Showing posts with label aspects. Show all posts
Showing posts with label aspects. Show all posts

Thursday, September 5, 2013

Hunter Ammunition - An Idea for Wow 6.0

Hunter Ammunition
Hunter ammunition used to be much more involved.  We had ammo pouches and quivers for "shot" and "arrows".  There were leatherworking plans for pouches and quivers.  There were epic quests for them and extremely rare mobs with rare drops.   We carried stacks and stacks of ammo in these bags (and in normal bags).  When we ran out of the ammo our abilities would go red.  We'd experience a WTF? moment and then realize we were idiots and hadn't stocked up.  We bought ammo from vendors.  We got special stuff as drops.  We crafted it.  We paid good money to engineers with good ammo plans to craft stacks and stacks of it.  You see, if you didn't use the best ammo then you didn't do the best damage.

Then one day we didn't need ammo.  It comes free with the weapon and the damage is baked in. It is a Good Thing.  But with all forms of simplification, we lost some flavor.

Hunter Aspects
Hunter aspects in the past had some variations and utility while in combat. Aspects in early 5.x had Fox, but that was thankfully redesigned.  The current state of hunter aspects is poor.  A couple weeks ago I suggested how to make Hunter aspects great again.  I put plenty of disadvantages to counter-balance the advantages of using a particular aspect.   But I wrote it in one sitting so it isn't a work of perfection.  I do still absolutely love some of the ideas.  The post also has a lot of the background and history of hunter aspects.

This current post takes the concept of aspects and morphs it into a totally different direction.  Here's the thinking:  "Hunters don't have stances.  Hunters don't have forms.  Hunters don't have magical aspects.  Hunters have different types of ammunition that they can use in different situations."

Cooldown Concept
Manual selection is required.  A hunter should be able to flip to a different type of ammo, but there should be a three second cooldown on being able to do that.  They shouldn't want to macro it into shots because math says this type of attack should this type of ammo.  It takes time to make that swap.  "Twisting" should be discouraged.

Specialization Concept
Each hunter specialization should open up a different type of ammunition that is only usable by that specialization. 

Ammunition Use
Not all hunter abilities use ammunition.  Many abilities and talents do not.  All abilities which use ammunition require a primary target, including normal hunter AoE abilities.  Ammunition is available in all projectile forms: arrows, crossbow bolts, and rifle shot.  Each type of ammunition becomes available at different hunter experience levels.  Ammunition does not exist as a object to loot, craft, or purchase, but it is selected as if it is an aspect.

Ammunition Type Examples
Below are examples of ammunition with example damage values.  Each ability which does use ammunition has a normal damage component and a special ammunition damage/effect component based on the ammunition type in use.  For instance, Arcane Shot currently is "an instant shot that causes 125% weapon damage plus 2306 as Arcane damage".  In the new world, Arcane Shot would be "an instant shot that causes 100% weapon damage plus...".

Standard
Effect: +30% shot damage ("white damage")

Scorpid Poison
Effect: +15% shot damage as poison and applies one poison effect to the targeted creature with 2% shot damage as poison every two seconds for six seconds.  Can stack to five.  Only affects creatures subject to poison.

Fragmentation
Effect: and 20% shot damage to additional creatures within 10 yards of the targeted creature.

Flechette Quill
Effect: +30% shot damage and a 10% bleed over six seconds, but is 50% less effective against armor.  The bleed can stack to five.
Requirement: Beastmaster Hunter

Armor Penetration
Effect: +25% shot damage that avoids half of all armor.
Requirement: Marksman Hunter

Incendiary
Effect: and 15% fire damage to all targets within 15 yards of the targeted creature over 10 seconds.
Requirement: Survival Hunter


Examples of Ammunition That Don't Work
It is worth mentioning what I do not think should be used as a type of ammunition.

Viper rounds
Effect: drain mana on every shot
Why: We had this as a spell in-game long ago.  It is more appropriate as a single spell ability.  It would be overpowered in PvP.

Scorpid rounds
Effect: reduce a target's ability to hit
Why: We had this as a spell in-game long ago.  It is more appropriate as a single spell ability.  It would might be overpowered in PvP.

Concussion rounds
Effect: do little damage but slow with every shot
Why: Shooting bean bags isn't great against monsters.  And we have Concussion Shot as a single spell ability already.  And it would not be appropriate in PvP.

Toxin rounds
Effect: damage and apply a mortal strike with every shot
Why: This would be overpowered in PvP.

Bolo rounds
Effect: damage in an AoE effect or apply a trap on a single target
Why: These would be a lot of fun, but difficult to explain.  They do exist in the real world for crossbows and shotguns.

Dragonfire rounds
Effect: apply a conical dragon fire effect up to your target and it expodes.
Why: We're hunters not fire mages.  And yes, some crazy people have these in the real world.


Examples of Ammunition Glyphs
Major Glyph of Speed Load
Effect: 30% Haste effect but approximately 30% less damaging shots.
Why: Some situations require a fast hunter.

