* Shadow Leap: Cooldown now resets on Killing Blow instead of resetting on stealth.
Agreed! This is a well-deserved change. Resetting the cooldown upon entering stealth was very unusual and particularly frustrating for ranged classes.
* Shadow Prowler / Incognito: Now has a maximum duration of 30 seconds. When you are hit 10 times while in stealth, you will lose Shadow Prowler.
Is there no room for a more moderate adjustment? I think 40 or 45 seconds would be a safer number. Whenever something is nerfed or buffed, the value seems to be either doubled or cut in half. It went from 30 to 60 seconds and now from 60 back to 30. Could we try 40 or 45 seconds instead?
* Witchbrew: Duration reduced from 60 to 30 seconds.
The same reasoning applies here. I would suggest reducing the duration to 40 or 45 seconds rather than cutting it in half.
* Sacrifices Rewarded: Internal cooldown increased from 3 to 6 seconds.
I do not see anyone using this after the change. As I mentioned above, buffs and nerfs often seem to involve either doubling or halving values, which is also the case here.
If everyone agrees that this tactic is currently overpowered, what would be a reasonable cooldown that still makes people consider whether it is worth using? At six seconds, there is no way anyone will spend a tactic slot on a 600-point absorb that can only trigger once every six seconds.
In my opinion, 4.5 seconds would be a safer value. I am not sure whether the client supports adjustments in half-second increments. If it does not, either four or five seconds would be more reasonable.
* Kiss of Doom / Sanctified Bullets: Now reduces the damage of your Kisses/Bullets by 50%, but heals for 200% of the damage dealt.
Agreed! This seems fair: reduce the damage of the procs while maintaining approximately the same amount of healing.
* Sacrificial Stab: Armor Penetration now scales with Bloodlust from 20-40-60-80-100% with 1 to 5 Bloodlust. Now always snares the target by 40% for 5 seconds. Base damage reduced from 131-175-220-262-307 to 131-161-195-228-262 damage for 1-5 Bloodlust.
I do not think the armor penetration should scale with Bloodlust. It would be better to retain the full armor penetration and adjust the damage values instead. At the moment, a single Agonizing Wound outperforms Sacrificial Stab when used with one to three Bloodlust.
From what I saw on the PTS, the ability's armor penetration does not stack with your existing armor penetration from Weapon Skill, Bleeding Edge, or Elixir of Insane Power. By making the armor penetration scale and also reducing the base damage, Sacrificial Stab becomes very weak at one to three Bloodlust and simply is not worth using.
As for the snare, that is the part that should scale with Bloodlust—for example, a duration of 2/4/6/8/10 seconds.
My proposal: Keep 100% armor penetration and use the new damage values of 131/161/195/228/262 for one to five Bloodlust. Make the snare duration scale with Bloodlust instead.
* Atonement: Critical hit chance bonus on Burn Away Lies reduced from 25% to 15%. Critical hit chance bonus remains 25% for Absolution.
I do not play my Witch Hunter often enough to give an informed opinion on this change. Feedback from more experienced Witch Hunter players would be helpful.
[PTS] WE/WH Feedback
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Re: [PTS] WE/WH Feedback
You can be lucky that they haven't touched your escapes. That's where they should have make adjustments. An assassin choosing when to fight needs to have commitment after coming out of stealth, not having cheesy ways to nope out any time it doesn't go their way.
Re: [PTS] WE/WH Feedback
agreedlumpi33 wrote: Thu Jul 30, 2026 9:20 pm You can be lucky that they haven't touched your escapes. That's where they should have make adjustments. An assassin choosing when to fight needs to have commitment after coming out of stealth, not having cheesy ways to nope out any time it doesn't go their way.
Re: [PTS] WE/WH Feedback
I think the only bad change here is the stealth duration which seems a bit extreme. Other than that everything seems reasonable.
- Sinisterror
- Posts: 1356
Re: [PTS] WE/WH Feedback
Ive used to say that We/Wh stealth 30s is fine but maybe 40s is closer to truth. I kind of thought back to when GcD was 1.15s and All Knockdowns were 2s not 3s(except Tanks could have 3s+higher) and the game was played Collectively offensive, all forms pvp small scale/Warbands and Solo's. 4.5s Icd for Sacrificed rewarded is def max ICD it should have for it to be used. And this 10 times hit and Stealth vanishes, this is insane idea if you think about it and play these classes. Removes a little bit of the function these classes offer in realm wise away with this decision
And yes regen specs existed but Dps still outweighed the regen+defenses, now the dmg is not enough. Charge is the skill you need to remove from We/Wh + We needs Range back to Ra/Puncture at least, and give We also 30ft ranged Direct Spirit dmg+5s spirit dmg dot that builds frenzy. Just remove Hear render toxin, or just changed Heart render Toxin to that skill.
