Now that we’ve seen the notes for the Dragonhunter in the next beta, I wanted to put out my own thoughts on the DH and make suggestions for the direction of changes in future betas. In hopes that the devs are watching the forums for feedback, I’ll try to present a clear picture of why so many players are dissatisfied, and potential ways to proceed from here.
I’ve compiled a list of suggested changes in the second post of this topic (basically a TL;DR), but I’m going to start with an analysis of the DH as it stands.
1) Specialization Overview
- I believe there’s good potential with the DH, but agree with many others that it feels unfinished. Quality of life improvements are needed in many areas, such as letting Longbow users turn around when they try to shoot something behind them.
- My honest opinion of the most recent changes is that they do not address many of the issues that players raised with the DH, and that boosting numbers was favored over addressing the issues at the root of the complaints.
- Virtues feel clunky in combat, and their concepts seem underdeveloped. Losing instant casting on them restricts the types of plays we can make and hurts our theme of “active defenses.” Not being able to channel our new Virtues during Renewed Focus also feels like a significant downgrade.
- Justice is inconsistent, and doesn’t provide enough of a reward for landing the slow cast. The nerfs to the pre-beta duration and the Big Game Hunter trait make it much less appealing, though I do appreciate the recent increase to 1200 range. Condition Guardians will still never want to activate it.
- Resolve’s benefits are now delayed, leaving you exposed during the leap and making its regular version safer/more efficient. The leap distance also feels short. Just increasing the healing doesn’t fix these issues.
- Courage has various balance issues. The cast time makes it a spammable stun break. The shield blocks melee attacks for allies, but not the DH (I’m assuming this was actually deliberate rather than a bug, since Guardians don’t need another channeled block/invulnerability skill). It’s lacking polish overall and needs another look.
- The Longbow seems at odds with the DH’s supportive nature as a Guardian. While the DH was designed to be more selfish than the Guardian, it still has a sizable range of support tools that help to distinguish it from other snipers. Since other Guardian support skills are limited to 600 range, trying use the Longbow’s range to full potential is only feasible when your allies are close and your enemies are far away. This is fine in WvW zergs, but can create conflicts for the DH in other game modes, since we have limited tools for managing our position in fights (few disengages, ground-targeted gap closers, etc.).
- Lack of mobility/position control is one of the Guardian’s intended weaknesses as a profession, but this makes the DH a ranged attacker that has a hard time kiting. Kiting is one of the most basic defenses for ranged attackers and one of their most sizable advantages over melee foes, but the DH has to rely on inconsistent Cripple skills and the occasional knockback/ward to keep ahead. At this point I’ll be surprised if we ever get a +25% movespeed trait, so if that’s not on the table, we need a solution that at least gives us some sort of reliable position control without giving us too much disengage potential.
- The Longbow has a number of mechanical issues including Puncture Shot’s slow projectiles, lots of self-rooting on a profession that’s already hurting for mobility, long cast times, and of course, the inability to fire #3 and #4 behind you. These issues only exacerbate the Guardian’s issues with position control, and unlike Warriors, Guardians caught at close range with their Longbow are easy pickings. These issues were ignored in the recent changes.
- Traps are better now that they’ve gotten cooldown reductions and damage boosts, but they still need lots of work if they’re ever going to do more than fill an empty utility slot in PvE. CDR for Traps should really be baseline, because Traps are one of the least consistent types of utilities, requiring setup, positioning, and often CC on targets to function well. It’s important that Trap builds across all professions have many opportunities to reposition and activate their Traps, and faster cooldowns also have better synergy with Trapper Runes. Activation time for DH Traps should also be brought down to 1/2 second so it’s consistent with other Traps. I’d happily trade some damage for these changes.
- In PvP scenarios, Traps will remain a gimmick for Guardians until they’re given some form of sustain. Fragments of Faith is nice, but dedicated Trap builds are still going to be hurting for consistent healing, condition cleanse, and stun breaks if they don’t get more support. There are also still issues integrating Traps with Longbow gameplay, but since ground-targeted Traps seem to have been deliberately driven to extinction, the solution here is likely going to have to come back to improving the DH’s position control.
- Lastly (but perhaps most importantly), DH traits are underwhelming compared to the Reaper’s and Chronomancer’s. Many are too specialized and/or have weak effects. Others are placed awkwardly in the line (e.g. Pure of Sight). There’s also no hint of the themed trait lines that the devs discussed back when they introduced the Reaper, which makes the lack of polish here even more evident. Like its Virtues, the DH’s traits will continue to hold the specialization back if they aren’t revamped.
Specific suggestions for improvement are in the post below.