Original text (French):ZEDE wrote: ↑Mon Dec 14, 2020 6:15 pmEveryone knows the trick, you do hours and hours of soloing, you often lose and you choose the best songs or you win ....Sofong wrote: ↑Mon Dec 14, 2020 6:11 pm check out these wh videos posted on the forum, victims in them r not nonamers.
https://www.returnofreckoning.com/foru ... #p43156809
Thank you again, always so relevant ...
Spoiler:
Before starting, I'm talking from a solo WH's perspective.
First of all, I'd like to thank the team for its time invested dealing with players, the game development and their support.
Wh isn't an assassin of 2 or 3 specs, more like a progressive DPS. However currently, and at the recent RvR state, its role/gameplay is somewhat impossible.
Also, I understand the increased cooldown for the vanish, however and in comparison with the WE, the cooldowns of seal of destruction and shroud of magnus is way higher.
The various DPS classes' mechanics had a sort of a CC mechanic.
SW and SH were support DPS classes, regarding the numerous CC abilities they had.
I'll explain myself; the Choppa/Slayer has to be in range in order to stun its target, the WL must have its lion, the Marauder has to disrupt or parry, the BW has to put a DoT.
SW and SH aren't in need of anything. They can disarm without parrying, stun from distance and without a specific mechanic, and in fact they can burst from distance and from melee range. They can also reach 70% parry and 45%+ dodge chance as well as 4k+ armor and a huge dps potential.
Having a class with distance dps, a burst, 2 stuns, 1 disarm, 1 silence, 1 target-focused snare, 1 AoE-focused snare, several debuffs and a great maneuvering, is a bit problematic for enemy melee classes.
As a destro main, dps shamans can almost hit 9k burst damage in 3 seconds, which isn't bad at all for a range class able to run easily and to heal up. Same for the dps AM.
The current WH spec that I play is interesting but without any survivability. Making all the specs feasible is a request I hope the team would hear and adapt.
In order to make it simple, the positioning in open field is difficult and less efficient regarding the risks that we have to take, compared to the damages done especially from AoE and range classes.
P.S: Red tipper Arrer! looks somewhat overpowered regarding what it does in 1 ability (this is my feedback and how I see RvR).
P.S2: AoE with a 24-target-limit decrease the engagement of AoE classes and it kills all the game types (SC/rSC/RvR).
Previously, with a 6-target-limit, the solo players could position themselves safely and run away in time before melting to the AoE bombs. Assisting a CC, debuffing a healer, silencing another, etc. was able to shift the battle's outcome.
Thank you for your time reading this and for whoever will translate my message.