Well saying the hunter and lock changes were there to cater to the "casuals" is a cop out. The point is, there is no point to simulating the economic drain of ammo for once class and not others, nor is there a legitimate reason why locks and hunters had to sacrifice 20% of their inventory space for so long just to perform their roles.
When they said "oh hey well now you can just buy the ammo and repair it" that was fine, but still, from an itemization standpoint, it was just creating extra work for their dev team to have to produce new item names, item id #'s, fitting the dps increase in to the ilvl budget, creating new art for arrows, new art for ammo, creating a new recipe, a new reputation requirement or source location/drop rate for said recipe, inventing the materials required that would fit in to a reasonable economic relativity compared to old ammo.
Sorry, there's nothing hardcore about going to a vendor and putting something in your bags.
Hardcore is being good with the tools you're given, learning to give constructive feedback based on your expectations (realistic anyway) and being consistently good at understanding mechanics & encounters, both old and new. As well as having the ability to research said mechanics and encounters.
Honestly, the only thing that bugs me about hunters right now is that they were all about wanting all the talents to be optional, where no one talent would surpass another so wholeheartedly that one would always avoid another. Well not sure what you'd call the focus regen talents then, because really it's the difference between the redcoats and the U.S. Marines in terms of firepower.
that said, all the classes are a mess right now, because relatively speaking, most classes are seeing a minimum of a 30% increase in damage (yes, even the warriors who complain that their damage is lower than ever, there are others who learned the new spec/rotation and overcame it) Some of these tactics are unintended and will be balanced eventually.
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