I find myself looking at the DH class in two different ways this patch. Taken purely on its own merits I like how it plays compared to 2.2. For me this is a result of the new gear options; the cube (obviously) and the changes to mobs; affixes; bosses etc.
However compared to relative changes to the strength of other classes (namely melee based) it has lost a lot of ground, which reduces the enjoyment of playing it in groups as you feel like you are underperforming.
I'm limiting my impressions mainly to the UE set, which again, I feel was given a good buff this season (Yangs/Wraps/Hunters) but taken in context of how the other classes are playing, is significantly underperforming.
I think one of the issues is what you had to give up to include the 2 new items Wraps of Clarity and Hunters Wrath. The latter means no more WH which is an AS and Crit Damage loss, and the former means no Lacunis/steady Strikers which is more AS loss. This detracts a little from the gains we get from the new items, the net result being we have a little more toughness, a little more punch, but we probably needed a bit more of both (or at least one of) in order to keep a viable place in an optimal team composition.
Fortunately, I still enjoy playing the class and the friends I play with are not so competitive that they demand I run a more optimal class, nevertheless, the hunter gets less use than he used to simply because I can undeniably push higher with other builds. I really hope there is a minor rebalancing of this class in the next patch, I've always felt the DH should be a somewhat more fragile class but which has massive damage capabilities making it a risk vs rewards type of build.
DHs are fine. The main unbalance only comes from two sets Uliana and Wastes, with which tons of damage can be dealt on the move. Helltooth is also strong but not as such. Melee classes have an edge now as the damages of the monsters are lowered so that they could stand in the crowd to DPS endlessly, which is the key to speed Grifts. DH had his/her golden time in the previous patch, maybe, it's now the time for melee classes to shine.
If you have above average gear for UE/MS build, there's no reason to pick any other option up to 57-60 for any activity. Beyond that you start to fall behind against other classes. On NV6 side, things are just opposite; The lightning build feels crippled for fast runs, while the sustaining damage kicks in as you get higher and outshines UE.
I would say belt is designed to complement UE and bracer for NV6.
If you have an awesome Lacuni Prowlers, use it.
Although you seem to loose a big chunk of dps for not using WH, the increase in MS uptime, and some buff to EF(still insignificant though) makes up for it but still I would recommend using hunter's wrath for 55+
it does kind of feel like we used to be the epitome of glass cannon, but we're current just glass (probably not as fragile, but still pretty much just glass)
I find myself looking at the DH class in two different ways this patch. Taken purely on its own merits I like how it plays compared to 2.2. For me this is a result of the new gear options; the cube (obviously) and the changes to mobs; affixes; bosses etc.
However compared to relative changes to the strength of other classes (namely melee based) it has lost a lot of ground, which reduces the enjoyment of playing it in groups as you feel like you are underperforming.
I'm limiting my impressions mainly to the UE set, which again, I feel was given a good buff this season (Yangs/Wraps/Hunters) but taken in context of how the other classes are playing, is significantly underperforming.
I think one of the issues is what you had to give up to include the 2 new items Wraps of Clarity and Hunters Wrath. The latter means no more WH which is an AS and Crit Damage loss, and the former means no Lacunis/steady Strikers which is more AS loss. This detracts a little from the gains we get from the new items, the net result being we have a little more toughness, a little more punch, but we probably needed a bit more of both (or at least one of) in order to keep a viable place in an optimal team composition.
Fortunately, I still enjoy playing the class and the friends I play with are not so competitive that they demand I run a more optimal class, nevertheless, the hunter gets less use than he used to simply because I can undeniably push higher with other builds. I really hope there is a minor rebalancing of this class in the next patch, I've always felt the DH should be a somewhat more fragile class but which has massive damage capabilities making it a risk vs rewards type of build.
cheers
DHs are fine. The main unbalance only comes from two sets Uliana and Wastes, with which tons of damage can be dealt on the move. Helltooth is also strong but not as such. Melee classes have an edge now as the damages of the monsters are lowered so that they could stand in the crowd to DPS endlessly, which is the key to speed Grifts. DH had his/her golden time in the previous patch, maybe, it's now the time for melee classes to shine.
If you have above average gear for UE/MS build, there's no reason to pick any other option up to 57-60 for any activity. Beyond that you start to fall behind against other classes. On NV6 side, things are just opposite; The lightning build feels crippled for fast runs, while the sustaining damage kicks in as you get higher and outshines UE.
I would say belt is designed to complement UE and bracer for NV6.
If you have an awesome Lacuni Prowlers, use it.
Although you seem to loose a big chunk of dps for not using WH, the increase in MS uptime, and some buff to EF(still insignificant though) makes up for it but still I would recommend using hunter's wrath for 55+
it does kind of feel like we used to be the epitome of glass cannon, but we're current just glass (probably not as fragile, but still pretty much just glass)
Season 7 Hardcore Demon Huntard #14 @ GR78
Unhallowed Essence Multishot Guide