Well, those are already quite elegant solutions and something serious to discuss imo. Thanks for providing more value into thread. Its always nice then more people join the talk and come up with ideas based on skilled experience.Sanctific wrote: Tue Dec 09, 2025 5:00 pm
IMO anathema/agile escape - that is something that truly should be reworked into something which wouldnt be a fight-resetting cheat, but a combat tool.
Possible solutions:
1. Remove stagger entirely, leaving the leap intact (the most adequate solution IMO, opens up tactical variety for the skill's usage as well, as in leaping away from an enemy's confusing movements without triggering immunity) <<- this one is actually a relatively elegant solution
2. Place a debuff, after that leap, which would prevent casting stealth for like 15 sec (vanish, as something which needs to be specced into would still need to work...would be on CD tho if WH plays seriously and used vanish to use 2nd out-of-stealth opener already)
3. At the very least making AE/Anathema a defendable skill would partially improve things and this backleap would no longer be as cheaty as it is now.
Not a game designer myself, so im pretty sure some significantly more elegant and not super-nerfy solutions may be thought of, yet my point is the following - having an ultimate "Well, i lost the fight but im not letting my opponent kill me regardless" mechanism doesnt sound right. It really is like using alt+f4 with no consequences at all.
However lemme question those a bit and explain what i think:
1. While its not very nerfy, but you then cut out very viable option to lessen the pressure in highly organised gameplay (guys, dont please start with "6v6 is irrelevant" yet, but i mean 6v6 mostly and oRvR group roaming a bit
Losing fun concepts is not an option i believe, we already have alot of things gutted out of the game. This way you leave selfish option for WE/WH to reposition a bit and thats it.
As for solo environment, you mention 3 parts of any solo encounter "skill", "gear" and "luck" - im not regular solo roamer and never was, i sometimes did it for tiny bit of my playtime on many classes and recently just dont it but according to my observation and experience in it, its a bit of overexaggeration for OPness in those abilities, fights are not static, even tho WE/WH can choose fights from stealth and approach you, you are not standing still, you move around so they are not fully guaranteed to pick a fight in their most desired terrain spot, they also dont control your movement and aim to score a kill on you, not just check how their burst will look like like on dummy. So their inner thinking process is always evaluating chances and decide to either continue or disengage, while their enemy knows for sure they have good escape options and if fight favors their enemy then enemy focus to prevent their disengage, trying to trick them into bad spots, keep dots on them, predict where they may hide and also there are many spots where they are limited by obstacles in their escape options, there are dps healers and rdps roamers that dont care so much of range. Another good sign of stagger+leap not being universal cheat tool is their deaths on killboard. They all die, even in duels. Dont get me wrong, i dont deny they, if very wish so, can disengage from any duel, its just im saying they just cant always do it. So its mostly two components of mentioned by you, skill and luck.
Lets also not forget that WE/WH apply KD and fight could be over before immunity expires.
2. This one looks very interesting but i believe it has to be modeled somehow in different encounters to choose proper numbers for debuff. You dont cut out anything, but rather introduce additional restriction. They will be able to stagger+leap+vanish but not permastealth again is a good thing. Briefly thinking of it i wasnt able to figure any super hard noes for such suggestion. However the biggest question here is debuff time. They need their out-of-stealth opener to reengage and if then they are limited into only short vanish but short vanish wont get them out of troubles to properly reengage so they will have to keep disengaging and gotta have 15 seconds of "downtime" before they can fully open and burst again (outside of balanced city fights everything will be over already, they will have to disengage and then go in again without stealth, they need some form of compensation for it in their capability to do dmg then), it could turn out to be way big punishment in group play i guess. Lets pick sl/wl/choppa as examples, those pop immunity and go out of reach by approx ~30-40ft and check if they are fine or not, if not then disengage further in circles dancing around enemy to keep at least dots or bit of cleaving (you cant just stop dpsing and go out in sunshine, you have to keep dmg flowing), while WL can also just jump away somewhere being very mobile.
I believe the biggest issue with this one is that its incredibly hard to balance around different game environments. 15 seconds could be too long for group play and too short for solo, so we restrict them in all others environments but solo for nothing pretty much.
How to balance their engage&disengage in group play? Should they have same "downtime" as slayer/choppa, considering those still dance around battlefield and mostly limited with getting rage back up (if they even drop it for disengage, it depends on encounter) but technically still focus to do dmg on a move? Should they be mobile as e.g. WL because they are very squishy in group play and have only selfdefense utilities to keep up?
3. Lets start with a fact that those were initially defendable in RoR (and generally considered huge lackluster in defendable state by many), it was changed back in like ~2017 or something. Logic and reasoning was that skills that do no damage should be undefendable. I dont recall pros&cons, there has been discussion about that back in a day and it was won by keeping it undefendable.
I personally believe that its better to give them some big hit or even better a very nasty delayed dot like BB/WoP/Cleft in Twain that will blow after 7-10 seconds but make this skill defendable. This will bring RNG factor in, so they will be way more careful with disengages but also open up tons of options for other gameplay modes in terms of using this stagger offensively. Dmg on dot or hit has to be incredibly high to justify immunity, decision making if you wanna keep stagger up or break it to lay out delayed dmg but you wont be able to KD. Brings alot of chaos into gameplay i guess. I dont know, could be fun if numbers are well thought out. Its also very easy to f*** up here, just like it was with dmg on shield healers on 3rd proc nightmare resurrection in 6v6 then people were able to kill thru guard in chch (nothing as stupid as to bruteforce a kill in 6v6 with no counter play, literally just dps race and luck of who gets to roll more crits).
Incredibly hard to balance numbers here and just doing it defendable is too nerfy imo. We've been there already, forum will be full of tears just like back then.



