OK, let’s play this game. Boss killing is what they’re built to do. If you trivialize their boss killing, what would you give Shade and HS in return to make them worth playing?
Shade and Huntsman where fine before in 1.0.7.
But then they removed the damage cap in 1.0.8 and Huntsman is just bonkers vs bosses. It’s not balanced that you can solo a Chaos Spawn simply by using one ultimate on one char and win.
I’ll have to record a video it seems for you to understand. You can SOLO any boss with a huntsman within seconds. The rest of the team is not needed. You kill the boss so fast that the horde has not even reached you yet.
Oh, and this is on legend… The hardest difficulty.
If that isn’t broken? Then I have no clue what is.
Not disagreeing that he is really strong, but going solo with huntsman is rather dangerous, you need to do it while the boss is still ways away, as you have no way to break from him to deal any damage unless your team gets him away from you or you sacrifice precious ult time by repositioning. If you ult while he is in your face, you just die (similar thing with pats, you need to ult them preemptively or have your team shield you).
I tend to disagree. HS has a relatively long cooldown on his ult, and in 1.07 even with potions and two uses of ult, he couldn’t down a boss. That’s a helluva lot less useful.
Once the horde comes, it’s pretty much too late for HS to do his thing, because of the abysmal mechanics of the longbow. At that point, unless you’re very lucky with positioning or with your teammates, you have to take care of the horde before you can even think about shooting at the boss again.
No but that is my point. The screenshot I provided was from a game where I managed to solo a Chaos Spawn. While he was rushing me, Horde spawned at the same time. But before horde was even close to ANYONE in the team. The Chaos spawn was dead. That is BROKEN.
In 1.0.7 I still topped dmg vs bosses as huntsman with just one use of ulti. I’m not certain how you are having problems with it but no matter. Huntsman was very balanced in 1.0.7 imo. You had an easy way to kill pretty much anything and he did huge amounts of dmg to bosses.
Listen, and easy fix to this entire problem would be to put in some sort of limit on bosses. Like they can only take a maximum of X damage. That would keep Huntsman as good as he is vs anything except being able to solo bosses. Which is currently the only problem with Huntsman. Soloing bosses.
I don’t think he was strong enough to warrant picking in 1.07, especially with how much better WS and BH is at just, like, everything.
I could maybe see a rationale for placing his damage somewhere between 1.07 and 1.08.1, but reverting to 1.07 would be a mistake.
Putting in caps would be an even bigger mistake. It’s incredibly lazy game design, and it breaks the game. Suddenly talents, properties and potions do literally nothing.
Weapons also have seperate damage profile vs different things, so it would be completely possible to tune damage vs boss/lord slightly while retaining damage vs other things.
Please, however much we might disagree, please don’t ask the devs to put caps back in. They’re just…wrong.
That was really only to reply to Kitten testing Unchained, but you’re correct - whatever happens to be the current OMG OP NERF gets battered into the floor.
Hunters prowl could do some other affect to influence the fight against bosses. I think I might’ve suggested somewhere that Huntsman ult shots might slow the boss, rather than simply causing obscene damage.
by being able to kill anything before it can close to melee range and get to attack. all ranged by its nature in this game is zero risk. just because you can if you want to f it up doesnt make it dangerous to use. it makes it dangerous to use badly.
Sure OK, but by that rationale you should be screaming from the rooftops about WS and BH and Pyro which put out numbers HS can only dream about, on anything that isn’t a boss - but also do some pretty good boss damage themselves.
Why aren’t you screaming about Zealot, super low risk, super high DR, literaly defy-death mechanic etc etc. Zero risk high reward. Same for IB, you can kit IB to do insane damage, at super low risk because he’s tanky AF.
Probably, you didn’t played Shade at all, coz she does a lot more damage with headsot infiltrate then with backstab infiltrate (using DnD), and the only boss who has head on his back is Stormfiend! And, you know, your “half HP from the boss in one DnD hit” is just bullshіt, you can’t hit such numbers as Shade, even on beta, when Glaive was completly broken you could only hit for 1/3 of bosses HP, exept it was a troll (but he has 1400 HP instead of 2100 that any other boss has).
He is indeed broken… I just tested his special with my lvl 20 huntsman. Using a speed potion he can pump out 281,325 damage with 1 special. That is insane.
As for the shade, not sure what to make of it. Glaive assassinate seems to do around 20k damage. Sword and dagger assassinate seems to do massively more. I can’t even read all the numbers from the single back-stab. This is the damage off a single dummy.
So by the looks of it, dual daggers and S&D deal around 100k+ damage per backstab, compared to 20k with the glaive and 24k with dual swords. Also, the dual daggers and sword and dagger can assassinate two targets at once. RIP
You could at least allow the glaive to give assassinate damage to all targets with a cleave considering the normal left click assassinate with the glaive barely breaks 10k damage. You have to do the heavy attack and time the assassination for the second attack of the heavy to break 20k damage on a single target. Meanwhile daggers and swords are pumping out insane damage.
i have been highly critical of the entire ranged setup in v2 since the closed beta, i have complained about bounty hunter , pyro and ws.
ranged right now is highest damage, highest uptime, highest mobility, lowest risk and greatest reward. its a complete absence of balance and contrary to the devs repeatedly stated claim of this being a “melee focused game”
note: DR means diminishing returns to me , so im not sure what that comment about zeolot means.
some of the tanky melee talents may well need looking at but as everything dies at range its a little hard to tell for sure.
it should be obvious why im not complaining about IB , zeolot and i would think slayer and knight should be on that list?
because first, havent had a chance to see how they behave.
secondly they are not zero risk. they cant do so much that it makes the others irrelevant lower uptime, lower damage , lower mobility, and the actual possibilty to get hit!
it would be a bit like complaining about the bathroom needing a lick of paint while the house burns down. it might well need some attention but first things first
Sure, ranged is safer than melee in this game, and that’s how they have designed it. Whatever they may say about this being a melee focused game, that’s not how they have designed it.
Melee weapons would need a significant buff on a number of characters if you were to force them to melee more often, however, and their hitpoints would probably need a buff as well. Not even taking into account the ‘normal’ extra risk of being in melee, the game suffers from silent backstabs, hyperdensity, ping and a slew of other issues that mean you WILL take damage when melee.
Especially annoying is the damage bonus trash gets when it as ‘alone’, and ‘alone’ in this game means it got pushed slightly off to the side of the main horde, and is now considered a lone enemy which does significantly extra damage.
In either case, that’s how the game is. And frankly, making ranged less viable would make the game have a lot less different playstyles, and would become more samey and less interesting to less people.
I’m all for making melee better, but simply axing ranged isn’t the answer to anything in this game, since melee can really only be done safely and sucessfully by a handful or careers.
As for knight and slayer being on that list…well FKs damage reduction is really nothing special compared to Zealot, and IB. Handmaiden goes on the list of better tanks as well, because of better mobility and block.
My point was the boss damage when I posted one. But it does raise the point of just how versatile Huntsman is and it’s not a weak versatility, but a strong one.