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2.3 Possible Dead zone changesFollow

#52 Oct 16 2007 at 5:30 AM Rating: Decent
ok lets assume that the dead zone shouldnt be removed.Isn't be logical that in range distance we should be overpowered? I mean that if we stay and shoot in 30 yards,we should can kill every other race...but no!!!!!!even then we get killed by a lock very easy!!!who is overpowered then?
lock
1-curse of doom -instant-5000 damage over 60 sec
2-shadowfury-instant-800 damage
3-shadowburn-instant-700 damage
4-rain of fire-instant-1300 damage over 12 sec
5-death coil-instant-550 damage and 3 sec running
6-curse of agony-1400 damage over 24 sec
7-drain life---and we are dead
hunter
1-autoshot-2.5 sec-600 dam
2-autoshot-2.5-600 damag
3-arcane -instant -500 dam
etc..our pet versus his demon..still we dont have a chance..do what?just tell me..they just burn more damage than we can do even in a range distance!so in melee we suck,in ranged we are good but not the best...ok we can solo and solo and solo..at least(blizz) let us do more damage in range and keep the dead zone..we need 1 min to take down a warrior when he is AFK!!!!!!come on !!!
#53 Oct 16 2007 at 5:51 AM Rating: Decent
First of all, you are thinking in 1 vs 1 scenarios. The only places that happens is in World PvP, Duels and a few Battleground Scenarios. And you forget that alot of DoTs can be dispelled, Deathcoil isn't a DPS tool, and that you yourself don't just do two autoshots and an Arcane. Besides, I fail to see the relevance of removing the Deadzone in your scenario. It wouldn't exactly add to our Damage, would it?

And no, we should not be overpowered in ranged combat. Of course not. Damage wise or otherwise. We should be a decent DPS contribution, and utility class. The right Trap for the right situation, the right sting for the right enemy, the right target out of however many you are fighting at the time.

From your post it sounds like you just want to stand back and "pwn teh nubslol". Seriously.

Hunters need a little bit of love, yeah. But that is a damn sharp edge to walk, when you have the pitfalls of Overpowered on one side.

#54 Oct 16 2007 at 8:32 AM Rating: Decent
I personally will not miss the "dead zone"...being caught in a confined situation with no opportunity to get back to range...sucks...JMHO... ;)
#55 Oct 16 2007 at 9:44 AM Rating: Decent
Reccyuk wrote:
North can i say aomething, instead of pissing on here, tell all this to blizzard themselves...

No point crying over this if ou aint willing to do anything about it, if it that much of an issue to you instead of ******* over a forum, contact blizzard and put your point across...

Common sense really, blizzard staff dont look here so maybe they guess working what people want maybe???

In all honesty i think the deadzone should be left alone and we should have more pet abilites and characterics.

Auf-Weindersane!


you are right but missing one crucial aspect. If we wanted to talk to bliz, we wouldn't be posting here. It's just what we do :D
#56 Oct 16 2007 at 1:31 PM Rating: Decent
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830 posts
I've been seriously thinking about the reprocussions of this.

It will have almost no effect on Warriors, Paladin's or Rogues as they are melee class and will try to keep us in melee range. Deadzone did nothing much for them. Maybe a place to run to while they froze us in a spot but they could never be certain we wouldn't trinket out of it. So, don't think much gained or lost here.

Toss ups would be druids and shaman, but they have either good stoppage of our best skills or other skills to counter us in our most effective zones. Some impact here but not much. Really only in the caster role do they lose anything.

Big losers appear to be mages and locks. They will still have one major advantage though, they can cast their highest stuff at point blank, we can't. We're still stuck between melee/ranged modes.

So, I can see the eval Blizz was probably doing, and they probably tested it against what they felt would be the biggest losers. So, it's my guess they were able to work out a change of tactics on the mage/lock side that let them function without the deadzone.

We might see a nerf of sorts but I think it may just be some abuse adjustments going on. A slower weapon swap would probably be appropriate to slow us down in the melee range changeover and stop any kind of dual mode abuse.

I'll keep thinking on this, but it might not be so bad...
#57 Oct 17 2007 at 7:58 AM Rating: Decent
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88 posts
Test Realm Patch Notes

I don't see anything in there about the deadzone being removed. I know it is just the test realm, but don't changes normally go through there first before becoming live? Am I missing something here?
#58 Oct 17 2007 at 8:29 AM Rating: Decent
CartmanTheFatass wrote:
Test Realm Patch Notes

I don't see anything in there about the deadzone being removed. I know it is just the test realm, but don't changes normally go through there first before becoming live? Am I missing something here?

