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Old 10/20/07, 1:29 AM   #201
Vec
Von Kaiser
 
Night Elf Hunter
 
Medivh
Originally Posted by Thebe View Post
As far as I can tell they reduced our melee range so that we still have 1 yard of dead zone. I tested this: http://www.worldofraids.com/news/oct...3/deadzone.jpg myself and it seems to be correct. That's pretty depressing that we still have a 1 yard deadzone. It makes it even more pointless I guess.
If you think cutting the minimum shot range in half (8 to 4 yards) is pointless, I don't think we're playing the same class.

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Old 10/20/07, 3:17 AM   #202
MeCh
Fail is the mindkiller
 
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Oppression
Gnome Death Knight
 
No WoW Account
Start casting Aimed Shot....target walks behind pillar!!!....while you get pounded on trying to channel for 3 seconds.

Let see what else they have in store for aimed shot, cause if its going in as is, its not going to be very practical, except for like 4dps; but 4dps already breaks everything.

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Old 10/20/07, 3:31 AM   #203
Goreshot
Piston Honda
 
Orc Hunter
 
Eonar
Are you certain they reduced our melee range, or did they just keep 1 yard (5-6 yards) of the original deadzone?

If they reduced our melee range, that would be completely ridiculous.

"User is a tremendous douchenozzel"
-Actual EJ Forums feedback concerning Goreshot.

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Old 10/20/07, 3:33 AM   #204
Calantus
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Dwarf Paladin
 
Frostmourne
Originally Posted by Thebe View Post
As far as I can tell they reduced our melee range so that we still have 1 yard of dead zone. I tested this: http://www.worldofraids.com/news/oct...3/deadzone.jpg myself and it seems to be correct. That's pretty depressing that we still have a 1 yard deadzone. It makes it even more pointless I guess.
The deadzone was never pointless. They specifically told us the deadzone was to prevent hunters from shooting and meleeing at the same time. I'm guessing the 1 yard remains for much the same reason.

EDIT: Or it's a bug. Reducing the melee range seems a bit... strange otherwise.

Last edited by Calantus : 10/20/07 at 3:41 AM.

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Old 10/20/07, 5:01 AM   #205
Lumi
Don Flamenco
 
Blood Elf Hunter
 
Kil'Jaeden
Originally Posted by Goreshot View Post
Are you certain they reduced our melee range, or did they just keep 1 yard (5-6 yards) of the original deadzone?

If they reduced our melee range, that would be completely ridiculous.
Shots go from 4 - 36 (41) yards now. But I can still get dead zone errors. Its about one yard, probably cause I'm a small blood elf.

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Old 10/20/07, 5:52 AM   #206
Loshiis
Von Kaiser
 
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Troll Hunter
 
<Woe>
Maelstrom
Um...shrinking our melee range...that would be interesting...

Does that mean they reduced melee range for all classes, or just us? Although I'm not too excited about it being harder to wing clip an opponent in melee, being able to shoot at the max melee range of another class doesn't seem too bad compensation.

Hm.

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Old 10/20/07, 6:46 AM   #207
KayossZero
Glass Joe
 
Kayosszero
Night Elf Hunter
 
No WoW Account
Originally Posted by Loshiis View Post
Um...shrinking our melee range...that would be interesting...

Does that mean they reduced melee range for all classes, or just us? Although I'm not too excited about it being harder to wing clip an opponent in melee, being able to shoot at the max melee range of another class doesn't seem too bad compensation.

Hm.
Heres what would frighten me and cause me to complain on the test forums, is if any class or spec that melees could stun/root you and proceed to melee you while you can't even melee them back what so ever. It would be like having the melees abuse it like casters were prior to this change.

I need to get on the PTR with a friend and test this out so I hope its not the case, still if it is true then I hope its a bug or gets revaluated.

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Old 10/20/07, 7:22 AM   #208
Osse
King Hippo
 
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Orc Hunter
 
Stormscale (EU)
It would seem to me that this was once again the easiest solution without changing mechanics complitely. I guess if they had removed that one last yard with current mechanics we could have used melee and ranged at the same time. Like usual they have better things to do instead of a thinking a way that would neglect our deadzone complitely.

At least the change is better than nothing.

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Old 10/20/07, 7:43 AM   #209
Mikari
Banned
 
Moo
Dwarf Priest
 
Bloodhoof
The Aimed Shot change doesn't seem finished, the tooltip just says "Aimed Shot" and the healing debuff doesn't actually do anything currently.

