Nerf WH/WE into the ground

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Avanos
Posts: 116

Re: Nerf WH/WE into the ground

Post#101 » Thu Jun 11, 2026 5:03 pm

I think the solution here is for the people who don't understand WE/WH mechanics is to roll one and play it for a week or two.

Then come back and post about it.

I invite you all to do this.
I'm Veretta... Maybe...

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lumpi33
Posts: 540

Re: Nerf WH/WE into the ground

Post#102 » Thu Jun 11, 2026 6:36 pm

Grafzahl1111 wrote: Thu Jun 11, 2026 2:27 pm No, WH has ranged attacks, which is why WE got Pounce. WE lost all range on their finishers, so they were given Pounce instead..
I can't remember who introduced the ranged finishers for WE, whether it was late WAR or a ROR thing.

Fact is, in the initial WAR version WEs had no range on finishers. Ofc not, they are a melee class. WHs had it because they are using a gun.

So basically they got a compensation for something they shouldn't have in first place.

They didn't even remove all range from their finishers. Their knock down attack for example is still ranged which is kind of ridiculous.

BTW: have you compared the M2 morales between the mdps classes?

WL: 1200 damage IN A LINE in front of you, 65ft
WH: 1200 damage IN A LINE in front of you, 65ft
Mara: 1200 damage TO ALL in front of you, 40ft
WE: 1200 damage TO ALL in front of you, 65ft

Find the mistake. Hint: WE has of course the best one. 65ft to everybody in front is like the whole lord room.

Now compare that with BW and SORC m2:
BW: 1200 damage 25ft radius around you.
SORC: 1200 damage 25ft radius around you.

So as a squishy cloth wearing class with zero defense you have the least range and have to jump right in the middle of everybody to do damage, while the mdps have more range than the rdps classes.

It should be the other way around. mdps 25 range or radius and rdps 40 or 65ft range.

Nelly74
Posts: 155

Re: Nerf WH/WE into the ground

Post#103 » Thu Jun 11, 2026 7:09 pm

The armor / toughness / regeneration WE build clearly needs a nerf. It's been completely ridiculous for far too long. The developers should finally open their eyes to this bad joke.
A guildmate of mine, who openly describes himself as an average player, can win 1v2 fights without even really knowing how to use his class abilities properly.
Meanwhile, some classes get absolutely hammered, like the Slayer, while others can practically roll their faces across the keyboard and still come out on top without much effort.

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Sever1n
Posts: 606

Re: Nerf WH/WE into the ground

Post#104 » Thu Jun 11, 2026 7:32 pm

2h bg already extinct or some still enjoy "uniq dev vision of class"?)
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

eigner93
Posts: 118

Re: Nerf WH/WE into the ground

Post#105 » Thu Jun 11, 2026 8:22 pm

Sever1n wrote: Thu Jun 11, 2026 7:32 pm 2h bg already extinct or some still enjoy "uniq dev vision of class"?)
There is a lovely guy named Skrodius, who tries to make it work without using all the random defensive bullshit like regen and parry.

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anaxandus
Posts: 10

Re: Nerf WH/WE into the ground

Post#106 » Fri Jun 12, 2026 9:21 am

Nerf witches? Cmon now, this dps/assasin/mage/tank class is vastly underpowered and totally not overloaded with mechanics and dmg numbers. And if you complain about it, you are just mad bruv
//sarcasm off

Cullenn
Posts: 7

Re: Nerf WH/WE into the ground

Post#107 » Fri Jun 12, 2026 9:36 am

I agree, but WE is way more broken than WH, they can engage/disengage at will, they can use flee and use the skill that punt themselves away while using flee, they regen way too much. It's litrally a broken class so all these saying that's a skill issue or run away when getting beaten because are weak cowards, or group up and run away when dying. That's all what WE players are.

Shogun4138
Posts: 289

Re: Nerf WH/WE into the ground

Post#108 » Fri Jun 12, 2026 11:47 am

It is definitely a skill issue as everything can be stopped or countered.

Nothing more nothing less.
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh

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rorswar
Posts: 76

Re: Nerf WH/WE into the ground

Post#109 » Fri Jun 12, 2026 12:40 pm

Shogun4138 wrote: Fri Jun 12, 2026 11:47 am It is definitely a skill issue as everything can be stopped or countered.

Nothing more nothing less.
Like it was a skill issue when WL or DPS AM/Shaman were grossly overpowered and there were endless forum threads about them?

I'd say it's a skill issue if you're reliant on an OP toon to be carried.

Nothing more nothing less.

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Avanos
Posts: 116

Re: Nerf WH/WE into the ground

Post#110 » Fri Jun 12, 2026 4:55 pm

rorswar wrote: Fri Jun 12, 2026 12:40 pm
Shogun4138 wrote: Fri Jun 12, 2026 11:47 am It is definitely a skill issue as everything can be stopped or countered.

Nothing more nothing less.
Like it was a skill issue when WL or DPS AM/Shaman were grossly overpowered and there were endless forum threads about them?

I'd say it's a skill issue if you're reliant on an OP toon to be carried.

Nothing more nothing less.

Yes, because there were still counters to these classes.

People are either:
1. Too lazy to figure it out
2. Not competent enough to figure it out (which is ok!)
3. Trying to fight these classes that build for solo spec as a warband specced character


To give some context - right now my build has a very difficult time countering DPS RP.
I specifically build for 1v1 melee fights.

Now I could easily build to counter DPS RP.. Is it worth it?
No, not really - I do not run into them often enough to warrant running a specific build for it.
Solution?

Play carefully around DPS RPs - or only engage when I know that they are in a tough spot themselves. Sometimes my goal isn't even to kill one - but to put them into a situation where they are taken out of combat (boot them into a PVE zone where its a long run back - Dragonwake) or hinder them so that other destro forces can take them out.

Its called strategy.
I'm Veretta... Maybe...

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