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#feedback

Edited by Bleach_Pong: 9/20/2017 3:37:10 AM
60

Hunters Are Underpowered

Yet again Hunters get the short end of the stick. Here are a few reasons. Keep in mind I've been a Hunter since year 1. Titans get a shield, warlocks get a rift, and we get... A Dodge. No support for the team, doesn't help us at all unless we're right next to an entrance to dodge into, and the perks for them are not that overall great. Reloading a weapon or giving us a melee back when near an enemy. Gunslinger is yes, one of the best PVP classes but that doesn't fix how squishy Hunters are. Every armor I have drop it's main perk is to boost my mobility. On top of that it makes it especially harder to balance out my recovery and resilience. I spend alot of time in crucible trying to recover more than I do actually engaging. Nightstalker is especially a joke seeing as the extra shadow shots do not one hit enemies like other supers in the game but we're still liable to get teamshotted by anyone that's caught in the tether. Arcstrider is about the same as bladedancer from D1 just with fancier moves. But what's the point of the super when you can't even get close to someone without getting lit up by a single person or the team. Again, Hunters are very squishy. I've watched many videos on YouTube about best classes to play in PVP and I couldn't understand why everyone was saying Warlock and Titan until I was able to get the game. So not only does the subclasses need to be looked at but something needs to happen with our ability to survive without getting taken down in 3 shots or melted in (literally) a second. PVP is not fun when you do nothing but run into cover and wait 3 to 4 seconds for it to slowly creep up to full health just to run around a different way and have to do it again. It's tedious and repetitive.

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  • I agree man. Hunters are great pve but are almost useless do to unreliability with their abilities in crucible. I find that the bullet pull from Auto aim in this game gets me killed frequently with dodge. Throwing Knight doesn't kill even with headshots. Arcstrider aka pole dancer is dramatically underwhelming compared to Bladedancer. You also move far slower than you did with Bladedancer. There's no tracking on tethers so good luck actually hitting sometime with multi-shot. I've had red reticules in guardians in crucible only to miss when he actually decided to fire the shot. You're more likely to hit a wall, ceiling or random protruding object than to place your tether where you for it. They boosted hunters speed (since it's the only class that has to run away from fights) but the lack of recovery is a joke. I one threw a vortex grenade at the wall to hit a player on the other side. I noticed there were do damage numbers being displayed so I pop around the corner to see him crouched and not taking damage even though he was inside the aoe effect

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    • Edited by Kibeth: 9/20/2017 4:34:27 PM
      The biggest problem to me is that speed is so lackluster when compared to defense/recovery. If mobility was significantly better and allowed you to quickly close the gap it would make hunters really excel at playing aggressive. Even at 9 or 10 speed I barely outpace the other classes. Even worse, Arcstrider has no legitimate gap closer, no initial damage on cast, no ranged abilities. They even lose all momentum when casting the ult, unlike in D1 when you could cast while in the air or sliding to maintain speed. Yes all classes lose momentum, but it hurts Arcstrider the most. It's amazing in PvE, but in PvP it's the worst ult. (Just my opinion)

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      • Edited by Jinx: 9/25/2017 10:00:58 AM
        A dozen times before. A dozen times again. All classes get doublesquat dodge. Hunter class1 Blindside. Short period of invisibility. Casting reloads equipped weapon from reserve. Firing a round while invisible breaks invisibility. First round fired has higher initial stability and does extra damage. (Favoring high impact low rate of fire weapons such as scouts, handcannons, shotguns, snipers, or the sword. Exempted are all fusion emitters, thumpers, and launchers.) A shot to the back will either do double damage or if not, crit damage, which can stack with regular crit damage, one or the other. Hunter Class2, Ghostwalker. Long period of invisibility. Significantly increased mobility while invisible. Increased revive rate of fallen allies while invisible. Sniper flare is /not/ blocked by ghostwalker. Equipped weapon's sites are harder to see, and no hip fire crosshair, emphasizing the roll of this class ability as supportive, not aggressive. Arcstrider has perk that restores and extends invisibility if you kill an enemy while invisible with a charged melee. Nightstalker has a perk that allows unlimited roll dodge while invisible. Gunslinger's "practice makes perfect" perk replaced with "Gunslinger's Trance", critical strikes increase recharge rate of golden gun stacking up to three times, critical kills increase stability of equipped weapon stacking up to three times.

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        • So youve been a hunter since y1? And you still dont know how to play as one smh. They have the tether which is arguably one of the best pve supers. Also hunters are supposed to be squishy. Ive had all three charecters since y1 and i know all three of them have different play styles.

