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  • Detheroc
  • 0. Disengage : Classic hunter mechanics, FTL?   11/01/2008 08:08:19 AM PDT
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Just wanted to post a thread on disengage and how although it is a great ability, it suffers from really rough mechanics like most hunter abilities.

You must jump, you must be backwards, then once you are jumped up and backwards, you AIM yourself (yes you aim backwards) to where u want to land.

Why take the most complex to play arena class.... and give them the most complex whacked out skill mechanics they can think of... terrible. I dont have a problem jumping and spinning turning backwards to aim my self EXACTLY where i want to go without looking... but seriously.. who else has to jump though hoops like this just to use an ability...?

With all the trouble hunters have in arenas, I would like to think we would get abilitiies that have simple mechics that are actually combat effective.

When I see clean mechanics deathgrips knockbacks and charges.. etc I really wonder if its all done on purpose, is the hunter just supposed to be harder to play?

When I look at our CC methods, its exactly the same thing.

When I look at our range dmg with minimum range, its exactly the same thing.

Our kill shot is just like warriors execute, except ours has a lengthy CD... exactly the same thing here.

I feel I could add many many more examples here from AotC to AotV, hunters have come to realize that we dont get anything without a massive drawback to go along side it. If blizz wants hunters to do better in the Arena, why don't they stop punishing with us with crippling mechanics for every tool they add?

Just some thoughts

[ Post edited by Polyoptics ]

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  • 2. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 10:05:00 AM PDT
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There's actually a key you can bind that actually flips your camera view. That should help you a bit.
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  • 3. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 10:07:56 AM PDT
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Q u o t e:
Just wanted to post a thread on disengage and how although it is a great ability, it suffers from really rough mechanics like most hunter abilities.

You must jump, you must be backwards, then once you are jumped up and backwards, you AIM yourself (yes you aim backwards) to where u want to land.

Why take the most complex to play arena class.... and give them the most complex whacked out skill mechanics they can think of... terrible. I dont have a problem jumping and spinning turning backwards to aim my self EXACTLY where i want to go without looking... but seriously.. who else has to jump though hoops like this just to use an ability...?

With all the trouble hunters have in arenas, I would like to think we would get abilitiies that have simple mechics that are actually combat effective.

When I see clean mechanics deathgrips knockbacks and charges.. etc I really wonder if its all done on purpose, is the hunter just supposed to be harder to play?

When I look at our CC methods, its exactly the same thing.

When I look at our range dmg with minimum range, its exactly the same thing.

Our kill shot is just like warriors execute, except ours has to knock us down to use... exactly the same thing here.

I feel I could add many many more examples here from AotC to AotV, hunters have come to realize that we dont get anything without a massive drawback to go along side it. If blizz wants hunters to do better in the Arena, why don't they stop punishing with us with crippling mechanics for every tool they add?

Just some thoughts


Killshot knocks you down? YOU'RE KIDDING RIGHT? If so, GC is way more of a tool than I already thought he was....

Anyone in beta can confirm a knock down on kill shot?

Disengage is a joke, GC has no idea how to make anything work correctly, instead of making things simple, he makes them complex and hard.

Freezing arrow: Make it a shot, you shoot a target, they freeze, no arm timer, THE END......naw, make it a shot onto the ground, with a stupid arm timer, hope the enemy is dumb enough to run on it, give it stupid animation so everyone and their mom knows you shot it, that's GC's thinking....

Disengage: Make it follow terrain, like a mages blink, add more yards to it, add masterscall to it, no pet quired, make it remove snares, stuns, roots, nova etc, make you immune for 4 seconds while it leaps you back from the target. GC's way? Make you face the right direction and hope there's not a small tiny bump on the ground so you only leap 1yrd, also, make it more difficult by having to use masterscall at 80 to remove stuns then have to use another keybind to disengage, but if you're snared or rooted/nova'd and your pet is dead so sad.......great thinking GC!

The list goes on and on about complex, idiotic abilities we keep getting compared to the ezmode, simple ones other classes get.

GC just has no idea how a hunter works, period. I don't care if he starts with his sarcastic "i dont play all classes" I can PROMISE YOU he does NOT play a hunter........i'll repeat this again:

GC DOES NOT PLAY A HUNTER, PERIOD.

[ Post edited by Tahma ]

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  • 4. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 10:11:14 AM PDT
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i was more hoping for the disengage to nock back the target selected, seeing as accually aiming this and doing it right is a 1/10 chance. seeing as if you get hit bye bye disengage and ur still where your at, or with the whole terrain issues.

it makes more sence to make it a nock back then accually throwing ourselves backwards, elemental shamens have a skill (yes you ahve to spec into it big deal), balance druids have to spec into it (look to side note of shamens).

