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NO MORE DOUBLE TRAP???Follow

#52 Nov 15 2007 at 4:54 PM Rating: Decent
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I'm just a nobody, doing what I can.

I seriously don't know how I got Scholar, or how I lost it, or even how I got it back.


Heh, scholar is easy long as you don't blatantly tell people they are wrong or flame too many people too early, after you have been scholar for awhile you can take after Aerulias (sp big time) and **** everybody off.
#53 Nov 15 2007 at 9:03 PM Rating: Decent
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So much for any reason to ever try out Survival.
#54 Nov 16 2007 at 12:28 AM Rating: Good
Ieatrocks wrote:
So much for any reason to ever try out Survival.


Hey, while this change really hurts and I still believe its a very bad idea, it will not affect the survival tree soo much.
There are many great talents at the end of the tree which still have their merrits.
The thing which is missing now is the improved CC abilities. However those got nerfed for the whole class, every spec will feel it. It will take away from the awesomeness of SV spec, but the spec is still good (for raids at least, meh).
#55 Nov 16 2007 at 3:57 AM Rating: Decent
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1,519 posts
I just did heroic ramps tonight, and double trapping would have saved wipes.

It really pissed me off.
#56 Nov 16 2007 at 5:34 AM Rating: Decent
Don't knock Survival just because of this. It is still the supreme CC build (especially if you go 0/21/40) with Wyvern, Trap Cooldowns to aid in chaintrapping, trap resists and more trap damage/duration. Add Scatter, and you still have plenty of Oh Shi-! viability. I never specced Readiness anyway, so I don't really miss out on the panic button trap scenario.

The only thing I can't do anymore is to save the day by taking two/three mobs out of the fight at a time instead of just two at first (Wyvern Sting, Trap) and then one chained.

The Survival tree is still intact, and works just fine. This stealthnerf was not a blow towards Survival, but towards the class in general. An insult to Hunters no matter their specc. When I have the time for it, I will have to compensate for the lack of Doubletrap by speccing for more CC than Raid-DPS, but Imp AotH isn't that good.
#57 Nov 16 2007 at 6:21 AM Rating: Decent
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69 posts
North, I'd like to see what you come up with in terms of builds.

As for the double-trapping nerf, you're right... it hurts the entire class, not only SV hunters. It's just too bad that we're going to have to sacrifice more DPS for better utility. But those are our only options... adapt, re-spec, or re-roll.
#58 Nov 16 2007 at 8:29 AM Rating: Good
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830 posts
Well this explains what happened to me in Netherstorm. Had a mob trapped and CD came off. Dropped another freeze trap (was just auto-killing a different mob - yawn!) and poof the mob that was trapped unfroze and came after me. I had to run it around a bit to get the re-trap to take...

I'm one of those Common Huntards that AurelisSir referred to in that I like to sit back and pew-pew from the comfort of my lazy boy while my pet tanks and I keep any adds on ice. That's what I do when I grind or quest about 90% of the time. In an instance I'm more active, but don't do that often enough to call it 'normal behavior'.

This bodes POORLY for SV spec. There was NOTHING wrong with that spec and why Blizz had to nerf it, well, it's stupid. SV was a skilled spec because it took great skills (clearly better than mine) to do double & triple trapping. It's not something a common player can do easily.

Blizz, this isn't QQ'ing, I love the shorter combat ranges but I'll give them back to let the SV spec be what it was. Your spec-balance is really outta whack now. MM hunters got a bit of a boost but you really whacked SV with the nerf bat and didn't need to.

Edit- I agree about the class comment in general, but this was seen as one of the primo SV spots. It's far harder for BM & MM to doubletrap. Our cooldowns make it so we'd have to wait to start a combat and then we could do a double on start but during... really not easy. SV can start a fight with 3 mobs under and keep 2 consistently locked. 1 mob does a big nerf make.

Edited, Nov 16th 2007 8:33am by sloshot
#59 Nov 16 2007 at 8:42 AM Rating: Decent
Ooh. So the nerf, then, is that the first trap expires as soon as you drop a 2nd, and not when the 2nd is triggered?