We dmg didnt need nerf, espesially SS, should be buffed if anything, give 20-100% Critical dmg with armour ignore and now its Bal lvl : D its like the game is forcing you to play Witchbrew(i think the 30s Duration is fine) If you force us to play Wb then make it Crit again, Affected by ToB + all dmg increases. Change Frenzied Mayhem back to 3-15% Crit depending on Frenzies.
Why Wh gets 25% Abso Crit+15% on Bal tactic, so 3-15% all crit doesnt seem that crazy for welf. Change SS back to 10s duration AA dmg increased by 10-50% with 1-5 frenzies.
Riposte should crit,Leonine Frenzy should crit, pounce should usable in air(and for Wl only) etc etc
And yes regen specs existed but Dps still outweighed the regen+defenses, now the dmg is not enough. Charge is the skill you need to remove from We/Wh + We needs Range back to Ra/Puncture at least, and give We also 30ft ranged Direct Spirit dmg+5s spirit dmg dot that builds frenzy. Just remove Hear render toxin, or just changed Heart render Toxin to that skill.
We dmg didnt need nerf, espesially SS, should be buffed if anything, give 20-100% Critical dmg with armour ignore and now its Bal lvl : D its like the game is forcing you to play Witchbrew(i think the 30s Duration is fine) If you force us to play Wb then make it Crit again, Affected by ToB + all dmg increases. Change Frenzied Mayhem back to 3-15% Crit depending on Frenzies.
Why Wh gets 25% Abso Crit+15% on Bal tactic, so 3-15% all crit doesnt seem that crazy for welf. Change SS back to 10s duration AA dmg increased by 10-50% with 1-5 frenzies.
Riposte should crit,Leonine Frenzy should crit, pounce should usable in air(and for Wl only) etc etc
"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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abezverkhiy
- Posts: 658
Re: [PTS] WE/WH Feedback
I dusted off my engi after this WH nerf was announced, did not want to be a punching bag for Magi. And here is what I find similar between WH and Engi playing experiences, I try to explain thiese similarities to those who never played WH but played Engi (Magus):
- imagine if all of sudden your Engi has twice less time to make decisions, your skills produce only half damage, your armor is twice thinner and you lost access to your long distance skills. But you are given a short term cloaking skill with long casting time. Imagined? Now WH and Engi playing experiences are similar.
This is my feedback after returning to engineer. No disrespect to guys like Fixxer or Deawuur
- imagine if all of sudden your Engi has twice less time to make decisions, your skills produce only half damage, your armor is twice thinner and you lost access to your long distance skills. But you are given a short term cloaking skill with long casting time. Imagined? Now WH and Engi playing experiences are similar.
This is my feedback after returning to engineer. No disrespect to guys like Fixxer or Deawuur
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coldhunter
- Posts: 60
Re: [PTS] WE/WH Feedback
I would gladly take it if devs wil make it something like 400/4s. Right now WHs still has they absorbs and it can proc from ANY dmg, even from dots on you. When Sacrifices Rewarded procs only from DIRECTLY crits. Making it 600/6s - is just making another dead tactic, which WE already has plenty (Right of Unmakening, Dark Blessings and Bathing in Blood - is my favorites <:^) )Krima wrote: Thu Jul 30, 2026 6:53 pm * Sacrifices Rewarded: Internal cooldown increased from 3 to 6 seconds.
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Shogun4138
- Posts: 333
Re: [PTS] WE/WH Feedback
An assassin always has a way to get out. Thats why they are an assassin. Duhlumpi33 wrote: Thu Jul 30, 2026 9:20 pm You can be lucky that they haven't touched your escapes. That's where they should have make adjustments. An assassin choosing when to fight needs to have commitment after coming out of stealth, not having cheesy ways to nope out any time it doesn't go their way.
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh
Propaine - Chosen
Fingablasta- Rsh
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Shogun4138
- Posts: 333
Re: [PTS] WE/WH Feedback
30s stealth timer.
Like they could have done a few things better like
>Infinite Stealth but you move at walking speed
>30s Stealth but move at 160% - like on horseback
>30s Stealth but staying still doesnt decrease your timer.
>30s Stealth but a KB instantly Resets your cool down.
These Ideas are from a friend.
Like they could have done a few things better like
>Infinite Stealth but you move at walking speed
>30s Stealth but move at 160% - like on horseback
>30s Stealth but staying still doesnt decrease your timer.
>30s Stealth but a KB instantly Resets your cool down.
These Ideas are from a friend.
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh
Propaine - Chosen
Fingablasta- Rsh
Re: [PTS] WE/WH Feedback
All great options (maybe not #1 without speed talents or something) some thought put into them.Shogun4138 wrote: Fri Jul 31, 2026 12:23 pm 30s stealth timer.
Like they could have done a few things better like
>Infinite Stealth but you move at walking speed
>30s Stealth but move at 160% - like on horseback
>30s Stealth but staying still doesnt decrease your timer.
>30s Stealth but a KB instantly Resets your cool down.
These Ideas are from a friend.
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