[ Post edited by Buriz ]


If i was king id shoot arrows in my city, If they hit sombody then there luck was sh!tty, When you meet this king do more then bow, Do three summersaults and a flip some how.
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  • Stormreaver
  • 5. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 10:12:49 AM PDT
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It's fun to use and catch the edge of any obstruction by .0348374834738mm and then only move 1 yard.
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  • 6. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 11:22:56 AM PDT
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Q u o t e:


Killshot knocks you down? YOU'RE KIDDING RIGHT? If so, GC is way more of a tool than I already thought he was....

Anyone in beta can confirm a knock down on kill shot?

Disengage is a joke, GC has no idea how to make anything work correctly, instead of making things simple, he makes them complex and hard.

Freezing arrow: Make it a shot, you shoot a target, they freeze, no arm timer, THE END......naw, make it a shot onto the ground, with a stupid arm timer, hope the enemy is dumb enough to run on it, give it stupid animation so everyone and their mom knows you shot it, that's GC's thinking....

Disengage: Make it follow terrain, like a mages blink, add more yards to it, add masterscall to it, no pet quired, make it remove snares, stuns, roots, nova etc, make you immune for 4 seconds while it leaps you back from the target. GC's way? Make you face the right direction and hope there's not a small tiny bump on the ground so you only leap 1yrd, also, make it more difficult by having to use masterscall at 80 to remove stuns then have to use another keybind to disengage, but if you're snared or rooted/nova'd and your pet is dead so sad.......great thinking GC!

The list goes on and on about complex, idiotic abilities we keep getting compared to the ezmode, simple ones other classes get.

GC just has no idea how a hunter works, period. I don't care if he starts with his sarcastic "i dont play all classes" I can PROMISE YOU he does NOT play a hunter........i'll repeat this again:

GC DOES NOT PLAY A HUNTER, PERIOD.


Killshot's knockdown effect was only temporary afaik - the knockdown component no longer exists on beta.

It does seem odd that hunters keep getting gobs of half-decent tricks. It only adds to the complexity of the class while failing to fix them in any sort of meaningful way. We've got a dispel, a snare, a soul link, an intervene, a blink, a mortal strike, a mana drain, a pet, a CC... on paper hunters should be tearing things apart.

Sadly most of those abilities have a few crippling drawbacks in comparison to other versions, making the hunter a jack of all trades but master of none, and heavily reliant on teammates to cover their enormous weak spots.
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  • Detheroc
  • 8. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:29:17 PM PDT
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Ya srry, the knock back on kill shot isnt there anymore, now its a lengthy CD correct?

I like the reply to use a hot key to check backwards where i am going. This is imho, is a perfect example of the crap a hunter must do, where other classes dont have to worry about that kind of junk at all.

(not that I would ever do that but still....)

Hunters play SO clunky and we are constantly mashing millions of buttons to complete a simple task.

[ Post edited by Polyoptics ]

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  • 9. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:31:50 PM PDT
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As it is now disengage is terrible. When a hunter disengages me now I just laugh and walk over and spamstring them again. I've never seen it get a hunter far enough away from me to do them any good.
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  • Frostmane
  • 10. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:37:49 PM PDT
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a good hunter can kite just about anybody....they gave each class, who needed it, another gap closer and so you get a new gap maker....

seriously hunters QQing makes me QQ. there is no harder class to beat 1v1 than a good hunter. now i know you will say "arenas arent 1v1" but that was TBC and this is WotLK, i think hunters are gonna be ok
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Ghostcrawler
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  • 11. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:39:31 PM PDT
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There is a limitation to Disengage in which a hunter who is already snared leaps as if snared. That issue will require new tech to fix it, but when we get it, we can solve that problem. We are also getting new tech to make Disengage work better on uneven ground.

The last time I used Disengage, I didn't have to aim at all. You just leap backwards, much like the way a mage Blinks. If you want to control where you land, you can rotate in place. But we thought actually requiring you to click where you wanted to go would make the ability too hard to use when you're supposed to use it -- to retreat.
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  • 12. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:43:09 PM PDT
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Q u o t e:
There is a limitation to Disengage in which a hunter who is already snared leaps as if snared. That issue will require new tech to fix it, but when we get it, we can solve that problem. We are also getting new tech to make Disengage work better on uneven ground.

The last time I used Disengage, I didn't have to aim at all. You just leap backwards, much like the way a mage Blinks. If you want to control where you land, you can rotate in place. But we thought actually requiring you to click where you wanted to go would make the ability too hard to use when you're supposed to use it -- to retreat.


Would is be possible to make disengage remove any snares upon activation? Not root effects or stuns mind you, just snares?