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Old 10/20/07, 7:53 AM   #210
Aylin
Glass Joe
 
Night Elf Hunter
 
Silvermoon
I just did a quick melee range test with the hydra mob near cenarion refuge, and it seems that hunter melee range is the same on test and on live. Also refer to Xeno's screenshot in this post http://elitistjerks.com/519720-post43.html

I think melee range may not actually start from 5 yards as we have believed. So on live servers the current deadzone would be from ~2 to 8 yards, and on test ~2 to 4 yards.

Edit: Another set of screenshots showing that melee range is the same on live and beta. Credit goes to Laho from Moonrunner. ImageShack - Hosting :: liverangespy7.jpg

Last edited by Aylin : 10/20/07 at 4:37 PM.

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Old 10/20/07, 11:56 AM   #211
Shandara
Great Tiger
 
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Night Elf Hunter
 
Azjol-Nerub (EU)
Blizzard has stated a few times that melee get a slight 'jitter' factor when trying to chase/melee. I assume it applies to our own melee as well, so that'd explain why it's not exactly 5 yards.

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Old 10/20/07, 2:32 PM   #212
Goreshot
Piston Honda
 
Orc Hunter
 
Eonar
That's why I asked if it was fully tested. The best way would be to just duel someone of the same race and, while you're both standing still, find out if you can hit them in melee at the same distance they can hit you in melee.

I don't care if they "reduced" our melee range (which I find hard to believe) as long as it's the same melee range as everyone else's. It would make more sense for them to keep that last 5-6 yard range of deadzone than it would to reduce our melee range. Reduction in melee range is a huge nerf in exchange for getting rid of something they admit was just a quick fix to remove our ability to melee and shoot at the same time.

"User is a tremendous douchenozzel"
-Actual EJ Forums feedback concerning Goreshot.

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Old 10/20/07, 2:42 PM   #213
Lord BEEF
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
I think in 2.3, hunter/resto druid 2v2 could be very powerful. One of the weaknesses of druid/dps in 2v2 is lack of offensive dispel (except from felhunter), which arcane shot takes care of now.

Aimed shot would be hard to land in most arena combos, but cyclone lets you wind that up without interruption

Hunter/mage/druid in 3v3 would be pretty fun too. Absolute hell for any melee going up against you with the exceedingly annoying amount of snares/roots and cc you'd have available.

Check out my friend's bitchin' Lord of the Rings Art

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Old 10/20/07, 3:36 PM   #214
Osse
King Hippo
 
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Orc Hunter
 
Stormscale (EU)
Made a little photoshop picture with different layers using exactly the same camera angle and camera distance.

Can easily see the differences between ptr melee starting point, ptr dead zone starting point, ptr shooting range starting point and live dead zone starting point.

zSHARE - ptr-live-deadzone.rar

Ps. To get it work click the eye on "ptrmelee" first and then go down one by one to see the differences. ( Like this )

The change is pretty good compared to our current situation but I'd still like to shrink that little deadzone.

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Old 10/20/07, 4:54 PM   #215
Loshiis
Von Kaiser
 
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Troll Hunter
 
<Woe>
Maelstrom
Originally Posted by Lord BEEF View Post
I think in 2.3, hunter/resto druid 2v2 could be very powerful. One of the weaknesses of druid/dps in 2v2 is lack of offensive dispel (except from felhunter), which arcane shot takes care of now.

Aimed shot would be hard to land in most arena combos, but cyclone lets you wind that up without interruption

Hunter/mage/druid in 3v3 would be pretty fun too. Absolute hell for any melee going up against you with the exceedingly annoying amount of snares/roots and cc you'd have available.
The problem with having a Hunter as solo DPS in any setting is we cannot reliably kill someone, assuming any obstacle nearby whatsoever. Opponents can kite ad infinitum and our DPS is cut very low. Obviously, a druid can snare them in place for a few seconds, but not long enough to kill any team with healing...especially if the Hunter is being focused/snared. This is why most 2v2 teams with a Hunter are outlast teams.

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Old 10/20/07, 5:36 PM   #216
Edarran
Glass Joe
 
Night Elf Hunter
 
Eredar
Am I the only one who thinks the deadzone/aimed shot change was only some last minute thing so kalgan could get us to shut the fuck up on the forums... Because the blues have been implieing that 2.3 is in its final tweeking stages, and if this is all we are getting I for one will be very pissed.

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Old 10/20/07, 5:43 PM   #217
Osse
King Hippo
 
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Orc Hunter
 
Stormscale (EU)
Heh. If this is all we are getting then we have a nice mortal strike aimed shot which doesnt work. I'm pretty sure we'll see something being changed with aimed shot during next week.

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Old 10/20/07, 7:40 PM   #218
dysphoria
Von Kaiser
 
Night Elf Hunter
 
Frostmourne
Originally Posted by Lord BEEF View Post
I think in 2.3, hunter/resto druid 2v2 could be very powerful. One of the weaknesses of druid/dps in 2v2 is lack of offensive dispel (except from felhunter), which arcane shot takes care of now.

