Maybe a nerf sledgehammer to WE isnt a good idea?

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M0rw47h
Posts: 1115

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#11 » Mon Jul 27, 2026 12:38 pm

hordak774 wrote: Mon Jul 27, 2026 11:48 am WH have only BAL, which dont have burst potential (its hit around 400-500 per tick) !
It hits harder thru detaunt...

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Shogun4138
Posts: 322

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#12 » Mon Jul 27, 2026 2:51 pm

What finishers do WEs have that are effective? Or even worthwhile?

RA.. 5ft channel and weak
OYK.. more utility than anything
Puncture.. historically weak
WB.. boring and basically equivalent to BAL
SaC.. cant count the times it's been nerfed. Mediocre but need to slap something besides AW

Our low armor just takes one debuff and we are pretty much armor less.
Pounce... Well at least it's not just popcorn WL using it.

Stealth timer reduced, this will just add down time for WE/WH players. I get why people want this. They will have the advantage to pre hot, pre cc, and in general a massive edge. My opinion but roll WEs back to pre mdps patch.
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh

Narfii
Posts: 67

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#13 » Mon Jul 27, 2026 3:07 pm

If stealth is going to be 30s it should have the tactic innately. Make the tactic apply to the whole group. Now you've balanced stealth AND provided group utility for the witch elf. As it is it doesn't appear the devs actually want to address why welf is bad in bands, just nerf it's solo play.

Stealth classes are utility control classes and yet the class has no aoe debuff, provides no group buffs, a very clunky slow, and no baseline interrupt that is indiscriminate of immunities.

Simply giving the class a couple mediocre aoe damage options and calling it a day is surface level game design. Hopefully the keep and campaign rework brings some depth to the otherwise shallow pool of lines of play you're really offered in the lakes.

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Amakusa
Posts: 149

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#14 » Mon Jul 27, 2026 4:55 pm

Stealth is still going to be better than the version we had on the live server.
Izual, Kyo, Notting, Innozenz <dirty chewbacca>
Feetz, Snusnu, Wingman, Engrimar, Soge, Iluv, Dunning <Holmgang>

abezverkhiy
Posts: 653

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#15 » Tue Jul 28, 2026 12:37 am

Amakusa wrote: Mon Jul 27, 2026 4:55 pm Stealth is still going to be better than the version we had on the live server.
Not sure where you see it better. Same duration, same cast, same cooldown. New stealth will be breaking on damage. Where do you see it better?

I think WHs and WEs will be taking Protection from Heresy and Enveloping Shadows respectively more often.

Our mobility and ability to slow down targets is poor as stated above. If we were able to 'sit' on a target better we would take these nerfs with lighter hearts.
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

Nauht
Posts: 59

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#16 » Tue Jul 28, 2026 4:08 am

Amakusa wrote: Mon Jul 27, 2026 4:55 pm Stealth is still going to be better than the version we had on the live server.
And?

Just because it was this way or that on live 13 years ago doesn’t really impact on how it is for RoR currently.

But it is what it is. I'll adapt with both my WH and WE and if I don't like it, I'll just play another class or game. /shrug.

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Amakusa
Posts: 149

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#17 » Tue Jul 28, 2026 8:31 am

abezverkhiy wrote: Tue Jul 28, 2026 12:37 am
Amakusa wrote: Mon Jul 27, 2026 4:55 pm Stealth is still going to be better than the version we had on the live server.
Not sure where you see it better. Same duration, same cast, same cooldown. New stealth will be breaking on damage. Where do you see it better?

I think WHs and WEs will be taking Protection from Heresy and Enveloping Shadows respectively more often.

Our mobility and ability to slow down targets is poor as stated above. If we were able to 'sit' on a target better we would take these nerfs with lighter hearts.
WE and WH had Weapons with "on hit" snare procc, in Ror we only have a snare procc on "beeing hit".
Bring Weapons back with this procc pls :9
Izual, Kyo, Notting, Innozenz <dirty chewbacca>
Feetz, Snusnu, Wingman, Engrimar, Soge, Iluv, Dunning <Holmgang>

abezverkhiy
Posts: 653

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#18 » Tue Jul 28, 2026 9:05 am

yeah, this would be good. so far I can only recall Penitence with "on being hit" proc
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

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salazarn
Posts: 339

Re: Maybe a nerf sledgehammer to WE isnt a good idea?

Post#19 » Tue Jul 28, 2026 9:38 am

Apart from the stealth duration nerf the changes are almost entirely justified.

Regen welf is incredibly obnoxious and makes people not want to roam, certainly not in 0-9 zones.

Honestly I wouldn't mind if welf/ wh got some buffs to 'total crap' talents to make up for it, but regen welf needed to be hit.

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