We’re still following this discussion. Some players are making some good points and we have addressed some of these in our most recent builds. Here is a quick update on some of the issues being discussed:

Focus — We think we’re in a much better spot for focus regen now. Our goal has been for focus to be a resource you spend on your higher damage shots, which is regenerated passively at a rate lower than energy regen, but faster than energy if you are using Steady / Cobra (which can only be done while stationary). At the lower regen rates, we found it felt bad if you couldn’t Steady / Cobra rather than Steady / Cobra feeling like a bonus. We think we’re closer to the sweet spot now, but please let us know (preferably after you’ve actually tried it rather than prophesizing doom).

Aspects — We’re not happy with the way the Hawk vs. Fox choice is playing out. We think that ultimately either damage or focus regen is going to win out and the other aspect won’t get much use. For now, we are going back to Hawk being used for damage and regen. We’ll discuss other potential uses for Fox. Changing Aspects will not affect focus regen.

Mobile damage — This is always a touchy subject. In our testing, we found that it wasn’t fun with the current implementation when hunters had to move around a lot, especially in PvP. This is why we are giving up on the current Aspect of the Fox design. We also significantly reduced the focus cost per damage of Arcane Shot, so that it is usable under almost all circumstances. We’ve also removed the focus costs on several utility abilities (e.g. Concussive Shot, Intimidation, Bestial Wrath, Scatter Shot, etc.) One potential use for Aspect of the Fox is to generate additional focus when you take damage, but we don’t want to get back into a world where you are “aspect twisting” when someone comes into melee with you in PvP.

Survival — We’re still iterating a lot on this tree in particular. We agree it’s probably the least polished of the hunter trees so far. The reason is that we just have it in for Survival hunters.

Pets — As I posted in another thread recently, a pet scaling pass is underway. We still plan to do passes on the hunter pet talents and abilities as well. With the design that allows you to swap pets often in the field, we want to make sure that there are some interesting choices in which pet you use for a given situation. Provided they are all crabs.

t8hunter

In case I need to say it, the last two sentences of the last two paragraphs are not meant to be taken seriously.

Pet Scaling
Pet scaling is getting a massive overhaul at the moment. For starters, we still intend for pets to scale with all of the master’s stats for things like hit, haste and crit. For the big stats, our current plan is something like this:

Ferocity (damage) — 50% of master’s AP, 40% health, 50% armor
Tenacity (tanking) — 35% of master’s AP, 50% health, 70% armor
Cunning (utility) — 40% of master’s AP, 40% health, 60% armor

Warlock pets will be getting a similar pass. In general, we want pet dps to be 20-30% of player dps. Note that this is a lot lower than current BM and Demo lock numbers. Pet damage as BM will still be higher than Marks or Survival though, and we want BM to be competitive overall with Marks and Survival. (Ditto for locks.)