I do agree with almost everything regarding Waylay. However if that's the case they should bring back the regular Improved traps talent (or make it a baseline passive since it's 100% mandatory for everything PVE, PVP, Solo content, etc.) so we can kind of recover our core rotation. Right now having Explosive trap on a 24s CD and making it a skill shot rather than a instant deploy at melee makes it's usage on our dps rotation even more weird and clunky. And if you are going to 100% remove any Explosive trap bonuses from Waylay, just revert the spell back to live with melee deploy.
If a cake isn't done, you don't take it out of the oven. If a change isn't done, don't take it out of the box. Put it back in the box and keep that box closed tighter than an original Star Wars action figure. Otherwise you're going to have a lot of angry fans at you because you took something out of the box that you shouldn't have taken out of the box. This is one of those moments where your teacher in school would take you, sit you down, and tell you that oversharing isn't a good thing. Some things are better left a mystery, Mr. Lore
What you're currently seeing on PTR is unfinished - we have more adjustments to make that will compensate for this initial change. Details to come once those adjustments are more fleshed out.More lies! Nothing is unfinished! This is what will come out of that cancerous patch!
In this case though, they're "testing" the cake recipe in the manner of seeing what time the proverbial cake is done. Until it's finalized, there's not much harm in trial-and-error to see player reception (both verbal and gameplay). Worst case scenario is that they put in waylay's first design in a relatively short PTR period, and have almost no changes because there wasn't time for constructive criticism. Letting explosive trap be thrown instead of being tossed in front of me also gives a little bit more flexibilityon where it's going to hit, espesically when you're trying to work with it's radial explosion. Although it's still a nerf to it's dps since we are losing improved traps as a talent option.
Secondary stats - Yes you did mention this in the livestream, but the actual change is a pretty serious chunk being removed. It's really appearing more like a major NERF than a fixing of stats.How about you fix Main Stat? My Monk healer hates so much Mastery being forced when I don't want as much the Artifact and Legendaries are giving. I can change ALL my gear but those items and still have slightly too much Mastery stat. (IMHO)
Well this "Waylay" thing might work for solo stuff like world quests and maybe for pvp but its not going to work on pve, I can't ask the tank to kite the boss to my trap
At the moment ring and neck item upgrades are completely based on secondary stats, not item level. How about no random stats for rings and necks? These items are the odd ones out when it comes to gear, having no primary stat and large secondary stats.What if all the secondary stats appear on the rings and neck, equal numbers for each stat, and the only change would come with an item level increase, which would be an increase in all of the stats. This would mean no one stat would stand out for these items and upgrades would feel like upgrades.
I would most definitely use Waylay. When im taming a pet i use hatchet toss, lure them into my freezing trap, and then tame
I don't understand the focus on traps tbh, I'd rather see them generating more focus and doing more dmg in line with other specs.SV just feels wrong and really clunky, doesn't flow too well and I'm left wondering if I've done decent dmg or letting a group down. To that end the Hunter was shelved a month or so ago...
I hope the changes they make to primary/secondary stats difference ends up the way they want it to. I don't enjoy having my aff lock having to stack mastery above even intellect where ilvls aren't that big of a deal. My locks max ilvl is 879..his actual ilvl before last night(got an 890 ring) would have been 869. That's a 10 ilvl difference because of secondaries being above primary stats. Now it's at 873 which is a lot better but still it's not there yet. I would enjoy it far more to see my lock being able to use his full ilvl gear rather than going "is this more mastery than my other piece?" and if not.. "not an upgrade" when it's like..15-20 ilvls higher than my current item so I'm happy they're trying to fix this.
Survival needs more work then it's stated I'm a die hard fan of melee hunter but what incentive do I get for playing a harder spec and deal less damage that needs to be fixed. Also our damaging traps at least shouldn't be skill shots your telling me one of the top 3 damaging moves I do I have to worry about placement that's stupid no other class has that. Another problem survival was suppose to be able to burst really well why don't we so many other classes and even our own specs beat it's burst. Also why do we have no stuns literally the only melee class with no stuns here's a idea take that talent that does the knock back and change it into a stun instant easy fix. Lastly just make the traps Hitt able on targets bosses like helya in maw of souls are un hit able with traps.
GG my frost mage, bye bye perfect stats on my dk ):
How about making all crafted items not suck once you start doing heroic dungeons and LFR too?
Have you guys thought about bringing Re-forging back into the game?