(f ;..;)f BRAINS (f ;..;)f BRAINS (f ;..;)f BRAINS ¯\(°_o/¯ OMG too many of em wtf to do?
OMG GET THEM OFF GET THEM OFF
(f ;..;)f (f ;..;)f (f ;..;)f (f ;..;)f (>Q.Q)>

-Schandlich of Frostwolf
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  • 13. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:47:45 PM PDT
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Q u o t e:
There is a limitation to Disengage in which a hunter who is already snared leaps as if snared. That issue will require new tech to fix it, but when we get it, we can solve that problem. We are also getting new tech to make Disengage work better on uneven ground.

The last time I used Disengage, I didn't have to aim at all. You just leap backwards, much like the way a mage Blinks. If you want to control where you land, you can rotate in place. But we thought actually requiring you to click where you wanted to go would make the ability too hard to use when you're supposed to use it -- to retreat.


Ghostcrawler, what does this mean "leaps as if snared"? Also, why not just suppress snares while using Disengage, using the same exact mechanic as Intercept/Charge? Remember when Intercept/Charge would bug if the Warrior was snared and the Rogue circle strafed him? Do the same thing for Hunters - suppress the snares.

[ Post edited by Lysander ]


lol... man to stupid to cleanse viper sting y waste mana to do taht when i need mana to heal myself... and viper sting did like no damage to me so what's the point in cleansing it
-Caligua 70 Paladin
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  • 14. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:49:50 PM PDT
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Q u o t e:


Ghostcrawler, what does this mean "leaps as if snared"?


It means the player's speed is reduced by the same amount as if they were on the ground. Which (correct me if I'm wrong) means that we aren't jumping as far away as the tooltip says.

(f ;..;)f BRAINS (f ;..;)f BRAINS (f ;..;)f BRAINS ¯\(°_o/¯ OMG too many of em wtf to do?
OMG GET THEM OFF GET THEM OFF
(f ;..;)f (f ;..;)f (f ;..;)f (f ;..;)f (>Q.Q)>

-Schandlich of Frostwolf
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  • 15. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:51:57 PM PDT
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Q u o t e:
We are also getting new tech to make Disengage work better on uneven ground.


Will this tech be applied to blink?
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  • 16. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:52:27 PM PDT
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Q u o t e:


Ghostcrawler, what does this mean "leaps as if snared"? Also, why not just suppress snares while using Disengage, using the same exact mechanic as Intercept/Charge? Remember when Intercept/Charge would bug if the Warrior was snared and the Rogue circle strafed him? Do the same thing for Hunters - suppress the snares.


It means that they leap slower, so it takes an ungodly amount of time to go that far back, which yes, is just like the charge/intercept snare bug.


Q u o t e:
You're banned. There is nothing productive about your post.


- Tigole
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  • 17. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:54:52 PM PDT
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Wouldn't it be a really easy fix to just increase Disengage's movement speed by double or triple? Then the snare would reduce it to about where it is now.

lol... man to stupid to cleanse viper sting y waste mana to do taht when i need mana to heal myself... and viper sting did like no damage to me so what's the point in cleansing it
-Caligua 70 Paladin
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  • Crushridge
  • 18. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 08:57:02 PM PDT
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Q u o t e:
There is a limitation to Disengage in which a hunter who is already snared leaps as if snared. That issue will require new tech to fix it, but when we get it, we can solve that problem. We are also getting new tech to make Disengage work better on uneven ground.

The last time I used Disengage, I didn't have to aim at all. You just leap backwards, much like the way a mage Blinks. If you want to control where you land, you can rotate in place. But we thought actually requiring you to click where you wanted to go would make the ability too hard to use when you're supposed to use it -- to retreat.


What about blink? It's been pretty much broken for years, will this tech be applied to that as well?
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  • 19. Re: Disengage : Classic hunter mechanics, FTL   11/01/2008 09:00:05 PM PDT
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Q u o t e:
There is a limitation to Disengage in which a hunter who is already snared leaps as if snared. That issue will require new tech to fix it, but when we get it, we can solve that problem. We are also getting new tech to make Disengage work better on uneven ground.

The last time I used Disengage, I didn't have to aim at all. You just leap backwards, much like the way a mage Blinks. If you want to control where you land, you can rotate in place. But we thought actually requiring you to click where you wanted to go would make the ability too hard to use when you're supposed to use it -- to retreat.


Disengage is great ability, when it works currently, and the changes to it sound like they might fix the ability quite alot.

I suppose im derailing the thread here, but i was wondering if there are any plans to make hunters more able to do damage in arena PVP settings, or PVP settings in general. We are a high DPS PVE class that does a minimal amount of DPS/Damage in almost any PVP setting currently.

This wouldn't be in preparation for some disarming WOTLK skills would it? My spider sense is tingling.
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