Howdy, all. Arena Net keeps talking about how helpful the constructive feedback is, and, since I love my Guardian and really, really want to love the Dragonhunter even more, I present to you all (and hopefully to Karl, Irenio, and the other appropriate Devs, as well), my own constructive feedback on the DH, and, most importantly, some comprehensive ideas for improvement that maintain what seems to be the original theme for the class and idea for the traits. I’ll section things off and try my best not to be too wordy. (I have borrowed some ideas that others have posted. They remain excellent ideas, and I am agreeing with and seconding them, not trying to claim them as my own.)
BRIEF FEEDBACK
The Dragonhunter has the potential to be a very fun and interesting specialization to play, and it certainly has the ability to deliver on the promise of drastically changing the class’s original playstyle. The main (mechanical) problems it suffers from right now are: disorganization, lack of synergy (both in-spec and across specs), weak traits, and somewhat of a lack of focus (many of the traits/skills seem to have forgotten what the DH’s original intent was, and run counter to it). These problems are mostly what cause the spec to feel boring and lackluster to play, and, while they need to be addressed, I do not think that the necessary changes would be terribly difficult to make.
GUIDING THEME
The Dragonhunter is supposed to be a “Big Game Hunter,” of sorts: He excels at hunting down, predicting the movements of, and destroying large, dangerous prey (usually individually or in small numbers). Going with the idea that the best means of protecting the weak is to annihilate the evil, he has traded some of his defense and ally-support for offense. In return, he also gains access to two new conditions: Bleed and Cripple, along with more powerful, physical virtue manifestations.
VIRTUE MODIFICATIONS (SEE NEXT POST FOR OTHER SKILL MODS)
(Much) more on skills later, but for now, the main thing I am concerned with is the traits, since, to my mind, that was the most seriously flawed part of the spec. and the most in need of attention. With that said, it is necessary to keep a couple things in mind as you read the upcoming trait table:
Virtues
Spear of Justice: Probably only needs 900 range on the attack (although the tether should extend to 1200), and most certainly ought to apply any traited effects at the point(s) of impact, rather than on the player casting it.
Wings of Resolve: Should certainly evade during the leap, and probably needs to be 900 range.
Shield of Courage: Is one of the DH’s only survival abilities, and really should be instant cast— in part because of their other channeled/rooting skills.
Bow
There are (what I think are) some really great ideas for this in the second post, below. For now, at least keep in mind that the trait table assumes that LB1 has been modified to, in brief:
Be a three-hit chain (single-target) which applies a mild movement-speed reduction on the first two hits and a very brief, up-to-three target aoe blind on the third hit.
Now, the good stuff…
TRAITS
As a quick preface, I have tried to maintain as many of the original ideas as I could, although a few were combined because they were weak or scrapped because they ran entirely counter to the spec’s stated purpose and theme. I have purposely not included numbers for most of the traits, because that’s going to be up to the developers and based on play-testing. What I wanted was cool mechanics that could create interesting playstyles, synergy, and meaningful choices that could then be tweaked in relatively small and/or numbers-based ways for actual balance. (Rationale follows the traits.)
MINOR
Adept | Virtuous Action: (Unchanged) | Master | Hunter’s Ambush: Your first strike upon entering combat inflicts cripple and bleeding. | GM | The Hunt Must Go On: Activating a Virtue refreshes your Hunter’s Ambush |
MAJOR
Traps
Adept | Traps cause bleeding (? stacks) on activation. Traps recharge 20% faster. | Master | Placing a trap grants you swiftness and removes movement-impeding conditions. When one of your traps activates, you gain quickness (ICD). | GM | Traps summon a symbol and grant you retaliation when activated. While you are under the effects of retaliation, your virtues recharge faster. |
Virtues
Adept | Wings of Resolve grant you quickness (2 sec.) upon landing, and apply stability to you and all nearby allies | Master | Shield of Courage lasts longer. When it blocks a melee attack, it also knocks the attacker back (separate ICD for each foe). | GM | Striking an enemy tethered by Spear of Justice deals 10% more damage and causes vulnerability. Bleed foes when you inflict vulnerability. |
Longbow
Adept | True Shot grants stability for each enemy struck. When you gain stability, you also gain regeneration. | Master | Cripple foes that you blind (ICD). Deal more damage to crippled foes (7%). | GM | Deflecting Shot causes Knockback. Enemies you control (knockback, knockdown, stun, etc.) are crippled. You deal 10% extra damage to enemies beyond 600 range. |
Rationale
In general, I had two major purposes here: First, to make the traits thoroughly fit the Dragonhunter’s theme in a powerful and fun way, and, second, to create/allow as much synergy as I reasonably could (hopefully in an interesting way) between the DH’s various traits and between the DH and other Guardian spec lines. More thorough explanations follow:
Minors
One of the major problems with the DH spec currently is that it is a ranged class with almost no kiting ability, and a trapper class with almost no means of keeping enemies in its traps. Further, one of the stated goals of the spec was to allow Guardians access to bleeding and cripple, but, in its current state, the access to those conditions is both low in volume and extremely narrow in range. The minor traits I have suggested aim at fixing all of these problems, as well as adding even more encouragement and reward to the skillful and well-timed activation of the new virtues. With Hunter’s Ambush, no individual traps need to cripple/immobilize/knockdown on activation, and any permutation of traps may be used, while still ensuring the ability to cripple someone who falls into the ambush (and at the same time preventing too much cripple from one source). Likewise, it potentially aids the (already relatively slow) Guardians at kiting or avoiding an unhelpful or ill-timed engagement, since from out of the combat, the first bow shot will cripple. Chasing is similarly aided. These couple of minor traits fix a myriad of DH problems all at once, while perfectly fitting and fulfilling the theme.
