunter because of the deadzone.. that's bad class design. But if we can't adapt to hunters having no deadzone.. we need to learn to play our class...

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  7. #27
    Warchief Arcanimus's Avatar
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    Quote Originally Posted by impfernal View Post
    Dude, whats wrong with you? "too"; you could read what classes I play, it's not mage.
    I didn't say you were playing a mage. Try reading that sentence out loud before assuming I'm completely insane. I'm only mostly insane, you know.

    Quote Originally Posted by Bluesftw View Post
    i have no problem with minimum range for hunters if casters start casting again to do dmg, not spaming instants 24/7
    Why not go balls out and say just revert everything to how it was in BC?

    That's all anyone ever seems to want, even though it completely sucked and was devoid of any real skill aside from lolmacestun, ur so skilled picking that weapon up from the vendor.

    OT: I'd explain how to beat a hunter 1v1, OP, but that would be telling.

    Plus you really havent even told us what class you're playing.

    Quote Originally Posted by Helltrixz View Post
    I play an enhance alt, wat do? Teach me.
    Ascendance gives your autoattacks crazy range, wolves heal you, you can talent a 5-second cooldown ranged instant root, grounding totem freezing traps, the list goes on. You have the kit, you just don't use it.
    Last edited by Arcanimus; 2013-03-31 at 04:22 AM. Reason: lolenhance
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  8. #28
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    Quote Originally Posted by roahn the warlock View Post
    soooo, if you were an easy kill as a hunter because of the deadzone.. that's bad class design. But if we can't adapt to hunters having no deadzone.. we need to learn to play our class...

    Alright
    I'm saying with minimum range Hunters do near 0 dmg but every other class in melee (caster or not) does the same dmg they always do. If you need Hunters to do near 0 dmg for you to kill them then yes learn to play better. Minimum range was always bad class design no other ranged class had any problem being in melee.

  9. #29
    Quote Originally Posted by roahn the warlock View Post
    soooo, if you were an easy kill as a hunter because of the deadzone.. that's bad class design. But if we can't adapt to hunters having no deadzone.. we need to learn to play our class...

    Alright
    Not being able to adapt to something is one thing, not being able to DO something is something completely different.

  10. #30
    Fuck you

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    Last edited by Nicola; 2013-03-31 at 05:17 AM.

  11. #31
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    ez fix inc

    let people be able to interrupt hunters, you can now slow down their damage a smidge by limiting their focus regen

    it isnt even that mind blowing, you could just give their weapon a quick smack and it would interrupt their... focus

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  12. #32
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    Quote Originally Posted by roahn the warlock View Post
    soooo, if you were an easy kill as a hunter because of the deadzone.. that's bad class design. But if we can't adapt to hunters having no deadzone.. we need to learn to play our class...

    Alright
    You do know why it was called a deadzone, right?

    Not because the hunter's damage died when you entered it... Because the hunter did, nine times out of ten.
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  13. #33
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    Quote Originally Posted by Arcanimus View Post
    You do know why it was called a deadzone, right?

    Not because the hunter's damage died when you entered it... Because the hunter did, nine times out of ten.
    I have to disagree, stats stick dmg for Hunters was > 0 more or less, so in both ways a deadzone.

  14. #34
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    I think minimum range being gone is a good thing. It was never really something a class should have to deal with, and it was something that always made casters inherently better then hunters. You can cry about interrupts all you want, but these days most casters dont really cast, and even when they do get interrupted, they have a 2nd spell school to cast with. It's silly to cripple hunters with a minimum range in an instant heavy game.

    But that said I do think hunters are too strong. And rogues are too strong. And mages are too strong. And maybe the key to fixing all of that is removing their Ability that resets the Cooldowns of their other abilities. Readiness, Cold Snap, Prep, remove them. Then balance abilities around CD's that don't get reset.
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  15. #35
    Warchief Arcanimus's Avatar
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    Quote Originally Posted by Tuq View Post
    I have to disagree, stats stick dmg for Hunters was > 0 more or less, so in both ways a deadzone.
    Eh, my melee output in 2's back in BC could keep up with a decent rogue back when drain teams were viable. Dual wielding axes with Int enchants, hooray!
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  16. #36
    I disagree. Even from a PVE perspective, 0 dead zone is better for hunters, and the health of the game in general.