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          • As a warlock main I don't understand why dodge isn't a perk on night stalker like phoenix dive on dawnblade

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            • Bump

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              • I feel your pain my friend. I made a post, albeit more detailed than yours, but that essentially stated the same things. Through my now 40 ish hours on the game (all on Hunter), I have come up with some suggestions to Bungie that would make Hunters better. 1. Combine the two different class abilities into one, and make the other option to immediately start health regeneration. This would make it so that the 25 second cooldown would actually be justified. 2. GIVE BLAD- I mean- ARCSTRIDERS INCREASED MOVE SPEED IN THEIR SUPER. I am so ridiculously sick of being outrun over and over again in my super by Warlocks and Titans when I play the "mobile class". I have a clip on my Xbox profile that is literally me chasing a Warlock for THE ENTIRE DURATION OF MY SUPER. It is honestly ridiculous. 3. Make mobility more drastic/ decrease the affect of recovery and resilience but increase their base values. This way Hunters aren't given a horse turd of a stat while Titans (and especially) Warlocks are given golden nuggets. 4. This one is less definitive, but give Hunters some advantage with gunplay (increased accuracy, for example, because it fits with the lore) so that the buffs that Titans and Warlocks can get (increased damage/healing or instant reloads) are on more of an equal plane. P.S. Bungie, what the hell are you guys doing over there? I literally put no prior thought into this before about 2 hours ago, and you couldn't figure this out in the 2-3 years you've been developing the game? You have a pathetic excuse for a dev and balance team.

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                • Edited by Zuper Greek: 9/23/2017 10:09:34 AM
                  That dodge is not useless at all. I say this not trying to come off as being rude but honestly you just have to use it more and understand what situations to approach with it. Positioning is key. Also the nightstalker dodge that grants invis is amazing.

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                • Everything is underpowered compared to D1, they globally nerfed the entire game, pvp, weapons, classes, load out system, etc....

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                • [spoiler]Is this a joke?[/spoiler]

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                • I Agree. The dodge could get some improvement. The Nightstalker has a perk that makes you invisible for a very short time after a dodge. If that would be standard on all hunter classes, or if the dodge would be a bigger distance that would also be fine. Now it's like: "Oh shit, a whole enemy team! Let's dodge away two meters and die over there..."

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                  • Edited by RiisWolf: 9/22/2017 9:19:24 PM
                    What are you talking about no support for the team!? They're the only ones who can easily generate a ton of orbs, weaken enemies, buff reload speeds, cloak the team (even recharge it instantly if they want) and even use their super faster without killing enemies by hitting nothing but headshot in which in itself allows you to get more orbs and you still don't have to kill to get orbs as the Sharpshooter Gunslinger the easiest. They can reload instantly on the move, instead of Titans who need to sit behind a small barricade or have a certain striker punch to do it. Titans must sprint attack with the hammer to weaken enemies for a much shorter time and it is also a smaller AoE. Warlocks must say in the rift to receive ANY benefit. Way of the Wind is particularly interesting as it recharges abilities faster by sprinting and being near death, while being harder to kill while dodge which you can do infinitely during the super, and the punch disorients enemies. Way of the Warrior is infinite combo the class. Way of the Outlaw buffs team reload speed by killing with headshots. Way of the Sharpshooter buffs own super recharge rate by hitting headshots while giving more orbs by doing just that. No killing is required. Way of the Trapper just ruins enemy lives with the bow and melee. Way of the Pathfinder can cloak allies, buff stats, fire the bow multiple times, generate the most orbs easily by simply tethering and more by killing tethered enemies, plus their grenades last twice as long which better improves their ability to control areas and trap enemies. They would be OP if they can get an overshield or healing as easy as Warlocks can. Titan has to kill someone to get either.

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                  • Hunters are meant for an aggressive playstyle. They prioritize mobility because they are supposed to be able to get in and out of battle quickly. They aren't meant to do a titans job and be a bullet sponge. They also aren't meant to be a support class. They're meant to do high amounts of quick damage while the titan absorbs bullets in their shield. And if you need to heal then that's what The warlocks rift is for. Hunters are purely damage dealers. That's all they are meant to do. The dodge is fantastic in my opinion because you aren't supposed to dodge while they are firing at you, you're supposed to dodge before they do so that you catch them off guard and force them to adjust their aim.

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                    • When it comes to the dodge, the only team benefit is that you can go invisible (with the corresponding skill tree selected) and revive teammates easily without risking a wipe. But other than that... I’d love to have the rift ability lol

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                    • 1. Hunters are AMAZING in PVP. You just need to know how to play them. A skilled max mobility hunter strafing with a MIDA and a Foetracer can't be beaten. 2. I do agree with you on their ability being lack-luster for team play. It is fantastic for the person using it but doesn't bring anything to the team as the other characters' abilities do. I suggest they add an effect where every time the hunter dodges he drops a brick of ammo or health pick-up, temporarily boosts nearby allies damage or movement speed, or even turns nearby allies invisible. Any of these buffs would bring more utility and make him a bit more of a team player.