That is dumb, I'm sorry Hunters :(
#60 Nov 16 2007 at 9:19 AM Rating: Decent
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2,388 posts
Yeah ummmm North...

You can achieve all the trap talents whils still running with a 41 Point BM or MM build...
#61 Nov 16 2007 at 9:47 AM Rating: Decent
Caldone the Shady wrote:
Yeah ummmm North...

You can achieve all the trap talents whils still running with a 41 Point BM or MM build...
Of course you can. Like Resourcefulness. And I said CC, not Trap. Wyvern Sting anyone?

My point was this, Survival wasn't ruined even for a second by this. Readiness, perhaps. But every single talent before that hasn't been changed by this nerf, only one or two of the possible applications of it. There's nothing a Surv Hunter could do that got affected by this nerf, that other builds didn't get in equal measures.

Survival's strength in instances has always been the ability to keep one mob 100% incapacitated even if a trap should break early. You can still do that. Those funny videos of Triple trapping while Wyvern Stinging two mobs was just that. Funny videos with little practical application. Removing the Oh Shi-! group saver of a double trap was definitely a bad move by Blizzard, but it was hardly a Survival breaker.

I am staying Survival, because in a Raid I provide the most powerful Raid buff a Hunter can give while still being able to do Heroics and CC two mobs at a time, and one indefinitely. Survival Hunters still rock the Hunter world for CC, and we aren't broken.

But we are most certainly pissed off as hell.

Oh, and someone asked me to come up with builds. Well, there's two favorite builds of mine when it comes to Survival:
5/20/36 is a pure Raid DPS build with high mana efficiency and Expose Weakness. You can switch around a bit with the lower talentpoints if you don't want Deterrence and so on. The important bit lies in the Trap talents and DPS talents around. This build will also make you completely useless in PvP since every CC talent in this build is void in PvP.
0/21/40 is a complete beast for CC. Losing one single thing, IAotH, gains you Scattershot, Wyvern Sting and reduced Trap Cooldown. Again, some lower talents can be switched around. If you have high mp5, you can go for Imp Hunter's Mark or Imp Conc shot. If you don't like Deterrence, you can have another 2% health from Survivalist and so on.
#62 Nov 16 2007 at 9:51 AM Rating: Decent
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2,388 posts
Quote:
But we are most certainly pissed off as hell.
Smiley: glareSmiley: lol

Quote:
Of course you can. Like Resourcefulness. And I said CC, not Trap. Wyvern Sting anyone?


DOH!, yeah I see your point, Though I am probly going to have to go back to MM because the new guild I joined only has 2 Melee... the tanks!
#63 Nov 16 2007 at 12:37 PM Rating: Decent
Norellicus wrote:
Ooh. So the nerf, then, is that the first trap expires as soon as you drop a 2nd, and not when the 2nd is triggered?

That is dumb, I'm sorry Hunters :(


No, if you have one mob in a trap and then drop another trap and pull a second mob into it, the first trap will break.
#64 Nov 16 2007 at 12:43 PM Rating: Decent
AureliusSir wrote:
Norellicus wrote:
Ooh. So the nerf, then, is that the first trap expires as soon as you drop a 2nd, and not when the 2nd is triggered?

That is dumb, I'm sorry Hunters :(


No, if you have one mob in a trap and then drop another trap and pull a second mob into it, the first trap will break.


So it wasn't always this way, then (my first question, drowned in the flurry of outrage)...huh. I guess I had always assumed that every class' CC was essentially 1 mob per "skill" so this seemed quite normal.

It doesn't really stop you from chain trapping a single mob, you just can't take 3 at once :/
#65 Nov 16 2007 at 12:54 PM Rating: Decent
Norellicus wrote:
It doesn't really stop you from chain trapping a single mob, you just can't take 3 at once :/
Which would be all fine and dandy if it was ranged, targettable, and had no cooldown. Like every other real CC.
But worse, chaintrapping relies on a certain amount of preparation. Dropping the second trap before the first breaks, to get the CD and Arming started. Now before, this could have been done in a way that ensured you could still drop another trap after a short while if specced for it.

Now, if another mob runs over your trap, the first mob will be lose and the second mob will most likely also be smacked out of his trap quite soon. And unless you were extremely lucky with the Cooldown timing, you are now on a Trap CD with no mobs trapped.