Minor Glyph of Tracer Shots
Effect: Every fifth shot has a trailing tracer; a bright burning tail following the projectile toward its target.
Why: Style and commanding main assist visual surpassing the tame Hunter's Mark.  As in real life these can be applied to any form of ammunition.



Saturday, August 10, 2013

Making Hunter Aspects Great in WoW 6.0

Current State
The current state of Hunter aspects is meager.  There is not a clear need for them.  We have our Hawk/Iron hawk attack aspect and we have travel aspects that are not normally of any use during PvE or PvP encounters.  We also have an aspect we can glyph for: Aspect of the Beast.  It would be a fairly simple matter to get rid of aspects; Hawk could be our default baked-in state and the remaining travel "aspects" could just be spells.  There isn't a need to toggle off Hawk while in a travel state.  This makes me sad.

History
In the past, we had other aspects which made choosing an aspect meaningful.  We had Aspect of the Fox.  We had Aspect of the Wild.  And long ago, we had Aspect of the Monkey.  Aspect of the Wild provided a large amount of Nature resistance as an aura and had a PvE use in about 1/5th of boss encounters.  Aspect of the Fox was short-lived.  It allowed for casting many cast time spells on the move and provided greater focus regen.  Aspect of the Fox wasn't successful as a design because people macro'd it into Steady Shot or Cobra Shot and then macro'd in a switch to Aspect of the Hawk before signature shots.  This was a predictable automated form of "aspect twisting" and not in any way desirable, so it was retired and SS/CS were redesigned.  Aspect of the Monkey was an early defensive CD hunters got long ago.  You could flip to Monkey mode and it greatly increased your Dodge percentage.

General Principles
I believe hunter aspects are an interesting part of being a hunter, but they should be meaningful again.  I believe aspects should allow a hunter to make a choice in their gameplay that doesn't require a re-spec or re-glyph, and which can be chosen while in combat.  I believe aspects shouldn't be something that is switched to often and should be a manual effort, such that they don't make sense to do within any form of rotation or regular activity.  Generally, I believe hunters should want to be in their normal Hawk aspect because when they are not, they should not be able to do as much damage.  Each hunter specialization should provide access to one unique aspect to increase specialization identity.  Glyphs affecting aspects should be changed.  Level 45 talents should be tailored to improve a particular aspect.  Only one aspect can be active at any time.  And finally to reduce aspect twisting, there should be a minimum three second cooldown on changing aspects.

Kheldul's New Hunter Aspect Dream Lineup
Hunter aspects can be great.  Below, I start with the basics and work my way up to the specialization-specific aspects.  Your comments and ideas are definitely welcome.

Aspect of the Pack
Party and raid members within 40 yards take on the aspects of a pack of cheetahs, increasing movement speed by 30%. (No daze effect exists anymore.)  Imposes a 3 second aspect-wide cooldown.

Aspect of the Cheetah
Removed.  (A personal travel aspect is no longer required.)

Aspect of the Hawk
The hunter takes on the aspects of a hawk, increasing ranged attack power by 35%.  (Not being in this aspect will greatly diminish your damage output.) Imposes a 3 second aspect-wide cooldown.

Aspect of the Prowl
The hunter takes on the aspects of a stealthy cat and becomes untrackable.  (Previously known as the rarely used Aspect of the Beast.)  Movement speed is reduced by 40%.  If the hunter is under the effects of Camouflage, their movement is in stealth. (Folds a Glyph-for-only ability into a situational ability.)  Imposes a 3 second aspect-wide cooldown.

Aspect of the Spirit
The hunter takes on the aspects of the natural interdependent web of life, increasing his and his pet's health regeneration by an additional 2% every 2 seconds.  Imposes a 3 second aspect-wide cooldown.

Aspect of the Protector
Party and raid members within 15 yards of the hunter take on the protective aspects of the turtle, reducing damage taken by 20% but also reducing movement speed by 40%. This aspect may be used until canceled, but has an activation cooldown of two minutes and imposes a 3 second aspect-wide cooldown.

Aspect of the Monkey
Available only to Survival hunters.  The hunter takes on the aspects of a monkey, reducing the cooldown of Counter Shot by 12 seconds, increasing agility by 10%, and increasing dodge by a total of 10%. (The agility increase should always be worse than the Aspect of the Hawk RAP increase, including when under most proc effects.)  Imposes a ten second aspect-wide cooldown.

Aspect of the Beast
Available only to Beast Mastery hunters.  The hunter loses themselves in their pet acting as one, taking on all aspects of the current pet, improving all forms of pet damage by 40%, and increasing run speed by 30%.  If the pet dies, the hunter is stunned for five seconds. (The hunter mounts the pet like a vehicle and controls all pet abilities similar to the old spell Eyes of the Beast.  Tenacity pet abilities like Taunt should work on bosses.) Imposes a ten second aspect-wide cooldown.

Aspect of the Eagle
Available only to Marksmanship hunters. The hunter takes on the aspects of an eagle, increasing ranged attack power by 50% but increasing all damage taken by 10%. (A glass cannon that will irritate theory-crafters.) Imposes a ten second aspect-wide cooldown.

Comments and ideas welcome!