Major
Some of these seem fairly powerful, but then, so are many of the Guardian’s other traits, as well as many traits on other classes and elite specs. I’m fairly certain that most of them could be balanced with the modification of numbers (stacks, duration, ICDs, etc.), though.
Traps
Multiple stacks of bleeding on activation, rather than per hit, helps balance the trait across the various traps; the main potential issue is the danger of stacking absurd amounts of it all at once. But then, traps are all about spikes, right? If instant bleed stacks looks like it will be a problem, then the alternative fix, as someone suggested below, would be to keep it as, “Traps hits apply bleeding” and simply modify all of the single-hit traps to pulse multiple times. This might actually be the better fix. Further, the Master trait enables the DH to reposition quickly after placing his traps, offers some help in kiting/escaping, and supports the idea the as soon as the trap fires on his prey, he’s ready to spike it down. The GM I envisioned as being called something like, One With The Light, bringing a number of other light-oriented things together with the traps in a harmonious way which, again, adds both damage and utility, as well as allowing the player some meaningful synergy choices with other specs lines and traits; my hope is that this one will certainly be implemented, and that a different symbol will be chosen for each trap (since that would make the choices even more meaningful). Faster Virtue recharge under retaliation seems to fit well with the symbols (since one applies it and they are all light fields) and fits the theme well, plus, it seems necessary, since for a trapper the activated virtues will be much more necessary to survival and success.
Virtues
Wings of Resolve is a desperation survival mechanic on a long cooldown; causing it to deal damage and immobilize is sort of boring, rarely worth it (since it will almost always be saved for the heal/condi cleanse), and almost impossible to balance, since, in order for the damage or immobilize to make using it worth it, the numbers would have to be unfairly high. By causing it to instead grant aoe stability and a couple seconds of self-quickness, the utility and original defensive/salvation-oriented purpose remains, but offense is also supported in a much more interesting manner. Now it’s possible to leap to your allies’ rescue with a quick heal that also momentarily protects them from control and then use the swiftness to either cast more heals/defense (even Signet of Courage, perhaps, for those courageous enough to run it), quickly lay down a couple powerful traps, interrupt an important skill, or otherwise turn the tide of battle, either defensively or offensively, depending on your build. It would also make it useful for peeling, chasing, spiking enemies caught in traps (esp. with The Hunt Must Go On), and so on. The uses are far more and allow much more meaningful and interesting play and choices than mere damage and immobilize. Next, traiting Shield of Courage for size seems silly: It should be a decent size for practical use, and that should be it. Duration and an occasional knockback, however, would be very welcome (and more interesting). The KB also allows synergy with the Longbow GM trait, and causes the shield to quickly give a desperate DH some breathing room. Big Game Hunter was already a pretty powerful GM, in terms of damage, but I did feels that it needed a little something extra, and allowing a Guardian to apply bleeding when applying vulnerability seems to be perfect. This way, there is access to a potentially significant amount of extra bleeding in a line other than traps, and it again offers potential synergy with other spec lines, weapons, and etc.
Longbow
The Longbow is not currently a terribly mobile weapon, and Guardians are not the most mobile class. Instead of complaining about that, I decided to try something different: Destroying the enemy’s mobility and rewarding the player more for being frequently rooted. Stability from True Shot was actually an interesting trait, and by adding regeneration on stability to it, actually using it is more rewarding, offers some of the only sustain available in the DH spec, and allows more across-spec synergy options, making it a much more meaningful choice. Likewise, Cripple on Blind makes sense thematically (of course you would move slower if you couldn’t see), fits their original trait name (“Dulled Senses”), and creates a large amount of cross-spec. and cross-weapon synergy. It gives not just one or two DH skills, but the Guardian as a whole access to cripple and opens up a variety of different builds. Further, it aids somewhat in the viability of the Healing Trap, since it blinds, making it possible to use it either offensively, to keep enemies in other traps, or defensively, to slow down a pursuer. Finally, I generally liked Heavy Light, as an idea, but its useful pieces were spread out and by itself it was too weak to merit a GM slot. It now acts as a general buff to the LB that also cross-synergizes with other weapons and skills (Banish, Bane Signet, the wards on the hammer and staff, Spirit Hammer, underwater sink/float skills, etc.), making it a much more powerful and meaningful choice.
Summary
In general, Traps are now usable and have the necessary mechanics to provide some utility and an incredible amount of spike damage, as they should. Virtues can be traited in meaningful and unique ways that also allow some interesting synergy and open up a variety of other interesting choices in builds and playstyles. The Longbow still lacks mobility, but that does somewhat fit the idea of a trapper class that snipes down its captured prey from hiding, and it now makes up somewhat for that by the ability to destroy a large amount of the enemy’s mobility.
see next post for skill changes
(edited by RebornbyFire.7913)