Maybe a nerf sledgehammer to WE isnt a good idea?
Posted: Mon Jul 27, 2026 12:00 am
In groupplay, the WE already greatly underperforms vrs WH, with it's finishers doing waaaayyy less damage. Sac stab only does 1k damage or so with str cap, while the WH equivalent does around 4k. Burn heretic does much more damage and does spirit damage compared to blade spin. This change will only exacerbate thatThe priority of balancing in Return of Reckoning is set around group play, meaning any number from 6 all the way up to large scale fights in RvR. However, if we can improve balance for smaller numbered fights without negatively affecting group balance, we are willing to do so. Hence you will find a couple changes to Witch Elf and Witch Hunter specifically aimed at that. The nerf to Sacrificial Stab is aimed also at group play.
- Shadow Leap: Cooldown now resets on Killing Blow instead of resetting on stealth.
- Shadow Prowler: Now has a maximum duration of 30s. When you are hit 10 times while in Stealth, you will lose Shadow Prowler.
- Witchbrew: Duration reduced from 60 to 30 seconds.
- Sacrifices Rewarded: Internal cooldown increased from 3 to 6 seconds.
- Kiss of Doom: Now reduces the damage of your Kisses by 50%, but heals for 200% of the damage dealt.
- Sacrificial Stab: Armor Penetration now scales with Bloodlust from 20-40-60-80-100% with 1 to 5 Bloodlust. Now always snares the target for 40% for 5 seconds. Base damage reduced from 131-175-220-262-307 to 131-161-195-228-262 damage for 1-5 Blood Lust.
Are you sure sac stab needs a nerf for group play? It commonly hits players with my BiS WE for around 1.5k in total, and the most Ive ever seen it do is 3k in total with the lucky 2x crit and full procs on a zero toughness slayer. WH accusation does a lot more then this, each tick can be more then sac stab and the target commonly even dies before it's big hit ha
Perhaps taking a sludgehammer approach to the WE isnt called for and more moderate nerfs are in order? Can sac stab be left alone, and we can see how WE does with the other massive changes to the class 1st? The nice snare is what WE gets in exchange for the massive damage reduction compared to the WH equivalent, I really think it should be left as it is, it's an expensive skill to spec into
It was the common consensus, mirrored from my experience, that it was the solo def WE that was an issue, and the DPS spec WE for organized play was just an inferior, albiet serviceable WH that trades a lot of damage for some utility.
Can WE also get flowing accusations from the WH? WH has gotten some big WE stuff(Improved pain..), and with WE's great defensive tactic getting mega nerfed, maybe the WE can get something nice