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WE and WHs changes made the game booring any fixes?

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CeeJay89
Posts: 273

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

Post#221 » Tue Feb 24, 2026 11:17 am

nat3s wrote: Tue Feb 24, 2026 6:36 am
CeeJay89 wrote: Tue Feb 24, 2026 2:00 am
salazarn wrote: Mon Feb 23, 2026 7:42 pm

Dot healer are definately depressing. They are like a fun tax on people playing actual classes.

As to why people hate regen welfs. I would say because you dont expect it from them. A stealth assasin shouldn't be a tank. Also because with double heal debuff / toughness / wounds debuff they can kill healers in a tank spec
People's problem with WE/WH in general is stealth. There's no rhyme or reason for detection, and nothing breaks it. If they even just let them flicker visible when hit while stealthed, it at least wouldn't feel so bad.

Regen WE is annoying, but honestly the biggest issue with WE right now, and why people hate it, isn't regen but the sticking power. You can't kite a WE anymore. You can't run away. If they pop on you and you can't 1v1 or get help, you have no recourse. You can snare, you can root, you can knockback, you can knockdown, but it won't help because they have Fleet-footed to counter root and snare, they have unconditional pounce with snare attached to counter the knockback and most knockdowns, and if you manage to create any distance then, they can still use Elixir of Insane Power to chase. And if they really want to catch you they can use Elixir of Shadows and pounce again. There is NO answer to them except to...blob up or be specialized for dueling a 1v1.

It's not like being outsmarted by any other class where they hide and get the jump on you. WE gets ALL the tools plus some that every other dps gets... but doesn't have to use any of them to engage the target like the other dps would.

And yet I specifically hunt them on my AM, RP and WL. If you spec for solo centric play, a glass cannon WE is an easy fight to win. Def WE is harder, but still loses to other classes def specs.
Ah, yes...the "if you play these 3 classes in these specific setups" argument. Nobody cares. Not everyone wants to play a DPS RP, DPS AM, or def WL. You're just proving everyone's point.

DPS Zealots and Shamans can also be a menace to deal with, but nobody's complaining about them to the same degree because there are answers in every class in every spec to either avoid them or get away from them.

The ONLY way to avoid or get away from a WE is to either a) travel with the blob, b) stay within range of a keep or warcamp or c) don't play the game.

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Sever1n
Posts: 532

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

Post#222 » Tue Feb 24, 2026 1:09 pm

salazarn wrote: Tue Feb 24, 2026 10:46 am
Sinisterror wrote: Tue Feb 24, 2026 10:20 am
Are you calling mods to help lock this thread because YOU made yourself look like a fool? Everybody sees through this man, you are the one who does what you claim others do : D And if you srlsy need help to figure out the WH spec its probably close this RoR.builders - Witch Hunter
Missing 160 str tactic and 260 stats from tri. /shrug.
Its old absospam build, they taking penetration from constant circling 2skill and abso from blessed blade, combo tactic generating ability to shoot series of 30ft absos you are lucky. Not the best results pre patch on dummy in terms of burst, devs also redused dmg of low combo finishers in this prob to prevent exactly such use. It tie you to 1st tree, dont fix any troubles WH with kiting and takes pretty long time to utilise in terms of gcd, can be efective in semi contact style prolonged figths against melees, but theres question why do you need it when can just pop feints and start spam torments into second bal or create morale advantage trough DG. I was asking just of curiosity how build looks in killboard after patch, but Sini decided that its beyound my reach and calling me fool, showing his arrogance.

Farrul showed problem in detail, but they keep making smokescreen for WEs problem over and over trying to drown topic in ctrl+c with addition of trowing dirt in people. Usually when it comes to this on 20 pages topic is dead and start to smell. Wich is currently hapening.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

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Sinisterror
Posts: 1276

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

Post#223 » Tue Feb 24, 2026 1:29 pm

Sever1n wrote: Tue Feb 24, 2026 1:09 pm
salazarn wrote: Tue Feb 24, 2026 10:46 am
Sinisterror wrote: Tue Feb 24, 2026 10:20 am
Are you calling mods to help lock this thread because YOU made yourself look like a fool? Everybody sees through this man, you are the one who does what you claim others do : D And if you srlsy need help to figure out the WH spec its probably close this RoR.builders - Witch Hunter
Missing 160 str tactic and 260 stats from tri. /shrug.
Its old absospam build, they taking penetration from constant circling 2skill and abso from blessed blade, combo tactic generating ability to shoot series of 30ft absos you are lucky. Not the best results pre patch on dummy in terms of burst, devs also redused dmg of low combo finishers in this prob to prevent exactly such use. It tie you to 1st tree, dont fix any troubles WH with kiting and takes pretty long time to utilise in terms of gcd, can be efective in semi contact style prolonged figths against melees, but theres question why do you need it when can just pop feints and start spam torments into second bal or create morale advantage trough DG. I was asking just of curiosity how build looks in killboard after patch, but Sini decided that its beyound my reach and calling me fool, showing his arrogance.

Farrul showed problem in detail, but they keep making smokescreen for WEs problem over and over trying to drown topic in ctrl+c with addition of trowing dirt in people. Usually when it comes to this on 20 pages topic is dead and start to smell. Wich is currently hapening.
I implied your own actions/words make you look like a fool theres a difference. Besides ive said for long that WE/WH shouldnt have Any charge like ability because it gives them one of only mdps skills because stealth tradeoff is that good they feel op and easy and this new tactic that gives We 20% Movement speed + hot in stealth should obviously be removed.
"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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Sever1n
Posts: 532

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

Post#224 » Tue Feb 24, 2026 1:39 pm

Sinisterror wrote: Tue Feb 24, 2026 1:29 pm I implied your own actions/words make you look like a fool theres a difference
Happy of your personal opinion. Dont care about it, though.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

Ksekwlothreftis
Posts: 14

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

Post#225 » Tue Feb 24, 2026 2:10 pm

I would consider reverting Elixir of Shadows, Elixir of Insane Power, Ruthless Assault and Slice into their prepatch versions and instead make Envenomed Blade the aoe spammable, and of course move Blade Spin into middle tree, since it literally doesn't have any finishers right now xD. That will fix the complain about WE only requiring strength to build.

I'd argue removing the pounce reset is ok aswell but making pounce build a finisher point instead.

I would also recommend that Puncture gets a secondary effect to make it worthwhile using, as of right now the ability is garbage. I would also like Witchbrew to be able to crit at the very least, with the caveat of reducing its damage a bit.

Most of the tactics offered by the trees are also terrible and in dire need of reimagining.

As for the debuffs provided by Wracking Pains and Heart Render Toxin, I couldnt care less if they got reduced, the only value u get from them is only in a group environment where none else can provide a toughness debuff or a wounds debuff. For solo glass builds u will get better results with using Knockdown and auto attack straight from stealth rather than Heart Render Toxin (I am unsure if the damage from autoattacks gets wasted). The risk of a detaunt, punt or knockdown outweighs the wounds debuff in my eyes.

I still cannot believe that people demand damage nerfs because of the defensive spec of the class, but I'm not bothering...

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