WE and WHs changes made the game booring any fixes?

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Shogun4138
Posts: 197

Re: WE and WHs changes made the game booring any fixes?

Post#181 » Fri Feb 20, 2026 11:34 pm

fatelvis wrote: Fri Feb 20, 2026 7:18 pm
nat3s wrote: Fri Feb 20, 2026 5:55 pm
Def WE doesn't burst, you sacrifice dmg for survival exactly in the same way a parry WH will.
With wracking pains, up to 3 EB stacks, armor ignoring agonizing wounds with WB on top and, if you don't pay attention, enfeebling strike ticking, it sure starts to feel bursty.
Regarding your build recommendation: I fought mid/right tree WEs with 75% parry, more than softcapped corp resist, 4k-ish armor, 10k+ hp, 900+ str and magic absorb every 10s and they still grind you down.
Sure you can go heavy regen, but that's not a build, it's a confession of failure.
Tell us how you get that build. Ive never seen it. Or is this just a fantasy build?
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fatelvis
Posts: 104

Re: WE and WHs changes made the game booring any fixes?

Post#182 » Sat Feb 21, 2026 12:16 am

Shogun4138 wrote: Fri Feb 20, 2026 11:34 pm Tell us how you get that build. Ive never seen it. Or is this just a fantasy build?
It's just a selfbuffed IB, 10/6/13, investing in str and ini, using the corp resist tactic.
Can check Beram in the killboard if you can get it to work for the gear.

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Sinisterror
Posts: 1272

Re: WE and WHs changes made the game booring any fixes?

Post#183 » Sat Feb 21, 2026 7:19 am

Remove the Speed increase/Hot tactic and make Witchbrew Crit again, so there is truely something else to do than get 4-5 frenzy, and use SS and hope you are not snared so you get to the backside. Losing Range is so much worse vs what We got in the patch.

If you make class mechanic things and tactics not stack like 25% Increased armour pene Elixir+Tactic.. (witchbrew doesnt get dmg increase from frenzied mayhem atm even lol) then give us Elixir of Blades back that does dmg to anyone who attacks you for 7s. And make that dmg able to crit. When we have good dmg no one goes for the Regen that way.

I say it again, remove that 20% Speed tactic, Remove that Movement speed increase on elixir that also has 25% armour pene on it, this doesnt make much sense. And That new Welf aoe ability should be normal ability not finisher so there would be some use for it at least. No one is going to use it when they need to get 4-5 frenzies for SS to be able to do hurt dmg.

Also people who cry about Welf superior magic dmg, LOL. WH got Aoe Burn Heretic Spirit dmg with the patch. They got 30ft Incendiary bullets that is spirit dmg/direct dmg with dot as well. Both have access to same 3x stacking magic dmg dot. This gives Wh 1 more magical dmg attack than welfs have as core - If you spec witchbrew then you have same amount of abilities that does magic dmg but without witchbrew WH has 1 more : D
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Gobtar
Posts: 815

Re: WE and WHs changes made the game booring any fixes?

Post#184 » Sat Feb 21, 2026 6:54 pm

Sever1n wrote: Wed Feb 18, 2026 7:53 am
Spoiler:
WE and WH need to be able normaly dive into backlines and haras healers from freecasting. To do that they shoud have potentional to kill healer alone it he fks up. Meanwhile their damage shouldnt be toxic oneshot in stun. Devs nerfed fester sw specifically for that reason.

But now they got really bad feedback from unknown source, and buffed WE burst potentional into cosmos. They already had really big burst tnx to 15%×2 tactics, and was able to hit like 2.1k agonize on squishy target. Now she can freely reduse target health, and do funny near true damage combo wich probably everybody felt on their asses at this moment. I do agree that sacrifical stab rework is good, but true damage part on its its just insane, not to mention fat snare that allow to stick to target and continue assault. Basically WE dont need WS now, can go full melle power and delete you from existence in very short amount of time. And they dont ever need 1st tree elixir for this. Some claim that devs count every nanometer of numbers of their reworks but it clearly not the case. They created monster.

