WE/WH: What really went wrong
Re: WE/WH: What really went wrong
So to make things clear. WE and WH are not the same and are not on the same power lvl. This post mentions WH and WE but all I see is complains about WE. It is not the Stealth that is the problem but the deftrad regen spec and strong abso tactic that makes it hard to kill. It is not rly op but WB blobtards don't know how to fight it. WH on the other hand does not have the same tools and should not be mentioned in crybaby discussions like this.
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Re: WE/WH: What really went wrong
Believe it or not but there is still people who think it's not enough :>ravezaar wrote: Fri Apr 24, 2026 12:05 pm WE is on the lvl where Slayer with full Rampage was 5y ago and SW when BHA stacked. Thats how broken it is currently. Either reduce its dmg but better sort out the tool set it has.
WE currently is --- jack of all trades master of many
- Sinisterror
- Posts: 1312
Re: WE/WH: What really went wrong
This is what happens when you take away every unique/powerful ability and/or mirroring it on class that never should have it(Charge for Wh/We is good example - Adding Shield to Dok/Wp is even more insane imo) if not taking the best skills away, they are nerfed to meh like lvls.
In more fundamental game mechanics kind of a way; what went wrong is that RoR changed the combat formula's and made the game 20-25% Slower and this is the biggest reason why healers feel OP even though they can heal/cleanse 6 people per gcd. But you can hit 24 people at the same time. Healers and tanks were not designed to take this amount of dmg. Guard and Grp Heals are designed with 9 aoe cap not 24. So healers definetely aint the problem. Fix GCD back to 1.15s and bring old combat formulas back with 1.4.8 baseline and RoR is Fixed : D
https://imgur.com/a/warhammer-online-ao ... ms-dErmlAx
https://imgur.com/a/warhammer-online-it ... ck-NY9bkl7
Both have perfect examples of the differences=)
also below is duel with rr70-80 zealot and my rr 43 WH in 2023 and only heal thing i have is bullet tactic
https://imgur.com/a/warhammer-online-ro ... ot-87AnRvc After Patch Wh got 30ft Spirit dmg direct hit+5s dot, Burn Heretic was changed to AOE SPIRIT DMG Dot, So now Baseline WH has 4 things that are magical dmg and base We has 3. We can spec to Witchbrew to make it 4 but my point is that WH is more fluid and feels much better to play, and besides 1 Bal Does alot more dmg than 1 SS - you could take the snare away from this skill actually should take it off and change the skill back to 1-5 frenzies gives 10-50% AA dmg for 10sec.
That is the second RoR AA dmg Buff added to the game after SW Assault Stance added 65% AA dmg. Its a shame either of the 1st or 2nd AA dmg buff exist anymore even though they made most sense + they have copy pasted AA Dmg buff to like 4-5 classes
In more fundamental game mechanics kind of a way; what went wrong is that RoR changed the combat formula's and made the game 20-25% Slower and this is the biggest reason why healers feel OP even though they can heal/cleanse 6 people per gcd. But you can hit 24 people at the same time. Healers and tanks were not designed to take this amount of dmg. Guard and Grp Heals are designed with 9 aoe cap not 24. So healers definetely aint the problem. Fix GCD back to 1.15s and bring old combat formulas back with 1.4.8 baseline and RoR is Fixed : D
https://imgur.com/a/warhammer-online-ao ... ms-dErmlAx
https://imgur.com/a/warhammer-online-it ... ck-NY9bkl7
Both have perfect examples of the differences=)
also below is duel with rr70-80 zealot and my rr 43 WH in 2023 and only heal thing i have is bullet tactic
https://imgur.com/a/warhammer-online-ro ... ot-87AnRvc After Patch Wh got 30ft Spirit dmg direct hit+5s dot, Burn Heretic was changed to AOE SPIRIT DMG Dot, So now Baseline WH has 4 things that are magical dmg and base We has 3. We can spec to Witchbrew to make it 4 but my point is that WH is more fluid and feels much better to play, and besides 1 Bal Does alot more dmg than 1 SS - you could take the snare away from this skill actually should take it off and change the skill back to 1-5 frenzies gives 10-50% AA dmg for 10sec.