Chaintrapping is harder now, because our trap limitations make for unintended breakings of the first trap.
#66 Nov 16 2007 at 1:07 PM Rating: Decent
maybe I missed the answer but to clarify. when you put down the second trap the first one breaks or when the second trap is triggered (ie something walks into it) the first one breaks?

if the first one actaully breaks then they need to make a 1 or 1.5 sec cast time on the trap but take away the cooldown that way like a mage/prist/warlock we can prepare to deal with our CC that is about to break but will still have to keep an eye on the timer as it's not instant.
#67 Nov 16 2007 at 1:32 PM Rating: Decent
NorthAI the Hand wrote:
Norellicus wrote:
It doesn't really stop you from chain trapping a single mob, you just can't take 3 at once :/
Which would be all fine and dandy if it was ranged, targettable, and had no cooldown. Like every other real CC.
But worse, chaintrapping relies on a certain amount of preparation. Dropping the second trap before the first breaks, to get the CD and Arming started. Now before, this could have been done in a way that ensured you could still drop another trap after a short while if specced for it.

Now, if another mob runs over your trap, the first mob will be lose and the second mob will most likely also be smacked out of his trap quite soon. And unless you were extremely lucky with the Cooldown timing, you are now on a Trap CD with no mobs trapped.

Chaintrapping is harder now, because our trap limitations make for unintended breakings of the first trap.


Ok, now I'm totally on the same page. And yes, I agree with you completely; they've made your CC abilities follow the same 'rules' as every other CC, except yours are far less precise, so it really is a problem. I can totally understand them leaving it as one trapped mob onry, but it needs to be handled in some other fashion. This could will get messy in a hurry.

Edit: Honestly I don't understand why Blizzard can't make different sets of rules for PVP and PVE behavior...I know this isn't so much a PVP nerf, but it just brings to mind all the things they change for the sake of one aspect or the other (PVE/PVP), with no apparent regard for the other. They did it for CC duration and DR, why can't they just apply similarly separate rules to all the other mechanics we're dealing with here?

Edited, Nov 16th 2007 4:35pm by Norellicus
#68 Nov 16 2007 at 2:06 PM Rating: Good
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271 posts
My question is, if they made such drastic changes like that, would they not expect people to respecc?

I remember before TBC came out there were a ton of changes made and when you logged in after DLing patch, you had an automatic respec. None of your talents were spent, you just had to pick what you wanted again.

I don't see why they forced some to spend the extra gold rather than doing a talent reset like they did before. Had plans to respecc survival at 70... I'm confuzzled...

*edit* Ah, I see. It was "unintentional". Pffffffffffffffffffffffffft

Edited, Nov 16th 2007 2:08pm by Raynebow
#69 Nov 16 2007 at 2:23 PM Rating: Decent
Raynebow wrote:
My question is, if they made such drastic changes like that, would they not expect people to respecc?

I remember before TBC came out there were a ton of changes made and when you logged in after DLing patch, you had an automatic respec. None of your talents were spent, you just had to pick what you wanted again.

I don't see why they forced some to spend the extra gold rather than doing a talent reset like they did before. Had plans to respecc survival at 70... I'm confuzzled...

*edit* Ah, I see. It was "unintentional". Pffffffffffffffffffffffffft

Edited, Nov 16th 2007 2:08pm by Raynebow


They did that because the actual talent trees were re-written; just changing the fundamentals of how certain skills perform is not enough to warrant that, apparently, as neither Rogues nor Warriors got free respecs despite their tree shuffles/rewrites.
#70 Nov 16 2007 at 3:04 PM Rating: Good
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271 posts
Still like I said, it doesn't make sense to change aspects of skills and not expect people to change specs when they change why they were valuable skills in the first place.
#71 Nov 16 2007 at 11:26 PM Rating: Decent
Norellicus wrote:
Edit: Honestly I don't understand why Blizzard can't make different sets of rules for PVP and PVE behavior...I know this isn't so much a PVP nerf, but it just brings to mind all the things they change for the sake of one aspect or the other (PVE/PVP), with no apparent regard for the other. They did it for CC duration and DR, why can't they just apply similarly separate rules to all the other mechanics we're dealing with here?


