Avanos wrote: Fri Jun 19, 2026 9:15 pmExample:
An SW can EASILY beat a defensive WE if:
1. detaunt and heal through the WE opener
2. Whirling Pin then M1 Pointblank - this combo will leave the WE so far behind that their throwing daggers wont reach you
4. Takedown
5. Guerilla Training and Kite
GG any WE.
Now of course a skilled WE can take steps to mitigate this - but in general the SW will win or get away.
3. Guerilla Training Spam to run away + kite
Most WE's will have an easy time with most SW 1vs1, i would say free kills. Stealth is too powerful of a tool and WE's have way too much utility/tools at the moment which imbalances her. Never mind the def spec which is flawed game design ( looking at overpowered absorb tactic)
There are a few experienced, geared SW's around that probably could give an equally skilled/geared WE a good fight but those of us that can do this do not have patience to do that when WE's roam around in groups of +4 and gank everything in sight.
Truth is WE need a few well deserved balance adjustments and devs made a blunder by buffing them in the mdps patch. It's a toxic class atm in the lakes. WH is also toxic due to the Bal spec otherwise they are fine.
Avanos wrote: Fri Jun 19, 2026 9:15 pmExample:
An SW can EASILY beat a defensive WE if:
1. detaunt and heal through the WE opener
2. Whirling Pin then M1 Pointblank - this combo will leave the WE so far behind that their throwing daggers wont reach you
4. Takedown
5. Guerilla Training and Kite
GG any WE.
Now of course a skilled WE can take steps to mitigate this - but in general the SW will win or get away.
3. Guerilla Training Spam to run away + kite
Most WE's will have an easy time with most SW 1vs1, i would say free kills. Stealth is too powerful of a tool and WE's have way too much utility/tools at the moment which imbalances her. Never mind the def spec which is flawed game design ( looking at overpowered absorb tactic)
There are a few experienced, geared SW's around that probably could give an equally skilled/geared WE a good fight but those of us that can do this do not have patience to do that when WE's roam around in groups of +4 and gank everything in sight.
Truth is WE need a few well deserved balance adjustments and devs made a blunder by buffing them in the mdps patch. It's a toxic class atm in the lakes. WH is also toxic due to the Bal spec otherwise they are fine.
I disagree the burst spec was in a terrible state before the rework compared to wh.
FeelFreeToDie wrote: Fri Jun 19, 2026 3:48 pm
I have a questions to all WE players here. Do you think WE ok after mdps patch? You think class is over or underperforming and if so- what do you think need a buff or nerf? ;]
Personally i think dps we is fine. Def/regen is not, but thats the problem of def/regen builds in general, WE just have tools to make it strong :]
DPS WE got a bit of a nerf (IMO) with the re-arranging of skills on the skill tree.
Also, I seem to do less crit damage with skills like Agonizing Wound (I used to crit 2300+) despite having higher melee power.
Ruthless Assault is all but useless with the front facing targeting + 5 foot range. It gets cancelled after 1 or 2 hits.
Agile Escape seems to have delays - and doesn't feel like it works as well. I thought it may just be me - but a few other witch elves have also told me the same thing.
Def/Regen (at least my build - since I run less regen and higher str) was buffed and nerfed.
Buff - Witchbrew is now reliant on STR (slight buff for me) but still does around 250-300 damage per hit (so 1500-1800 damage total)
Nerf - Loss of movement speed buff from Elixir of Shadows to Elixir of Insane Power. Def/Regen cannot escape as well as it used to.
Double Pounce on Def is pretty meh.. The damage output of Defensive WE is relatively low compared to every other DPS. With proper de-taunt usage, a clear path of escape, understanding of strafe mechanics VS WH/WE Snap Shot or Throwing Dagger, use of CC (knockdowns, snares, stuns, punts) and flee/movement - it's quite easy to get away from one.
Example:
An SW can EASILY beat a defensive WE if:
1. detaunt and heal through the WE opener
2. Whirling Pin then M1 Pointblank - this combo will leave the WE so far behind that their throwing daggers wont reach you
4. Takedown
5. Guerilla Training and Kite
GG any WE.
Now of course a skilled WE can take steps to mitigate this - but in general the SW will win or get away.
3. Guerilla Training Spam to run away + kite
This literally the “wake up and realize you died at step 1” meme.
Re: Nerf WH/WE into the ground
Posted: Sat Jun 20, 2026 2:25 am
by Lescargo
Any witch elves here who agrees that a nerf would be fair ?
if yes, how it should be ?
Re: Nerf WH/WE into the ground
Posted: Sat Jun 20, 2026 5:02 am
by Farrul
Yellowemperor wrote: Sat Jun 20, 2026 12:12 amI disagree the burst spec was in a terrible state before the rework compared to wh.
Not sure what you disagree with when you don't provide counter points to my text, as for Burst spec i do not mind a glass cannon WE's per se except for a few things which are off balance( read below 1*).
Generally, WE need the reset pounce effect removed, one pounce is more than enough( arguably they should not have even this, stop copy WL stuff devs) for a class with stealth that has the element of surprise, they could gain 30ft back on RA like WH to get some semi range- melee stuff but the double pounce is retarded on stealth class. Absorb tactic ''adjusted'' to reasonable levels, long overdue.
''Burst'' 1*. Feinted position needs to stop affecting frontal armor penetration of Agonizing wounds( also WH torment). Hello devs wake up plz. With the WE tactic Swift Movement this now has a 20 sec CD and 10 sec uptime, this is ridiculous, why has it not been fixed? ( i would assume this is a bug introduced in the mdps patch).