In case of WH burst build was based on BaL. He have similar dmg potentional of torments if they was in melle power build. Exept they cannot alow it, tnx to more than half of their skills tied to armpen they are really statstatved and higly drop down their dmg against armored targets if they ignore it. BaL isn't instapop spell and always give time to react for it, negated by armor and usually detaunt. When bursting sometimes was better to use simple abso to finish target instead of using BaL. In terms of bursting true damage skill that do quick spike of pure burst > long dot with bomb in end.BaL have a lot more sense in midlle dot tree, when exit wound in rigth tree cos its strongest instafinisher WH have. Istead of fixing totally useless exit wound, making it similar to sacrifical stab burst ability with much needed against shams and maguses slow, they instead buffed BaL trough tactics. It backfired cos wh now now need lose one more tactic, and it crits like hell on squishy noobs with zero armor in rvr making impresion of OP OP NerfplzWH. But when its comes to figth fat armored guarded target, bal became really bad choise when you need fast delete target before she get to tank. Usually that was fixed by potent seal of destruction with 50% arp for entire duration of BaL. But now seal is gone from midlle tree where was healcutter, and lost its power. That was worst way to fix WH.

In addition magic negation now only works on dmg part. First thing u get in face from heal u bursting is punt. WE snares target, and can easy jump on it and snare. WH only option is to waste ultra needed feinted to snare with bullets.

That why im so mad of this rework, and especially that useless pew pew part. 2 ranged farts is nothing when u need snare to chase fat armored heal. Again dunno from what source devs got feedback on wh, but result is bad.

So pls dont put WE=WH. Their are not equal.

About stealth, u have all oportunities to find them after oil pop, u demanded this nerf u get it. Oil still works as good target drop and give enough time to rush to some bushes/corner. No more nerfs needed, nor it should be rewerted. They can still speedbost after stealth torugh seal. But now WH and WE have a lot bigger time to get couth before restealth.

Thing that need to be checked is amount of burst both WE/WH can do, and if they kill equal target in stun then nerf dmg of burst. 3 sec stun is fine.

And cherry on top of this rework was ignore of wichbrew. All server know its toxic, was given ton off feedback and posible ways to fox it to get rid of def/regen WEs, but defs chosse to ingnore it and in addition buffed it with woundcutter. Which raises question from where they took info from. If it coming from 6man entusiasts that dont wanna see all game and only see grouplay, no wonder it was ignored, and why overall changes is so bad.

2WE or 2WH could kill any target in stun before rework. Theybwas always grouping up, and no wonder they making big groups now. Commnity rides mostly in zerg, balance of smallscale ignored by devs. When we all chose easy way gameplay turns into something dead and unfun.

I dunno what to add. This was all mentioned before. This rework was incomplete and bad, problems not fixed and in some ways become even worse. Till we get fix, enjoy new reality, that all what u can do.

So the core issue is Healing. Healing is too strong...the entire game has become a teetering jenga tower of balancing a game state where endgame healers can accidentally sneeze someone back to full health while passive bubbles make dps efforts feel insignificant as they beat on that rave-stick twirling, bunny hopping, healer.

End game DPS has also had to be so juiced up to compensate that tanks have to skew so deep into defenses that they have to spec full def-tard just so they dont get blown up before their guard...

meanwhile Healers can still spec so tanky, since they are the only classes in the game that aren't MAD (multi-attribute dependent) and Range DPS get to enjoy ultimate fantasy of being Witch(H/E) bait while attempting their luck at Dodge/Disrupt simulator 3000.

How did we get here, why are end game healers like this? Probably has to do with the fact that the game is being balanced towards a game-state of 100vs100... WH/WE are not the issue here...They are strong as they need to be to play in the current game-state, actually most still struggle to kill healers of similar caliber....