My whole theory on this whole thing is that Blizzard was aware of the "bug" almost immediately after it was allowed into the game. They opted to let it ride, however, as it probably didn't seem like all that big of a deal at the time. In fact, over time the ability to double trap consistantly became one of the defining features of the Survival spec Hunter. Expose Weakness is cool, but not a single non-SV Hunter I have played with thus far even knows what Expose Weakness is or what it does for them. Survival Hunters, if anybody knows anything about them at all, are known as the masters of CC. That's their role, their raison d'etre, their bread and butter. Take that away, and we're a mediocre dps class with some physical damage debuffs that nobody knows anything about.

Since Hunters (from the sounds of things) are no strangers to the nerf bat, my guess is that Blizzard intentionally left this "bug" in place...until, that is, they finally gave us a much-needed buff in the PvP area. "OK whew," thought the devs, "now that we've got them all jumping for joy about the buffs we've given them, it's time to address that bug and sneak in the fix..."

Unfortunately, if all SV Hunters ever had was what they are left with now, they'd have been screaming for buffs a long, long time ago. As far as I know, BM is still the PvP spec of choice...I'd give it a couple of months into S3 to determine whether or not that changes. Something tells me Wyvern Sting alone isn't going to bring SV into the spotlight as the Arena Hunter's spec of choice.

If that's the case, you'll have a Hunter spec with dramatically reduced utility in group PvE, still not the spec of choice for PvP, and then what? "Oooo...when I'm dumb enough to pull hate on Gruul I can pop Deterence after he resists FD and last an extra second before he obliterates me!!"

BM is the solo spec for Hunters. BM is the raiding (dps) spec for Hunters. BM is the PvP spec for Hunters. What a waste...
#72 Nov 16 2007 at 11:56 PM Rating: Decent
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MM is the PvP spec for Hunters.


Fixt
#73 Nov 17 2007 at 12:54 AM Rating: Decent
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1,519 posts
KDenelor wrote:
maybe I missed the answer but to clarify. when you put down the second trap the first one breaks or when the second trap is triggered (ie something walks into it) the first one breaks?

if the first one actaully breaks then they need to make a 1 or 1.5 sec cast time on the trap but take away the cooldown that way like a mage/prist/warlock we can prepare to deal with our CC that is about to break but will still have to keep an eye on the timer as it's not instant.


What we can do is trap a target, and put another trap down without it breaking. This is to trap it again as soon as the first trap breaks. However, if a different mob hits the second trap while the first trap is still active, the first trap will break... Likely causing a fair amount of chaos.

And there is already a 2 second "arming" time. It's not a cast with a castbar that can be interrupted, but after you set the trap down, it won't trigger for two seconds. When you're in a raid or heroic dungeon, getting pounded on for 2 seconds can hurt.

I really hope that if they don't want to give us back our multi-trapping, they can at least take away our cooldown.
#74 Nov 17 2007 at 9:56 AM Rating: Decent
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150 posts
You have got to be kidding me?! I haven't played my hunter in a week so I was unaware of it until I saw this post. Let me get this straight, I can now only trap one mob at a time no matter what I do? All of my points spent in SV to chain trap and double or maybe triple trap are now just going to give me a really good one trap ability which no one will care about?

You also know this means that Hunter just got a whole lot easier to play, so the ceiling has been lowered to let the Huntards maybe do a decent job. What are we going to be able to do to seperate ourselves from Huntards? I know huntardness is hard to hide, but why would anyone care now if it's you or a Huntard? You could teach a monkey how to single trap a mob forever and DPS. Where is the excitement of our class going to be now?

On another note, how many more tards are going to roll Hunter? You mean all I have to do is trap one mob, throw my pet on something and hit a few buttons to DPS? Count me into the Huntard ranks?

WTF?! I felt like I was getting to a point where people were thinking of Hunter as a needed class in instances and raids. It was hard enoug as it was before, now it's pointless.

On another nother note, North, I think I love you!

P.S. I truly am not too worried, I have a feeling blizzard is going to give this back to us. Call me an optimist.
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