That is the second RoR AA dmg Buff added to the game after SW Assault Stance added 65% AA dmg. Its a shame either of the 1st or 2nd AA dmg buff exist anymore even though they made most sense + they have copy pasted AA Dmg buff to like 4-5 classes
Last edited by Sinisterror on Fri Apr 24, 2026 1:39 pm, edited 2 times in total.
"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
Re: WE/WH: What really went wrong
I think it's because complaints about WH is the same : BaL damage and repel problems. WE just recently (5 months is recently yes) got buffs so its a fresh wound :>Slowbro wrote: Fri Apr 24, 2026 1:07 pm So to make things clear. WE and WH are not the same and are not on the same power lvl. This post mentions WH and WE but all I see is complains about WE. It is not the Stealth that is the problem but the deftrad regen spec and strong abso tactic that makes it hard to kill. It is not rly op but WB blobtards don't know how to fight it. WH on the other hand does not have the same tools and should not be mentioned in crybaby discussions like this.
Re: WE/WH: What really went wrong
Dps doks can do crazy single target damage and don't have the 50% armor debuff of red choppas. Mara is without a doubt very good dps too. I wouldn't say that choppas are behind in damage. Maybe they do even a bit more but they have less survivability. Getting knocked down while red and not being able to drop rage really hurts when an assist train is on you.Sever1n wrote: Fri Apr 24, 2026 11:21 am Dps dok better than choppa/mara? 2h worse than dual wield? Hats dont have dual wield?
2h worse than dual wield?
Well, kind of. You get more procs with it from weapon/kisses/doks/sorcs. Getting parried hurts less and you get that nice parry bonus. The 2handers on the other side have more front-load, higher crits, parry strike through bonus but missing hurts and it procs less. Id say the winner is dual wield here.
Hats dont have dual wield?
They are kinda hybrid, right. Parry bonus from dual wield but actually no off-hand swings. Correct me if I'm wrong. Anyway, they don't have the off-hand auto swings and therefore less procs.
- Sinisterror
- Posts: 1312
Re: WE/WH: What really went wrong
Witch hunters AA works exactly like every Melee dps dual wielding! Always has so around 46% Chance offhand to proc from Mainhand AA
"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
Re: WE/WH: What really went wrong
ok, thanks for clarification. What's the fastest WH weapons? I think WEs have faster daggers, giving them still the edge on procs.Sinisterror wrote: Fri Apr 24, 2026 2:19 pm Witch hunters AA works exactly like every Melee dps dual wielding! Always has so around 46% Chance offhand to proc from Mainhand AA
- Sinisterror
- Posts: 1312
Re: WE/WH: What really went wrong
Well the wpn changes affected everyone's WPN speed and all are made a bit faster and the 2.8-3.2s speed Good 1h wpns are gone. And Welf wpns used to be all 1.x for the proc advantage, though WH had 50% AA haste tactic back when it was literally 50% so 2.4s became 1.2s not 1.8s like after changes to how AA haste works, because Tyrant had 25% AA haste and Keeper had 25% AA haste and everyone who had 50% haste tactic got 100% Speed and could just right click enemy to instant death : D Lvl 29 3.7s speed wpn i did 1900-2000+ AA crits to Light Armor targets with 880 armour debuff + 50% ARP Bleeding Edge tactic and med armor targets 1-1.2k AA dmg crits with rr 50 welf when Sac Stab gave that AA dmg buff : Dlumpi33 wrote: Fri Apr 24, 2026 2:33 pmok, thanks for clarification. What's the fastest WH weapons? I think WEs have faster daggers, giving them still the edge on procs.Sinisterror wrote: Fri Apr 24, 2026 2:19 pm Witch hunters AA works exactly like every Melee dps dual wielding! Always has so around 46% Chance offhand to proc from Mainhand AA
"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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Re: WE/WH: What really went wrong
Crazy single target damage from dok? Really?
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
Re: WE/WH: What really went wrong
st clases where good when aoe was 9targets not 24. u atleast has 1 st grp for killing targets with 9aoe. now just spam aoe.
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