I would love to see the game have a campaign that fundamentally favours splitting up the zerg, I would like the game state to be toned down significantly where combats require players to actually press more than 3 buttons. Instead small scale is constantly being balanced out in favour of mindless AOE (#10minBannerRezOMGWTFBBQ) so much so that the best solo class is now healer, best rDPS specs are Melee, and best way to level a melee dps is buy a pocket crown, you can have 8 healers focus heal you, while pressing 1-2-3 at 1-2-3 frames a second.

but yeah, sure, WH/WE make the game boring...right OP?
Last edited by Gobtar on Sat Feb 21, 2026 6:59 pm, edited 1 time in total.
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Bozzax
Posts: 2725

Re: WE and WHs changes made the game booring any fixes?

Post#185 » Sat Feb 21, 2026 6:57 pm

My point is valid wh and we are the most played mdps classes by a wide margin rr60+

The roam, small scale scene is becoming less every single day pretty much the same way scenario scene was destroyed

Healing is not strong you should try playing one.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Gobtar
Posts: 815

Re: WE and WHs changes made the game booring any fixes?

Post#186 » Sat Feb 21, 2026 7:03 pm

Bozzax wrote: Sat Feb 21, 2026 6:57 pm My point is valid wh and we are the most played mdps classes by a wide margin rr60+

Healing isnyto strong yoy should try playing one
My healer RP walks through lakes and lol at DPS as I detaunt them...for fun. Healing is strong, if you dont think so, you either are bad at healing, need better healers, or only play the game through the thin lens of zerg vs zerg. I constantly delete and remake healers to play in T1-T2 just so people have healers in SCs. Try again.
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Bozzax
Posts: 2725

Re: WE and WHs changes made the game booring any fixes?

Post#187 » Sat Feb 21, 2026 7:06 pm

Name please or it is just words
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Gobtar
Posts: 815

Re: WE and WHs changes made the game booring any fixes?

Post#188 » Sat Feb 21, 2026 7:14 pm

Bozzax wrote: Sat Feb 21, 2026 6:57 pm The roam, small scale scene is becoming less every single day pretty much the same way scenario scene was destroyed
Here let me make my point a bit clearer

I agree, small scale is less viable.
Issue: Damage has been balanced around trying to kill healers. All other classes have skewed around this fact.
Game is being more and more balanced around zerg vs zerg.
Even killing things like banner rezzing, which was massively uncalled for and a hit to small scale.

WH/WE is a symptom not the cause. WE/WH get more hate because of the way they are, they have problems too, lets not get bogged down on the symptom when the root cause is the issue.
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Gobtar
Posts: 815

Re: WE and WHs changes made the game booring any fixes?

Post#189 » Sat Feb 21, 2026 7:20 pm

Also my shaman's name is Gobtar. I don't know why it matters, but if you want I am sure you can catch my stream and watch me heal sometime #RivetingGameplay

or do you want me to summon people that will say that I am hard to kill or a good healer? If you are so keen of an appeal to authority, perhaps you will note my name might hold some other hidden significance.
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Sever1n
Posts: 524

Re: WE and WHs changes made the game booring any fixes?

Post#190 » Sat Feb 21, 2026 8:03 pm

Nubers of healing are big now, but people are a lot squishier than before. Parry patch, armor patch took its toll and people taking a lot more damage, and if heals freecasting - numbers looking indeed huge. Only thing i dunno what to think about is lvl of absorbes RP and Zeal genereate now, they are insane. But still theres a lot more oportunities to kill people than before, i remember those stalemates where parry blob just spam aoe into each others faces and have 1 kill per 20min. Theres a lot oportunities to disrupt heal lines without even kiling heals, but only normal people with brain practice it, so its a rare sight. I cant agree healing in todays meta OP, its just looks like it because u pump more healing in those empty baskets without parry and armor, but they still manage to die quick. Good assist, normal burst, taunts, cast icreasers, healdebuffs, ap drain, punts, stakes, well placed cc can make healers life quite awfull, but most people just face roll aoe buttons and give backline freecasting then looking on basilion healing numbers and think healing is busted.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

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