Tree of Savior Forum

Suggestion to make Hunter Class functional

Disclaimer: I am in no rush to have it fix in 30 seconds, I just want to hear from the developers that they do take in these suggestions.

Hello IMC team,
Since this topic - Hunter skill Improvement suggestion - gets pretty much ignored, I want to start it anew and sum up some of us player suggestion that can make Hunter class FUNCTIONAL.
We do not ask for a buff here, we just want to play a character as it suppose to be. We need a fix, not asking for a buff!!!

Start off with @frould part:

Agree with him on most, here’s my add on:

For Companion’s AI:
_Increase in attack animation a bit so when it decide to hit something, it can actually hit it?
_Follow the player constantly when out of combat? The companion gets stuck and won’t move a lot.
_Only hit the target that the player is attacking, apply this to skill use also, or at least the option/attribute to set it so? Because Hunter is a target-focus class, it’s so counter intuitive to have it target something the player is not.

For Hunter skills:
_Coursing: I don’t need a bleed like frould suggested, but Coursing is a rank/level 10 debuff, in sense it should work on bosses like Joint Penalty or its same tier Snatching, but it doesn’t. PLEASE fix it, so that Hunter can fulfill their role on dungeons run as a CC support.
_Praise: Don’t need to summon anything, just call the companion to your side (cancel the command and return to you), similar to Falconer’s Call skill. Or, you know, apply the damage increase to companion’s base, and affect its skill.
_Pointing: As of now, the companion completely ignore the owner, runs off to apply the debuff on random enemies. Can it be fixed like with auto attack? Like only apply it to the target that the owner is attacking?
_I don’t think we need to change Growling, standing still is enough for CC.

That’s about it, we have been waiting anxiously because Hunter is a great concept of a class, and have great synergy with higher rank classes that don’t use Bows as their main weapon too, like Musketeer for example. Fixing Hunter will open lots more build paths, lots more thing for players to enjoy. Please IMC developers, hear us out.

Thank you for reading thus far, and hope to hear from you soon.

Update 18 June 2016:

After further testing with the new updated AI, I find that the pet didn’t get stuck that often anymore, so that’s great.

Companion’s targeting wise, the companion will attack the closest enemy targeted by you that you’re facing towards.
Without fulfilling all 3 condition, it hits no one, or something randomly, and glitch. A.k.a, when you show your back to a lonesome enemy and use rush dog, you get a glitch.

Still stuck when using Coursing and another skill after that though. Coursing level 2 will stay in effect in a full 9 seconds, regardless of the target’s status. Using a skill in this time will cause a glitch.This didn’t happen with Pointing, but the pet won’t move with the character when the AI duration of Pointing is not over.

I think the core problem with Coursing and Pointing is both have a duration without a stop condition like Growling, thus making canceling the skill difficult.

Suggestion for Coursing is “to stop when the target dies”

Suggestion for Pointing is the same with Growling, when the character moved out of range, make the companion stand still if you have to.

Another suggestion for all 3 AI skill Pointing, Growling and Hounding is making these 3 as AoE debuff zones around the companion when they’re in effect, can’t use more than 1 at a time of course.

3 Likes

This… XD

always bug as a hunter XD

*bump *

1 Like

I agree but corsing and retrive is almost the same thing it should be something else. On the subject when i Play as hunter i ofen (read it as all the time) i send my pet to attack and it keep runing near the target and do… nothing so i need to use another skill to make it able to do one hit and if the ground its not flat it will bug the pet =/

1 Like

IMO the problem is the class design after the skill “remake”.

2 Hard CC skills with damage is pointless if they don’t stack each other. I think retrieve have a good duration, damage, you need to be focused while using retrieve, because if pet reach you the skill effect ends.

Coursing have an insane duration, critical rate bonus against the target, good damage, 2 stacks, 9 s cooldown with 32s duration. I really think coursing should be like Fletcher’s Broadhead: A Bleeding skill, but with a higher Status Level, so Bloodletting/Dispeller shouldn’t work, with a high damage and working on bosses. Maybe with a 10~15% chance to stun the enemy for 0,5 seconds after each bleed tick just to cancel casts/soft hitlock.

Companions should be the annoying enemy that causes a good damage and disrupts you while Hunter finish the job, and not CC until death your enemy or be useless and accept death.

2 Likes

Coursing, well, it changed to a damaged skill, the damage still ticks but it’s not classified as a “status effect”, not “bleeding” so the things it’s affecting is proc up with Vendetta and Pandemic, which I don’t see it as big as a problem. I just want that - defense and crit rate increase to work on bosses, it worked on players ._.
Yea but since the pet won’t move if the duration have not ended yet, it makes me reluctant to level the skill up and lengthen its duration, no matter how good the - defense is.
The rest about Hunter’s role, I agree with you. The class is a PvP class, the whole idea behind it is to disable the key enemy in fights, the toll on AoE is enough as it is, we should be getting decent CC and single damage.

Also, did anyone test its combination with Cloaking?
In theory, it’s the pet that attacked with the skill, it’s not us who’s attacking, so it shouldn’t proc Cloaking attribute and reveal us right?
If not, why? It doesn’t make sense. But then again, staying invisible and CC damage someone to death is broken AF.
Maybe we’ll get reveal after 3 secs from the pet’s first damage? Meanwhile the add damage is not proc?
IDK, but then again the add dmg of Cloaking’s attribute is not that high…