Nerf WH/WE into the ground

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Farrul
Posts: 853

Re: Nerf WH/WE into the ground

Post#201 » Sat Jun 20, 2026 11:01 am

FeelFreeToDie wrote: Sat Jun 20, 2026 10:49 amWhen i just start playing RoR i was thinking this is a bug and making bug report- devs said "work as intended", so everything fine :]

P.S. its also make flanking tactic work from every position.

P.S.S. what have i done xD
It stands to reason this shouldn't be a feature on a 100% armor pen, spammable attack, its truly sad if they said that because it proves balance is not a priority then in RoR. I hope this isn't the case.

Conditional requirement on these skills are there for a reason.

With Swift Movement synergy this is busted beyond belief, how could anyone argue.

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Krima
Posts: 662

Re: Nerf WH/WE into the ground

Post#202 » Sat Jun 20, 2026 12:12 pm

Farrul wrote: Sat Jun 20, 2026 11:01 am
FeelFreeToDie wrote: Sat Jun 20, 2026 10:49 amWhen i just start playing RoR i was thinking this is a bug and making bug report- devs said "work as intended", so everything fine :]

P.S. its also make flanking tactic work from every position.

P.S.S. what have i done xD
It stands to reason this shouldn't be a feature on a 100% armor pen, spammable attack, its truly sad if they said that because it proves balance is not a priority then in RoR. I hope this isn't the case.

Conditional requirement on these skills are there for a reason.

With Swift Movement synergy this is busted beyond belief, how could anyone argue.
Working as intended. It's been like that for 20+ years.

The stat buff isn't that great. It doesn't stack with the PA buff or the Triumph buff. Initiative also doesn't stack with Kiss of Agony or the Victorious buff, since anyone playing this class and going up the Treachery tree would use Kiss of Agony anyway.

You do know that anyone can parry or block attacks from the front, right? Good players always try to stay behind their opponent, no matter what. With how easy it is to get parry these days, this skill is very overrated.

In all these years, both on the forums and in-game, you're the only person I've seen complain that Swift Movements is OP. Every WE knows how the tactic works, yet somehow you've convinced yourself that it's godlike and overpowered.

Sure, report it or ask for a nerf. :roll:

Not a single WE is using this tactic because of the stat buffs, whether they stack or not.
Krima -
1.347 Solo Ranked games played. :?

lumpi33
Posts: 569

Re: Nerf WH/WE into the ground

Post#203 » Sat Jun 20, 2026 1:33 pm

Krima wrote: Sat Jun 20, 2026 12:12 pm
Farrul wrote: Sat Jun 20, 2026 11:01 am
FeelFreeToDie wrote: Sat Jun 20, 2026 10:49 amWhen i just start playing RoR i was thinking this is a bug and making bug report- devs said "work as intended", so everything fine :]

P.S. its also make flanking tactic work from every position.

P.S.S. what have i done xD
It stands to reason this shouldn't be a feature on a 100% armor pen, spammable attack, its truly sad if they said that because it proves balance is not a priority then in RoR. I hope this isn't the case.

Conditional requirement on these skills are there for a reason.

With Swift Movement synergy this is busted beyond belief, how could anyone argue.
Working as intended. It's been like that for 20+ years.

The stat buff isn't that great. It doesn't stack with the PA buff or the Triumph buff. Initiative also doesn't stack with Kiss of Agony or the Victorious buff, since anyone playing this class and going up the Treachery tree would use Kiss of Agony anyway.

You do know that anyone can parry or block attacks from the front, right? Good players always try to stay behind their opponent, no matter what. With how easy it is to get parry these days, this skill is very overrated.

In all these years, both on the forums and in-game, you're the only person I've seen complain that Swift Movements is OP. Every WE knows how the tactic works, yet somehow you've convinced yourself that it's godlike and overpowered.

Sure, report it or ask for a nerf. :roll:

Not a single WE is using this tactic because of the stat buffs, whether they stack or not.
Maybe it is. That makes however the Swift Movement tactic VERY powerful and doesn't explain why there are +300 stats on it without any drawback.