Aimed shot would be hard to land in most arena combos, but cyclone lets you wind that up without interruption

Hunter/mage/druid in 3v3 would be pretty fun too. Absolute hell for any melee going up against you with the exceedingly annoying amount of snares/roots and cc you'd have available.
I run both these combos already. The problem with hunter/druid and hunter/mage/druid is actually other druids. Resto druids are impossible for hunters to kill 1vs1, nevermind LoS and arena partners. It's also equally difficult for mages to kill them, especially since frost mages rely heavily on nova/shatter synergy to DPS well. Otherwise this is indeed very strong in my opinion.

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Old 10/20/07, 7:46 PM   #219
Kaber
King Hippo
 
Tauren Druid
 
Stormreaver
Originally Posted by Loshiis View Post
The problem with having a Hunter as solo DPS in any setting is we cannot reliably kill someone, assuming any obstacle nearby whatsoever. Opponents can kite ad infinitum and our DPS is cut very low. Obviously, a druid can snare them in place for a few seconds, but not long enough to kill any team with healing...especially if the Hunter is being focused/snared. This is why most 2v2 teams with a Hunter are outlast teams.
Hunter + any healer is an outlast team. They will be more viable after this change. I paired with a feral druid and we kept beating the same paladin/warrior team with me mana draining the paladin and the druid kiting the warrior until i got the paladin empty. My partner did maybe 1-2k damage total for the fight and actually pulled out to heal a few times. They may have played somewhat poorly, but with a dispell on arcane shot to help against BoF I think a hunter becomes a much more solid partner for most teams.

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Old 10/20/07, 10:34 PM   #220
Currylaksa
Piston Honda
 
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Tauren Druid
 
Gorgonnash
Originally Posted by dysphoria View Post
I run both these combos already. The problem with hunter/druid and hunter/mage/druid is actually other druids. Resto druids are impossible for hunters to kill 1vs1, nevermind LoS and arena partners. It's also equally difficult for mages to kill them, especially since frost mages rely heavily on nova/shatter synergy to DPS well. Otherwise this is indeed very strong in my opinion.
Resto druids will be laughably trivial for you guys in next patch. You get a ranged, undispellable MS.

http://www.worldofraids.com/news/oct...aimed-shot.jpg

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Old 10/20/07, 10:42 PM   #221
Kaber
King Hippo
 
Tauren Druid
 
Stormreaver
Originally Posted by Currylaksa View Post
Resto druids will be laughably trivial for you guys in next patch. You get a ranged, undispellable MS.

http://www.worldofraids.com/news/oct...aimed-shot.jpg
I have gotten it off successfully once, and I have never seen an opposing hunter ever get it off. Unless the mechanics of Aimed shot go through some serious changes, I doubt druids will be trivial for Hunters. It isn't exactly tough to kite a Hunter around pillars either. None of these changes will really do anything to increase a Hunter's ability to kill a Druid.

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Old 10/21/07, 6:31 AM   #222
Shandara
Great Tiger
 
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Night Elf Hunter
 
Azjol-Nerub (EU)
Originally Posted by Kaber View Post
I have gotten it off successfully once, and I have never seen an opposing hunter ever get it off. Unless the mechanics of Aimed shot go through some serious changes, I doubt druids will be trivial for Hunters. It isn't exactly tough to kite a Hunter around pillars either. None of these changes will really do anything to increase a Hunter's ability to kill a Druid.
Yep, considering the opposing druid will have a whopping 3.5secs to get to cover. Not exactly hard :0

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Old 10/21/07, 8:36 AM   #223
Zure
Don Flamenco
 
Undead Mage
 
Nathrezim
Originally Posted by Shandara View Post
Yep, considering the opposing druid will have a whopping 3.5secs to get to cover. Not exactly hard :0
Haste doesn't effect aimed shot?

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Old 10/21/07, 10:02 AM   #224
Shandara
Great Tiger
 
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Night Elf Hunter
 
Azjol-Nerub (EU)
Originally Posted by Zure View Post
Haste doesn't effect aimed shot?
It does, but apart from rapid fire (and possibly heroism), unless you spec BM you won't have much haste in PvP gear.

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Old 10/21/07, 10:31 AM   #225
Osse
King Hippo
 
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Orc Hunter
 
Stormscale (EU)
Even though taurens dont get melee and ranged abilities to show as red at the same time they still have deadzone against taurens (cba travelling a char there, someone else can try with tauren vs another class).



Edit: Walked around after neutral mobs with attack on while it was showing as non-red but nothing happened. :p


Last edited by Osse : 10/21/07 at 10:39 AM.

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