Here’s my thoughts, which follow on a little from the discussion I started on how difficult hunters are to use. I know that incoming are a couple of likely changes in the form of longer dome cool downs, and removing class abilities from the reload speed perk. So my comments are with that in mind and nothing else (I’m aware devs have talked about some things they’re doing, I may repeat them here or not as things I feel that need to change).
Val: Needs very little changed, I can’t put my finger on what it would be but I’d err towards mobility buffs somehow. Maybe something passive like Jack has.
Lazarus: Oh boy… as ever, needs a rework, but for completely different reasons to before! Remove his healing potential, increase the duration on his cloak, remove his ability to remove strikes from properly dead people even when revived, remove the health penalty for reviving someone from incap, increase the range at which is revivifier works. I could talk about this for days with @MrTalha in tow… his removal of strikes has meant he is the go to medic for pretty much any mid to low level game and it sucks. It ruins the flow of the game for monster and consequently for the other hunters too. Help the monster do what it needs to do, let it get the reward for properly killing someone, and understand that Laz can still be a highly devestating medic if allowed more freedom to get revives off. Substitute lack of strikes with giving hunters more time to be involved in the fight. Bring back the tactical play to Laz games and make it less about trolling the monster.
Caira: I like where Caira is except I’d reverse the nerf to her grenade radius
Slim: I also actually like where Slim is right now with the monster changes. I’d appreciate some work done on the spore cloud for those with low resolutions and disabilities, but I understand that the changes to make the effect of removing HUD visuals more like with attacking a cloaked person are coming, and hope they’ll do the job there.
Hank: The shield needs a nerf, simple as that. Either significantly less capacity in return for better reload, or the current capacity with a longer reload. The moment you have a character like hank that says “Hey, you miss one of those abilities and you’re back to square one!” in a competent hunter team and you’ve created the knife edge moment that we’ve wanted to get away from for so long. I don’t care for any nerfs to his damage, I don’t think that’s the issue.
Bucket: In a good place, wouldn’t change anything
Cabot: I’d give Cabot a bit more damage back to his rail gun, at least if a direct shot. I’d also be interested in him having a lower cooldown on his cloak.
Sunny: She’s in a very comfortable place, but like Hank’s shield I wouldn’t mind seeing either a capacity or a reload speed nerf to her jetpack booster.
Maggie: All fine, if anything a slightly longer arm time on the harpoons would be welcome
Griffin: As discussed elsewhere… reduce the range of the harpoon to 40 or 50m and increase the reload speed again. Against monsters that have a clue the whole sunny/griffin tactic to keep you pinned down stops working the moment you turn back on Griffin anyway, and shorter range should make it a much tougher tactic. Let Griffin feel like the wildlife hunter that he claims to be!
Abe: Seems fine to me right now
Crow: I think there are some visual issues on the character that could do with being fixed? Did the scope getting blurred out by the charged shot get fixed? That’s all, visual bugs.
Jack: I am on board with a capacity nerf for Jack’s repulsor. I don’t think anything else needs to change though.
Markov: I’m interested to see what the mine changes will be for Markov, and I understand there are lightning gun changes to stop him being too simplistic against Kraken. I’m going to wait to see what TRS have done here and hope they make Markov feel that bit more rounded out that he needs.
Hyde: He’s fine where he is
Parnell: I think Parnell could just do with his personal shield being included in the SS recharge speed boost. It’d encourage more tactical play I feel. He’s a difficult character to get right, but I think his potential is too devestating to really give him a damage or accuracy buff
Torvald: I’m torn on Torvald… but I genuinely think that he needs a longer cooldown on his mortars if their damage is going to stay where they are. A damage reduction wouldn’t be amiss if they want the weapon to continue to be as available as it is now
Lennox: I think some finessing could be done on the thunderstrike, the angle at which you go from making a leap to jumping on the spot seems too small and causes frustration. Everything is good though otherwise.
Goliath(s): I know that bug fixes are being worked on so I feel that they’ll go a long way to sorting goliath out. Leap smashing in to walls should allow you to climb straight away, he gets caught on stuff too easily (oh hai sliding on some kind of prop and being unable to do anything until I hit the ground slowly), his charge is wasted too often by falling off of small ledges, small breakables do too much to block rockthrow.
I absolutely believe that if all of these bits got sorted that Goliath would feel pretty great to play, he doesn’t need buffs or nerfs as such, just better consistency that these kinds of fixes would bring.
Kraken: I really like the idea of nerfing aftershock’s damage while making LS a more controllable skill shot. I am interested to see what happens with banshee mines too. In general Kraken needs CC and slows to work on him slightly (very slightly) better than they do right now.
Wraith: I don’t want to get in to wraith here too much, I think she can be fun to play against, but also the least fun to play against. I still live in hope that something may happen with decoy to change this.
Behemoth: His range of damage in roll and coming out of roll really needs to be reduced, but also tongue grab needs to be fixed. Behemoth feels in as good a place as he’s ever been, but tongue grab is too unreliable and it lets good hunter teams run circles around him.