Just a rumor about a rumor.
#59 Oct 17 2007 at 9:44 AM Rating: Decent
I'd call it a blue consideration rather than a rumor. I did challenge a friend to show me a blue post on it and he did. said they were considering the change but indicated that it could be either reduced or completely done away with.
#60 Oct 17 2007 at 11:21 AM Rating: Decent
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356 posts
NorthAI the Hand wrote:

It was balancing our class against others in PvP. Any caster that stayed within our ranged distance, was dead. Quite simply dead. They can't win in a pure burst DPS fight against us due to our damage being mostly physical and they don't have jack for armor. How to win against us? Get within our Deadzone, and pray that we don't manage to slow them with Wingclip/Trap and get back out to ranged.


How were we going to hit them with wingclip if they were in our deadzone, exactly?

Your rage is misplaced. I don't know what arena you're playing - I'll admit up front that I'm not either.

But, in a discussion about this on another forum, someone quoted current top team arena populations. Hunters were 0% in two of the team categories, and 3% in 5v5. Meanwhile, 13% of level 70s are hunters, third to warriors and mages at 14%. (I checked warcraftrealms.com's census data for this.)

Quote:

Without the Deadzone, we will be imbalanced against any Clothwearer out there unless they stay completely in melee range, which is almost impossible against a Hunter.


I'm unconvinced.
#61 Oct 17 2007 at 11:24 AM Rating: Decent
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356 posts
Deleted.

Edited, Oct 17th 2007 3:35pm by seroster
#62 Oct 17 2007 at 11:48 PM Rating: Decent
sloshot wrote:
It will have almost no effect on Warriors, Paladin's or Rogues as they are melee class and will try to keep us in melee range. Deadzone did nothing much for them. Maybe a place to run to while they froze us in a spot but they could never be certain we wouldn't trinket out of it. So, don't think much gained or lost here.


What the deadzone does it make it so getting out of their melee range isn't enough. The MS Warrior on my arena team has been playing WoW since the original pre-BC beta. We were talking about the proposed deadzone changes and he was saying that the deadzone is what makes Hunters a joke in PvP. No other class has a 2-3 yard circle around them in which they're functionally useless. A properly geared Rogue/Fire Mage has me beat in spades for burst dps, so it's not like Hunters are touting the most offensive power and need the dead zone to balance it.

Quote:
Big losers appear to be mages and locks. They will still have one major advantage though, they can cast their highest stuff at point blank, we can't. We're still stuck between melee/ranged modes.


I think that's the concern in a nutshell. We've still got a 5 yard bubble where we go from offensive to defensive, and if we can't get someone out of that bubble, we're dead. Removing the deadzone just makes that bubble a bit smaller.

Quote:
So, I can see the eval Blizz was probably doing, and they probably tested it against what they felt would be the biggest losers. So, it's my guess they were able to work out a change of tactics on the mage/lock side that let them function without the deadzone.


Ya, it's called try and contain the situation with the Hunter in melee range where you're actually at some risk, instead of dancing in the deadzone where you're at no risk. At least if a caster is in melee range I can get a Wing Clip on them.

Quote:
We might see a nerf of sorts but I think it may just be some abuse adjustments going on. A slower weapon swap would probably be appropriate to slow us down in the melee range changeover and stop any kind of dual mode abuse.


I'm not sure what you mean by weapon swapping or dual mode abuse. No Hunter in their right mind is going to choose to try and keep someone on the edge of the melee bubble. More to the point, it seems like Blizzard is staying away from nerfs that affect PvE too dramatically in their efforts to balance PvP. Slow the transition from ranged weapon to melee in a heroic instance and prevent me from getting a Wing Clip off when I need it and you've got a dead hunter.

Quote:
I'll keep thinking on this, but it might not be so bad...


A mediocre Fire Mage is still going to hurt you. Bad. Same with a Rogue or a Warlock or a Warrior. A mediocre Hunter is usually the first one to die. Blizzard can't base the balance of the game for PvP around what only the top PvPers are capable of. They have to balance it around the average Joe and make sure that they don't leave room for exploits for the top players.

