
ast week I expected details regarding the Burglar class but instead we got a couple screenshots - very good ones at that. Come this week, I expected the same thing but got something different: the Hunter. This isn't a bad thing either, quite the opposite, for I usually play ranged based classes in classic fantasy MMORPGs (EQ 1 / 2). Though we only have a couple of paragraphs on what to expect (both of which are very similarly worded I might add), we can derive a couple important things about the class. That is what I wish to discuss today, and at the same time, refute some of the claims made on the official boards.
In past games - EverQuest II particularly - long range characters (Rangers in that game) have been particularly spoiled, as they were a hybrid more than anything. By that I mean they could both attack at long range (bow) and short range (dual wielding swords) and it lead to a fairly powerful character in its own respect. There were complications; namely the fact that only leather armor could be used and this resulted in quick deaths. Contrary to some opinions on the official board for
Lord of the Rings Online (LotRO) this will not happen.
It won't happen because the emphasis of the LotRO Hunter will be in their use of the bow. That is not to say however that melee weapons will be scorned, far from it. They will be utilized but not be nearly as effective as other classes, for example. So the question is then, are we just seeing a re-hash of the EverQuest II Ranger - high damage but relatively weak defense? Not exactly, I would say.
What we don't know at this point is how damaging long ranged attacks can be. True, the official site tells us that "Hunters can use her arrows to devastating effect from a distance." That said, it really doesn't tell us much. Is this in comparison to other classes or in terms of raw power? Does this mean Hunters can devastate one opponent or many in an encounter? Most importantly, does this mean that Hunters can defeat their opponents before they can reach them? All of these are important questions that will be answered down the road but that doesn't mean I won't speculate on the matter.
As far as I'm concerned I can see Turbine taking one of two approaches. The first being a significant emphasis on raw, long distance power. By that I mean, giving the Hunter the ability to mow down their opponent(s) before they even reach them. The other possible circumstance could be a slight emphasis in the melee strength of the Hunter. That is, having ranged damage do 75% and melee 25%. Either of these situations are not terribly unbalancing, and in fact, fall along the lines of past MMORPGs but there is more to this then meets the eye. Traps have not been mentioned yet.
The use of traps by long range characters became really popular when World of Warcraft came on the scene with their Hunters. Though at the same time we cannot look to World of Warcraft for the effectiveness and viability of traps because it contains some lore breaking elements. For example, one of the traps in World of Warcraft is a frost one. Essentially, when the trap is triggered an entire area is covered in snow and the movement speed of those caught is decreased substantially. While movement hindering is not unspeakable, the instant covering of snow is.
I referenced the Frost Trap for a very specific reason: the impairment it provides. If we look at the first possible way I provided for Turbine taking this class - large emphasis on long range power - this is a situation that could work, while at the same time not allowing Hunters to take on enemies they should not be fighting (this was prevalent in EverQuest II). It works in the sense that if the Hunter lays a movement impairing trap before the battle begins, the effects of the [trap] could last long enough for sufficient damage to be done. Alternatively, my other proposed possibility works too: with traps, even if the enemy isn't defeated when they get to the Hunter, it could be weakened enough to finish off with melee.
The only complication I can see arising still is long-ranged enemies, and I will admit this will be a very difficult thing to balance. The problem that you have is if Turbine designs the Hunter to rely on traps to finish the job - and since long range enemies won't trigger the traps - then the Hunter may have met his or her match. Though there is a solution and it is what I would like to call a disarming shot. In sum, the Hunter could have an ability that temporarily damages the ranged weapon of the opponent which would cause that enemy to use a sword and hence run towards the [Hunter] and trigger the trap. All is then well!
There are countless other possibilities for how the Hunter could be taken but I firmly believe Turbine will take this route. This allows for constant long range use of Hunters - how they really should be - while at the same time granting them some solo viability. Not only that but the way the Hunter is set up, as far as I've described it, there is little need to adjust them for a group setting. Just have them specialize in damage per second, which I'm sure many people pegged them to be anyway. Though before we move on to the whole grouping issue, what about traps? I've described one but what others can there be?
The whole concept of traps, depending on how Turbine proceeds with it, could really make this class worthwhile in a group scenario. Take a crowd control trap for example - that's something you don't see too often do you? It would work by making a hole in the ground, covering it with leaves and when the enemy is pulled, some fall into the hole and are out of the picture until they can make it up. This fits into the lore completely and gives Hunters much needed utility that they don't enjoy in other games. Other possible traps include what I would call a "wall of flame." That is, setting up some firewood and leaves, pulling the mob, then lighting it on fire and thereby distracting the enemy temporarily. Really, the possibilities are endless.
No discussion of any class would be complete without mention of its group and solo viability, or lack thereof. I already mentioned both of these items throughout this article so I will use this as more of a re-emphasis. In terms of grouping, the Hunter will in all likelihood act as primary damage per second, if not be the best at it (which is essential for any group). This role could expand as well depending on how traps are employed, to the possibilities for crowd control for instance. In terms of solo viability, as I have said before and I will certainly say many more times: all classes will be able to solo. I firmly believe that the use of traps will allow for this.
The last item that I will touch on with this article is one that I think you, my readers, have often missed on my editorials related to class discussion, and that is race selections. Often time it was one of the first items I hit, after the introduction of course. Also, I'm usually very critical of Turbine in this respect, but not today. True, I'm having a hard time visualizing Dwarves with bows but there is certainly lore reference to allow for it. What I will be discussing now is the concept of racial abilities as it relates to the thus far unmentioned Hunter ability to speed their fellowship through terrain.
Dwarves, as we all should know, are not woodsman by any means. There are plenty of references through all of Tolkien's work to support the fact that Dwarves just don't like forests. Instead, they prefer mountains and mines and the like. So with that said I'm sure it has puzzled a few people when we learned Hunters will be able to speed their allies through forests. I suppose then the question is, are we going to allow for Dwarves to travel through forests at great speeds when many are scared of just going in? The answer, quite simply, is no.
As this game progresses and more specific information on the races is revealed Turbine will most likely shed light into "racial abilities." That is, specific abilities available only to particular races. One such ability could be the speeding of a Hunters fellowship through forests. In the case of Dwarves, for example, why not give them the ability to speed their fellowship through mountains and mines instead of forests? This would make a lot more sense. The other races can remain the same in this respect - especially with Elves - but in other respects there could be some changes. If this doesn't happen, however, this is something we can allow. No need to sacrifice variety and the lore even further by restricting Hunters to only Men, Hobbits and Elves.
I am not in favor of every little thing that Turbine does but the Hunter update is not among them. In World of Warcraft I liked the Hunter, but not the pet and perhaps this is one of the reasons I'm finding the LotRO [Hunter] initially so appealing. Not only that, but the heavy emphasis on long ranged combat is something that is sorely needed. While at the same time Turbine is allowing for melee weapons, which should aid considerably in solo viability. Then who could forget traps? Traps are Turbine's opportunity to really diversify and have their Hunters stand out: long ranged characters need to do more than damage per second and traps will allow for it.