At the moment, I find that Hunters are effectively crippled in combat by their lack of maneuverability.
Currently, the monster has a higher regeneration rate of stamina in combat as well as the advantages of being level 2 or level 3. This, coupled with potential strikes from earlier engagements, FORCES the game in the monsters favor too heavily.
Speaking from a recent experience as Trapper, despite being with a very competent team and with a fairly average monster, by the time the Goliath was level 3 I had two strikes due to being focused. Not a problem; the strike system is good as far as I’m concerned aside from the fact I think it should at 'least give a strike back on respawn. The problem was, I was getting focused again and again on respawn. I had NO chance whatsoever as the jetpack recharge and usage rate is awful.
I suggest a few things. In combat, increase jetpack recharge time by a fair amount (to allow similar combat as seen in the intro trailer), but limit the height at which you can fly. All the monsters have a means of countering this mobility so I see no point in forcing hunters onto the ground.
At the moment, once in combat the game can get very frustrating as the jetpack charge isn’t fast enough to allow for temporary escapes. Also, as I also found out; dodging Goliath’s rock attack does jacksh*t since apparently the hitbox is bigger than the projectile model and still within range of a strafe dodge.