I read some of the responses and tactics from people who don't like the idea of removing the deadzone and they make it sound so easy. What they leave out is that if even one thing goes wrong in their strategy, you die. It sounds so easy when you read their ideas on how to handle a certain situation, but in reality a PvP match is a contest of strategy/counterstrategy until someone is dead (assuming roughly equal gear). When so many jobs can so easily manipulate that 8 yard bubble around me to shut me down and my only recourse is to try and slow them long enough to get them out of that bubble, there's not much counterstrategy to be employed. More often than not, you wind up with a Hamstrung Hunter with traps and trinket on cooldown being chased by a Wing Clipped Warrior. Who do you think wins 9 out of 10 times?
#63 Oct 18 2007 at 4:45 AM Rating: Decent
Can i ask something? Is it possible that blizzard wants to discourage new players to choose a hunter (cause the raise of hunters its enormous), trying at least to make hunters bad in something? In our situation in pvp.We are not so bad in BGs or 5v5 arena, but in 1v1 we suck a lot.Or blizz focus in balance in everything?
#64 Oct 18 2007 at 5:58 AM Rating: Decent
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1,222 posts
dorogodess wrote:
Is it possible that blizzard wants to discourage new players to choose a hunter


I doubt it. I think they are trying to give Hunter a lil more PvP flexibility is all. There are addons that display your targeted distance, and if you are familiar with a Hunters dead-zone, you can literally stay in front of then at 6-7 yards, and take em apart peice by peice, I like the Deadzone removal idea, but I think there should be a dmg penalty, but a speed increase the closer a target it.
#65 Oct 18 2007 at 8:31 AM Rating: Decent
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830 posts
I've never played arena, I've watched a match before and understand the limitations of the range and yeah, I can see why in Arena, hunters suck. I was always at my worst when I was confined or couldn't get Line of Sight.

I've played almost every class in the game, I like my Hunter for adventuring and some open PvP. I would probably not choose to take her into Arena PvP though. I'm not that good of a hunter. Removing the deadzone will help this, I don't think it will really impact other classes as much as we might have thought it would.

No, I don't think it will discourage a single person from rolling a Hunter. The only person it might is an experienced player that wants an endgame Arena character. They will choose the class of the moment to roll and level to get there though. A Hunter would be an unlikely choice for that player anyway. Arena just doesn't set itself up for an open field character like a Hunter.

The Hunter gods might be effective in Arena, but the average hunter, like AureliusSir said, will never be on par with another 'average' player in any other class. It's just not our character definition. They'd really have to up our melee talents to make us on par with other classes.
#66 Oct 18 2007 at 8:38 AM Rating: Decent
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1,256 posts
I talked to a GM yesterday about the whole making portals in BGs and he said that is being removed in 2.3 I said great but what is this crap I hear about them removing the Hunters Dead Zone. He said he plays a Shaman and would look it up.

He stated that in fact they are not ATM removing the Dead Zone for the hunter.
#67 Oct 18 2007 at 11:15 AM Rating: Decent
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356 posts
Well, to be honest, GMs are never the most informed people. They're tech support.

The deadzone isn't gone on the test realm, yet. The test realm usually goes through multiple builds of the game, though. So I think it's very likely that it will show up in a later build of 2.3 on the PTR.

Just go back and look at the text Pheared quoted from Kalgan.
#68 Oct 25 2007 at 8:48 AM Rating: Default
First off, why does this thread even exist? Go read the changes being made in 2.3 before posting something like 'they are removing the deadzone'...

And second, here are the changes, as of Oct 20th 2007 from the Main Site:
Quote:
Hunters

* Arcane Shot (Ranks 6 and above) now dispel 1 Magic effect in addition to their normal damage.
* Explosive Trap: The initial damage dealt by this trap is now also increased by 10% of your ranged attack power.
* Immolation Trap: The total damage dealt by this trap is now also increased by 10% of your ranged attack power.
* Misdirection: This spell will now always be removed correctly if multiple Hunters overwrite each other's Misdirection.
* Readiness (Survival): This talent now finishes the cooldown on Kill Command.
* Serpent Sting: The total damage dealt by this sting is now also increased by 10% of your ranged attack power.
* Steady Shot: Tooltip clarified to indicate base weapon damage is used in the damage calculation.
* Trueshot Aura (Marksmanship) no longer costs mana to cast and will last until cancelled.
* Wyvern Sting (Survival) is now instant cast and has a maximum duration of 10 seconds in PvP.
* Aimed Shot (Marksmanship) now reduces healing done to that target by 50% for 10 seconds.


Other than that, the only good thing being changed is that there are going to be 20 slot quivers from grand master leatherworkers and 24 slot quivers added to rep rewards...and the ones for bullets as well.
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