  17. #37
    What needs to change is not that minimum range BS, but all the gap openers hunters get...why do they need them anymore?

    Disengage is such a short cooldown, and a glyph to root the target for an absurd amount of time. Something they don't need. This talent was made because hunters NEEDED to get out of melee to do damage. Now they don't, therefore, shouldn't need this level of movement. Get better using traps.

    Concussive shot can permanently snare a guy if the hunter is paying attention, or the class doesn't focus all it's energy (read:damage potential) into removing it. They can slow the guy if they need to, to run away. They have intimidate and many other pet peeling abilities that would help them peel if they spec/pet right. Hunters have the amazing ability to adapt to the situation. Make it so it's integral to their class, or make all pets the same so it's purely cosmetic.

    It's not like deterrence is going away any time soon. If the hunter can't beat someone down in the full rotation/cc that is root>RF>Stampede>PS>readiness, then they have been outplayed, and then should suffer like all other classes suffer after failing to kill a target after blowing all CC's.

    Another thing, Going deterrence while your pets still rip the target to shreds is a bit over-utilized by hunters, and it purely exclusive to hunters. All other forms of immunity have reduction to damage. Also, Divine shield isn't exactly in the same category, because it can be removed by the enemy.
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  18. #38
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    Quote Originally Posted by Korgoth View Post
    But that said I do think hunters are too strong. And rogues are too strong. And mages are too strong. And maybe the key to fixing all of that is removing their Ability that resets the Cooldowns of their other abilities. Readiness, Cold Snap, Prep, remove them. Then balance abilities around CD's that don't get reset.
    I think we often don't see eye to eye, but on this we very much agree Cooldowns that remove other cooldowns have been a consistent problem in arenas since their inception, the only way to fix them is to remove them - and if that means buffing the classes that have them to achieve new balance that's fine.
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  19. #39
    Quote Originally Posted by Jamber View Post

    Another thing, Going deterrence while your pets still rip the target to shreds is a bit over-utilized by hunters, and it purely exclusive to hunters. All other forms of immunity have reduction to damage. Also, Divine shield isn't exactly in the same category, because it can be removed by the enemy.
    Reality check brought to you by cloak of shadows. If you really need more examples, I am sure more people here will be happy to bring them up. Dots still tick on the hunter, ground targeted aoe and cc's still work (lock stun). The hunter's pet, even as BM, isn't doing more than 50% of their damage, so deterrence is effectively the same damage loss as divine shield. And that assumes that with a deterrence'd up hunter you don't snare the pet and take 3 steps to negate 100% of damage, or root it, or cc it, since it's not immune even under bestial wrath.

    This just sounds like more ranting from someone upset they actually have to outplay a hunter, not just deadzone camp for free kills.

    Quote Originally Posted by Helltrixz View Post
    Deterrences + camo + feign death during ascendance, hunt passive healing is better than wolves, I frostshock root the hunter and he freedoms and disengages away while I'm stuck in a root, I get a pet stun/silence shot/random partner shit during scatter so I can't ground the trap on my healer.
    you seriously need to examine some logs if you think a hunter's 2% per 2 sec healing is better than wolves, or that any arena hunter is using that talent over 15% damage reduction or a 2 min cd 30% heal anyway.
    Last edited by Nicola; 2013-03-31 at 05:23 AM. Reason: merged the 2 posts

  20. #40
    Fluffy Kitten Yvaelle's Avatar
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    Quote Originally Posted by easywayout View Post
    you seriously need to examine some logs if you think a hunter's 2% per 2 sec healing is better than wolves, or that any arena hunter is using that talent over 15% damage reduction or a 2 min cd 30% heal anyway.
    More likely he means 5% max healer per Chimera Shot for MM, or 5% max health per Disengage via Liberation ;p
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