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Sever1n
Posts: 613

Re: Nerf WH/WE into the ground

Post#204 » Sat Jun 20, 2026 3:27 pm

Weaponskill buff is a joke when every 20sec u can have series of armor ignoring facestabs. Just little bonus for autos. Wes can ignore WS stat entirely, series of dots and wb magick, aw and sacrificial basically pure. WEs have 1 spare slot where they can put it, but dont think they even need it. Only build WE need ws is aoe, but nobody need aoe WE. Teoretically both classes should need WS to work as melles against armor, but WE for some reason can ignore that completely, WH partially. Other melle classes usually go ws talis and slot str tactic when WE can have extra slot. Thats one tiny part why WE broken atm. But again theres no balance to begin with, so why bother.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

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anaxandus
Posts: 14

Re: Nerf WH/WE into the ground

Post#205 » Mon Jun 22, 2026 8:46 am

Weaponskill is not the issue with this absolute vermin of a broken class. In the year of 2026 there exists a class that has ZERO faults. ALL REWARD, NO PAY. Each and every other class has a risk to die when we leave the warcamp, but not this broken piece of excrement. Every class faces possible death when engaging the enemy, except this cancer. Nothing. Zero. Zilch.
And someone made it this way. And someone keeps it this way.
Only question is is the dev in charge incompetent or malicious. I'd go with latter.

rorswar
Posts: 84

Re: Nerf WH/WE into the ground

Post#206 » Mon Jun 22, 2026 10:09 am

anaxandus wrote: Mon Jun 22, 2026 8:46 am Weaponskill is not the issue with this absolute vermin of a broken class. In the year of 2026 there exists a class that has ZERO faults. ALL REWARD, NO PAY. Each and every other class has a risk to die when we leave the warcamp, but not this broken piece of excrement. Every class faces possible death when engaging the enemy, except this cancer. Nothing. Zero. Zilch.
And someone made it this way. And someone keeps it this way.
Only question is is the dev in charge incompetent or malicious. I'd go with latter.
Weapon skill isn’t the sole issue, but it’s one of the many issues that all stack up into creating a situation is unsustainable.

I mean, my aSW has to stack all WS and full renown points in WS, as otherwise I hit like a wet noodle. Sure, I could take the tactic for armour bypass, but that’s for one ability only, which has a 5s Cd and is also situational unless I pop VoN.

I’d love to use all my talis and RR points so spec defensively. It’s insane.

The big problem though is stealth + toolkit + damage + disengage.

Having stealth is HUGE. Try roaming as a non-stealth class. Unless you’re a dot dot dot rDPS healer, it’s incredibly rough.

Then having a KD with good burst as an opener, on someone who can’t see you, puts you at an immediate masssive advantage. And if that person tries to get away with 30% health, just pounce pounce and keep going. And if things really go against you, self punt with stagger and disappear.

Sure, it may not always work like that, but they got the option if they play it well.

I love the theory crafting about how a SW can easily kite WEs. Sure, Guerilla Training helps but with all the tools WEs have these days, it really isn’t as easy as it looks like on paper. I’d love to see some videos of WEd playing an SW to showcase it.

Even then, a SW can’t truly disengage as - guess what - he remains visible, unlike a WE who can just enter stealth again, and unless you get lucky with an AOe hit is just truly gone.

Engage at will.
Do good damage with an amazing toolkit.
Disengage at will.

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anaxandus
Posts: 14

Re: Nerf WH/WE into the ground

Post#207 » Mon Jun 22, 2026 12:18 pm

Honestly that six seconds stun is putting me into murderous rage. Cant leave warcamp without stumbling into groups of witches who abuse stealth. I play this game in sessions cause imbalances drive me crazy but this time its just too much. Only reason im sticking right now is to try out a build with triumphant ring, and then im gone forever. Fk this "balance". Im sick and tired of witches and sick and tired of pulls through the wall.

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sharpblader
Posts: 317

Re: Nerf WH/WE into the ground

Post#208 » Mon Jun 22, 2026 4:02 pm

Lescargo wrote: Sat Jun 20, 2026 2:25 am Any witch elves here who agrees that a nerf would be fair ?


if yes, how it should be ?
I would like to see the following changes that I believe would make most of us stinky solos happy:

WE
- Witchbrew: Reduce number of procs from 6 to 5, 1 for each bloodlust and make it last only 20-30 seconds instead of 60 seconds to reduce the pre-stacking cheese
- Sacrifices Rewarded: When compared to emperor's ward, this tactic absorbs more only if the enemy crit rate is 25% or greater. If reduced from 600 to 560 it will be on par with the 375 absorb tactic at 25% crit. (Why 25% crit? I assume this is the new median % in the lakes. Was probably lower earlier as crit% was harder to come by)
- Shadow Leap: Prevent this from critting or change it so that it applies slow only on crit.

WH
- Atonement: Reduce bonus crit from 25% to 15%. Its currently too powerful at 4+ accusations.
- Exit Wounds: In the list of debuffs, add all resist debuff of 50/70/95/100/120

Some other notes:

BG/IB
- Return of Bolstering Anger and GnM

Slayer/Choppa
- Removal of debuffs in yellow

All Tanks for parity
- Channels only while wielding 2h

RP/ZL
- Not sure about this one, but prevent toggle while in combat

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