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                      • Yes, very underpowered. Better go about giving them instakills on super activation, OHK melee abilities that activate invisibility on kills and last until you melee something again. Also give them invisibility and invincibility when dodging so you can just run around without being seen and hopefully not getting killed by anyone cause you know, reasons. All classes are somewhat balanced this time around. Reloading on a dodge is a pretty good ability and can make the difference between dying or killing someone. Arcstrider might be somewhat hard to use in pvp since you need to get closer for a kill, but so are the other arc supers for titan and warlock. If you see a warlock coming with their "unlimited powaaaaa" super it's easy to kill them and the same happens with a titan running straight at you with FoH. Besides, if you consider hunters weak, maybe it's not the class for you. Try a titan or a warlock. You've got 3 character slots exactly for that.

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                      • Here is why I, and many other skilled hunters, think you are wrong. 1. The mod system can help counter your feeling of being squishy or having no recovery, by stacking the correct mod perks to finish your build and create that preferred play style. That way you can spec for 10 in mobility if you want while still having decent resilience and or recovery. Or you can use them for other perks but mods do stack. 2. Hunters really aren't supposed to be constantly out of cover and always in a gunfight. That's more of the titan role and some what if the warlock role depending on play style. Hunters on the other hand are best when you are crouched and sliding around the map and preying on your enemy until the time is right to pop out and deal a high amount of damage in a short amount of time while being evasive so that they can get back in cover immediately when they need to. Hunters are best at flanking, baiting, picking people off, setting up traps, and catching people off guard. Hang close to walls and doorways to be used as cover or experiment with lines of sight. You may be fast but to make the most of it you need to use that speed to find the best positioning to catch someone off guard and deal some damage before they can spot you. Hunters are less straight forward than the other classes and thus have a steeper learning curve because they require more timing and precision to be executed properly. 3. The dodge. There's been plenty of times when I've went into a gunfight, and just straffed back and forth while hip firing and land a few shots, then used my marksman dodge to reload while my opponent is standing there reloading OUT IN THE OPEN and I finish him off because my dodge reloads faster then his standard reload. Or I'm in a gunfight and my opponent runs always because he's weak and needs to reload and I chase after him keeping the pressure on, use the marksman dodge right around the corner so the opponent can't get an immediate jump on me and finish gunning him down while his health is still low. Or the gamblers dodge. A little bit riskier, (hence the name) but I use it to mix it up. I prefer way of the wind on arcstrider so play things close up and dodge to keep my melee up and then get a disorienting blow to mess your screen up, then jump or dodge out of line of sight to get an easy kill while your trying to find me. 4. The supers. For gg, pop behind cover or before entering line of sight, double tap on supers or get a precision headshot with sharpshooter. Arcstrider it's best to pop around the corner and dodge in diagonals towards your enemy and use the ranged attack or combos in crowds, never directly run towards your opponent or jump in the air while in line of sight because your just and open target. It can be popped in mid air to go right into the slam, but you need to time it right and not taking any damage before it's popped. Shadow shot, either needs to be shot preemptively to be set as a trap, or defensively for max effectiveness. Using it to try to get a one hit kill is only wasting its potential, and doesn't work in D2 unless they are already tethered. If you use it offensively more than likely you will be more than likely to get team shotted or killed before you can deal enough damage.

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                        • Totally disagree, my Hunter dominates in crucible and provides tons of support in the raid with orbs and dps. You must be playing It wrong.

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                          • The evading ability should have a larger length and give limited shields to nearby allies. That would make it much better

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                            • Lmao 😢😢😢😢👶👶👶

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                            • 2 of your classes GG, and Nightstalker have the highest orb generation. So yes you do help the team greatly. Secondly My shield goes down yesterday every time i pop it. Just because you don't got a ability that helps every 30 or so seconds doesn't mean the class needs a buff. You make literal game changing moments with a super outside just killing. Hell i'd love to make 10 orbs in one super use.

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                            • #WarlockMasterRace

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                            • You mean the shield that goes down in 2 seconds and hunters just bunny hop over spraying smgs? Yeah no youre fine.

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                            • I disagree, arc strides and nightstalker are good, gun slinger needs some love. The grenades suck, the super is lackluster, especially after removing combustion. 3 shots just isn't enough without it and the other tree has 6 shots that do significantly less damage.

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                              • Edited by Toshibo187: 9/21/2017 8:43:33 PM
                                Vanishing step should be on every hunter class.....best dodge on the hunter IMO And in replacement for vanishing step on the nightstalker this: leave a 2nd smoke bomb in place after a dodge with a reduced timer

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                              • I would love to see aggregate PvP data on class and subclass usage. I main a Hunter, and it feels like there are ton of us in the Crucible. I'm not impressed with the dodge or reload, and feel that if Voidwalkers got to keep Blink, Arcstriders should have it, too.

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