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WE/WH Idea

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drmordread
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WE/WH Idea

Post#1 » Sun Jul 24, 2016 10:42 pm

First off, I do not know if this possible coding wise. If not just lock the thread

The following is just an idea on making the WH/WE more friendly to group situations. All that needs to be done, is to enhance Kisses/Bullets. (buffs)

Kiss/Bullet 1- (For entire groups and player) +5% to crit +5% damage
Kiss/Bullet 2- (For entire groups and player) +5% toughness
Kiss/Bullet 3- (For entire groups and player) +5% to Parry, +5% to Dodge, +5% to Disrupt

Optimum would be for the bonus to be 10% (no higher), but it should not be any less than 5%



EDIT: Or even making the current bullet / kiss buffs grp wide instead of just self
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jojomen
Posts: 143

Re: WE/WH Idea

Post#2 » Sun Jul 24, 2016 10:58 pm

Damn man, your theory full of holes.
1)fist of all KISS\bullets Work not in same way;
2) if you give any buff to WE+WH , all of youtube would be full of POV PWNZ videos from ANYONE 1vs2-1vs3-1vs4.
easier to add skavens to the game - than this)))
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drmordread
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Re: WE/WH Idea

Post#3 » Sun Jul 24, 2016 11:08 pm

jojomen wrote:Damn man, your theory full of holes.
1)fist of all KISS\bullets Work not in same way;
2) if you give any buff to WE+WH , all of youtube would be full of POV PWNZ videos from ANYONE 1vs2-1vs3-1vs4.
easier to add skavens to the game - than this)))

Bullets kisses proc for a WH/WE. So when they do, they also proc for grp. I didnt feel the need to explain a well known fact.
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Lileldys
Posts: 666

Re: WE/WH Idea

Post#4 » Mon Jul 25, 2016 12:14 am

WH/WE is basically fine in groups. People don't know what they're for in group, and how to play them properly in this.

Initiative Debuff is already a 5% and higher chance to crit on your target. Heal Debuff is strong in certain points, and AP is really underwhelming for WH/WE compared to the other two.

Krieg92
Posts: 69

Re: WE/WH Idea

Post#5 » Mon Jul 25, 2016 2:11 am

What is it's group roll? I want to play one when the servers are live but I keep getting told they are only good for solo play.

Krima
Posts: 616

Re: WE/WH Idea

Post#6 » Mon Jul 25, 2016 3:24 am

They should change the AP drain to something else.
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Dabbart
Posts: 2251

Re: WE/WH Idea

Post#7 » Mon Jul 25, 2016 3:48 am

I like the sentiment. To allow the WH to support his group more. But so few of his abilities are useful this way, so it doesn't really make sense... The WH isn't about multi-target abilities. Edit: Obviously besides the... 2? abilities that do...

Buffing any of their abilities to make it easier to damage the target is redundant, since they have the abilities that already do this, EW, Ini debuff, both healdebuffs etc. Adding to their groups ability to spike/defend runs the risk of making the class entirely far too powerful. Besides the fact... If you give them a Buff this big, what kind of Nerf are you expecting?

Changing the AP drain wont accomplish much, since +to crit or 50% outoging healdebuff will always be superior, unless the new ability is stupid OP.

I don't play WEs(lvling/gearing 1 stealther is hard enough) but from what I understand, making kisses proc a group-wide buff would just be plain ridiculous, no?

TLDR: I love my WH, and think the class is really well balanced atm for multiple specs. It has some short comings, and absolutely stupid abilities(that I would love to see changed, along with every other classes dumb/weak/entirely random abilities). This change would do nothing about any of that. It would just make well built WH/WE teams that much better
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mijal
Posts: 16

Re: WE/WH Idea

Post#8 » Mon Jul 25, 2016 3:56 am

Witch Elves are best as Main Assist in a group situation. A good disciplined vented group or one with TS.

The two biggest factors that make them the best choice is stealth and their burst dps.

They can open up on a target without warning, and have the target knocked down immediately. Tanks are able to knock the target's guard away and then assist, and ranged dps can throw their bombs on the called target as soon as the Witch Elf breaks stealth. So, an unguarded target being dps'ed by a tank, and at least 1 other dps, with the addition to a Witch Elf's Agonizing Wound + Feinted Positioning + Elixir of Insane Power really has almost no chance to make it through the initial 6 seconds.

With their Agonizing Wound + Feinted Positioning + Elixir of Insane power combo, they are able to also switch targets from an initial target that is being focus healed/guarded, to another very quickly and apply a large amount of damage before their healers can switch heal targets. With a disciplined and practiced group, the Witch Elf if best as a Main Assist as far as I am concerned, any other class would have a hard time coming close.

The Witch Elf does need to have the knowledge and skill to play the role to it's fullest. When I played during live as a Witch Elf, I would often switch targets every 2-5 seconds to disrupt the enemy healers' focus enough to burst down a vulnerable target.

This game is more about actual group mechanics than actual abilities and classes in my opinion.

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Dabbart
Posts: 2251

Re: WE/WH Idea

Post#9 » Mon Jul 25, 2016 4:10 am

^^^

And yet, so few players are "able" to do that...

And yes. That's why the Dev's wont discuss balance in any format smaller than 6v6.
Azarael wrote: It's only a nerf if you're bad.

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Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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Gachimuchi
Posts: 525

Re: WE/WH Idea

Post#10 » Mon Jul 25, 2016 6:32 am

WE and WH are single-target focused classes. They don't bring much to a group in terms of buffs because that's not what they were made to do; they are made to do high burst damage to a single target. If the class needs buffs, it would be buffed in a way that improves on strengths(burst damage) or reduces weaknesses(squishy) as opposed to throwing in some arbitrary group buffs to make them more popular.
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