I'd say avoid buffing stealth. Having a class that can unload some damage then immediately re stealth gets toxic for everyone else really fast.ToXoS wrote:The only improvment I would like to see for WH/WE is to reduce the cooldown of stealth.
These classes are all about stealth. They kill with stealth and escape with stealth.
Without it and being the most squishy of all melee classes, they are the first to be focused.
They are not the best at burst, but they are light armored.
IMO it's one of the two: Buff WH/WE damage output to make them assassins, OR reduce the CD of stealth so they are not almost useless for 30 seconds.
Witch Hunter improvements
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Re: Witch Hunter improvements
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


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Re: Witch Hunter improvements
Completely agree, it feels the mechanic is more of an after thought at the moment, when it could be as intrinsic to the class in rvr as pounce.ToXoS wrote:The only improvment I would like to see for WH/WE is to reduce the cooldown of stealth.
These classes are all about stealth. They kill with stealth and escape with stealth.
Without it and being the most squishy of all melee classes, they are the first to be focused.
They are not the best at burst, but they are light armored.
IMO it's one of the two: Buff WH/WE damage output to make them assassins, OR reduce the CD of stealth so they are not almost useless for 30 seconds.
Re: Witch Hunter improvements
Surely that's why they're squishy though, rdps have distance, we have stealth (at the start) but completely exposed the rest of the time. Punt doesn't allow you to escape in big fights, even if it did you are meant to wait 30 ish seconds till you can reengage? Fight could already be over.Toldavf wrote:ToXoS wrote:The only improvment I would like to see for WH/WE is to reduce the cooldown of stealth.
These classes are all about stealth. They kill with stealth and escape with stealth.
Without it and being the most squishy of all melee classes, they are the first to be focused.
They are not the best at burst, but they are light armored.
IMO it's one of the two: Buff WH/WE damage output to make them assassins, OR reduce the CD of stealth so they are not almost useless for 30 seconds.
I'd say avoid buffing stealth. Having a class that can unload some damage then immediately re stealth gets toxic for everyone else really fast.
Camelot unchained have some nice ideas. You can stay in stealth as long as you like but after a short period the longer you stay in the 'veil' you start taking damage. That would be more interesting than an ap drain.
Last edited by Faef on Sat Jul 22, 2017 3:09 pm, edited 1 time in total.
Re: Witch Hunter improvements
Who said anything about "immediately re stealth"? I'm not saying the CD should be 0, 5 or even 10 seconds.Toldavf wrote:I'd say avoid buffing stealth. Having a class that can unload some damage then immediately re stealth gets toxic for everyone else really fast.ToXoS wrote:The only improvment I would like to see for WH/WE is to reduce the cooldown of stealth.
These classes are all about stealth. They kill with stealth and escape with stealth.
Without it and being the most squishy of all melee classes, they are the first to be focused.
They are not the best at burst, but they are light armored.
IMO it's one of the two: Buff WH/WE damage output to make them assassins, OR reduce the CD of stealth so they are not almost useless for 30 seconds.
Tbh 15 seconds CD for stealth seems fine to me. These classes are made of paper AND are Mdps. If the other side can't focus and kill a WE/WH in 15 seconds after it jumps on someone, I don't think they will be able to kill it in 30.
Re: Witch Hunter improvements
Cast time would need to be reduced as well otherwise you would never be able to activate it, unless it's uninterruptable. I suppose you could argue disengaging to allow this is the skill involved in its use if cast time was to remain as is but I reckon with all the aoe that might not work, would have to test any such change to find out.
Re: Witch Hunter improvements
They are also not the best in rdps, but they have stealth.ToXoS wrote: They are not the best at burst, but they are light armored.
Re: Witch Hunter improvements
15 seconds seems far to short. That's near 100% up time on your openers and gives very little response time considering any enemy melee train is probably perma snared.ToXoS wrote:Who said anything about "immediately re stealth"? I'm not saying the CD should be 0, 5 or even 10 seconds.Toldavf wrote:I'd say avoid buffing stealth. Having a class that can unload some damage then immediately re stealth gets toxic for everyone else really fast.ToXoS wrote:The only improvment I would like to see for WH/WE is to reduce the cooldown of stealth.
These classes are all about stealth. They kill with stealth and escape with stealth.
Without it and being the most squishy of all melee classes, they are the first to be focused.
They are not the best at burst, but they are light armored.
IMO it's one of the two: Buff WH/WE damage output to make them assassins, OR reduce the CD of stealth so they are not almost useless for 30 seconds.
Tbh 15 seconds CD for stealth seems fine to me. These classes are made of paper AND are Mdps. If the other side can't focus and kill a WE/WH in 15 seconds after it jumps on someone, I don't think they will be able to kill it in 30.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


Re: Witch Hunter improvements
WH is in roll he'll because it brings next to no unique utility to a group so until it does obscene damage like it did at rr100 on live because of torment scaling and SoD it will always play third fiddle to slayer and WL, and even worse now is that rdps are viable if not king atm, so only mdps that play well with and against them are picked and nothing even comes close to WL for that on order.
The only way to get the most out of the class in group play is a high level of communication and playing on stealth openers, so it's the absolute worst pug dps aside from unguarded slayer and really that's debatable.
It needs unique utility that your cookie cutter group isn't already bringing. Otherwise it's a Macree/Soldier76 situation where a certain dps threshold is overcame by one or the other and one is picked every game while the other has sub 5% pickrate.
The only way to get the most out of the class in group play is a high level of communication and playing on stealth openers, so it's the absolute worst pug dps aside from unguarded slayer and really that's debatable.
It needs unique utility that your cookie cutter group isn't already bringing. Otherwise it's a Macree/Soldier76 situation where a certain dps threshold is overcame by one or the other and one is picked every game while the other has sub 5% pickrate.
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Re: Witch Hunter improvements
Jaycub wrote: It needs unique utility that your cookie cutter group isn't already bringing. Otherwise it's a Macree/Soldier76 situation where a certain dps threshold is overcame by one or the other and one is picked every game while the other has sub 5% pickrate.
Dang bro how long has it been since you've played OW?
It's dive comp 24/7 genji tracer every day, with a splash of sombra, the OW league is bore to watch atm
But his ult changes let him get fast pick offs with it now and 7/27 doomfist patch will let flash bang stop all momentum
Having said all that off topic stuff , yes WH and WE needs something to make them a viable alternative to slayer/chop as I don't see them being able topple WL/Mara in their current states

Re: Witch Hunter improvements
Ya it's been months, and remember WH is also competing against all the rdps for spots now too. It's the magus of mdps. And WE is only slightly ahead because of Morales and some defensive tools.
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