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Rise of Isengard: Hunter Developer Diary
Rise of Isengard: Hunter Developer DiaryBy: Brian "Zombie Columbus" Aloisio Goals
Save the Last StanceWe kick off with some pretty major changes to Hunter stances in this update. As mentioned in the goals section, we wanted to give Hunters reasons to use all three of their stances. Currently, the trait line you go down largely determines what stance you will use. The first thing we did was remove all stance specific bonuses from traits and trait lines and redistribute those buffs. We wanted to keep the net potency of the traits, but not tie them to a specific stance. Then we modified the base bonuses the stances gave in an attempt to make them all attractive in different circumstances. Last, we added some new skill interactions with stances to make them feel more unique. In the end, I think we could have gone further with Endurance. While that stance has always done its job well (reduce power costs), few players wish to sacrifice damage for power in such a heavy handed way. It’s just not exciting! Choosing a different skill rotation that gives back power at the expense of some damage is often a more enjoyable experience. I hope that the Hunter’s Art skill combined with Endurance scratches some of this itch, but my hope is to further refine Endurance in a future update. With all of that said, I’m very happy overall with the stance changes. Stances should now be more a way to switch up your gameplay on the fly, not a choice you make during trait selection. With that said, here is a breakdown of the changes associated with this goal. Stance: Strength:
Stance: Precision:
Stance: Endurance:
New Skill - Hunter’s Art: Moderate damage, costs 3 focus, 10 second cooldown. Provides a stacking self-buff based on what stance the Hunter is in.
Graceful Draw: Changed to Spring-loaded Traps:
Enduring Precision: Changed to Earthborn:
Quick Shot:
Passive AggressionOne of the things I did while preparing for this update was roll a new Hunter and play the first dozen levels. Imagine my surprise after playing in Raid groups and new landscape content at not having the ability to dual wield or use medium armor! My first changes to the Hunter were easy to decide on. Dual-wielding:
Medium Armour Usage:
New or ImprovedAs with previous updates, we are focusing more on improving existing skills rather than add new ones. The Hunter is gaining two new skills I discussed earlier (Hunter’s Art and Split Shot) but the majority of the changes are improvements to existing skills. These improvements are as follows: Level 66: Improved Focus
Level 68: Improved Penetrating Shot
Level 70: Improved Strength of the Earth
Level 72: Improved Scourging Blow
Level 74: Improved Quick Shot
BowmasterTwo things should jump out when looking at the set bonuses: Bonus ranged damage regardless of stance and no more power penalties! Beyond that, the trait line has had few changes. Does it really need more? Bowmaster has always been the most popular line because of its exciting big numbers. Being able to throw down high damage with less power and threat concerns should be quite fun. Current: 2 Equipped:
3 Equipped:
4 Equipped:
New: 2 Equipped:
3 Equipped:
4 Equipped:
No trait changes!
HuntsmanThe Huntsman line has a few more changes then Bowmaster, but only one is major. Strength of the Earth has its morale bonus made available for all trait lines through the Improved version, but the Earthborn trait will give Huntsman some special bonuses. Some additional AOE capabilities have been added as well. The major change that will generate the most discussion is Strong Draw. With the changes to Focus generation and usage, attempts are being made to make the Hunter have more viable choices when spending Focus, depending on circumstances. With Strong Draw reducing Penetrating Shot’s Focus cost to 2, the skill is too often the single correct way to spend Focus. By removing the Focus discount from Strong Draw (and Arrow Storm) we were able to give the Hunter a suite of other buffs that should bring a lot of variety to the class. I am sympathetic to the sadness this will generate, but I know Hunters remain top tier damage and I believe it will make playing the class a more varied experience.
Current: 2 Equipped:
3 Equipped:
4 Equipped:
New: 2 Equipped:
3 Equipped:
4 Equipped:
Improved Fleetness:
Strong Draw:
Swift Recovery:
Arrow Storm:
Trapper of FoesBig changes to Trappers! Our aim has been to let Trappers damage creep up and to give them more ability to debuff monsters, mainly through increased incoming damage. These buffs come at the cost of slightly reduced crowd control capabilities. The realities of end level content are that bosses are largely immune to crowd control. We believe that, overall, the Trapper will be a more welcome addition to groups and be able to dish out more aggressive damage in all circumstances. A sub theme has also been to bump up trap usage. It is a Trapper after all! Bonuses to traps are now given earlier in the trait line. Of special note is the reworking of Graceful Draw, as mentioned in the stance section. The bonuses the trait previously granted have been rolled into other traits to spruce them up, and to allow them to be used by other trait lines that may eye them!
Current: 2 Equipped:
3 Equipped:
4 Equipped:
New: 2 Equipped:
3 Equipped:
4 Equipped:
Heightened Senses:
Heart of the Bard:
Stealthy Shot:
Sturdy Traps:
Strong Intimidation:
Other GoodnessNot the best section title, I know. This area’s for the other general buffs and changes that don’t really fit elsewhere. Don’t just skim by here, there’s a very strong new skill that will help the Hunter’s AOE damage capabilities!
New Skill - Split Shot:
Needful Haste:
Scourging Blow:
Press Onward:
Blood Arrow:
Consistency and Upkeep
We’ve done a pass on making sure all Improved skills now share their name with the base version of the skill. While there is some loss of uniqueness with this change, we feel it will bring all of the class terminology in line across the board.
Beneath Care:
Set Snare:
Blindside:
Resolute Aim:
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