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So the WH changes seem pretty busted

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Grafzahl1111
Posts: 4

Re: So the WH changes seem pretty busted

Post#21 » Tue Dec 23, 2025 1:44 pm

actually no reason to argue or complain, WH lose mobility and gets burst,
btw WH was always meant to be a burst class

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Sinisterror
Posts: 1245

Re: So the WH changes seem pretty busted

Post#22 » Tue Dec 23, 2025 2:25 pm

https://www.youtube.com/watch?v=6gdhaTzpg74 Yes it was meant to be a burst class and was for like 15 yrs. Would you rather we go back to gameplay of that video of Dps Doing BIG dps. Or Current Passive Regen of the game? : D
"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

Pentarch
Posts: 41

Re: So the WH changes seem pretty busted

Post#23 » Tue Dec 23, 2025 3:51 pm

Sinisterror wrote: Tue Dec 23, 2025 2:25 pm https://www.youtube.com/watch?v=6gdhaTzpg74 Yes it was meant to be a burst class and was for like 15 yrs. Would you rather we go back to gameplay of that video of Dps Doing BIG dps. Or Current Passive Regen of the game? : D
Sick vid lol
Tricksyy - SH
Pent - BO

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gersy
Posts: 263

Re: So the WH changes seem pretty busted

Post#24 » Tue Dec 23, 2025 5:19 pm

Sinisterror wrote: Tue Dec 23, 2025 2:25 pm https://www.youtube.com/watch?v=6gdhaTzpg74 Yes it was meant to be a burst class and was for like 15 yrs. Would you rather we go back to gameplay of that video of Dps Doing BIG dps. Or Current Passive Regen of the game? : D

to some extent, you can still do similar what is seen in the video providing that you meet a few parameters such as picking your fights well (killing lowbies, people much less geared than you, people not specced deftard, some class like sorc with no way to realistically fight back and is squishy, etc).

not to detract from the video, which i'm sure was a fantastic display in 2013, but this video is showing someone who's 100rr in warpforged gear which was EXTREMELY overpowered and miles ahead of all the other gear in the game. a set of gear which caused many players to quit due to the absurd power creep. and fighting mostly a lot of people who are either clueless, severely undergeared comparatively to the pov character, not even level 40 in some cases or both at once. of course he's going to be critting for big and killing noobs :D in this video fighting low geared light armor dps without guard, players below level 40, ranged squig who doesn't even react to being hit, some zealot/shaman who doesn't heal himself or detaunt, backpedalling choppas who look like my 5 year old cousin playing for first time, etc when he is 100rr WH. in 2025 vs some competent player with competent build they won't let this happen to them, only some unsuspecting noob who you will gank. it's not really indicative of "the class was designed for burst, and doesn't do good burst in RoR".

you always advocate for returning old, broken things to the game in every forum thread and i can't help but wonder why? RoR isn't meant to be like WAR, in fact a lot of the design is the very opposite and trying to prevent the game from becoming a 1 shot simulator with insane power creep like WAR did at the end which caused a lot of players to dislike the game. even now, with sov gear and LV gear there is some insane power creep happening again and most agree the best times of RoR was conq or vanq era before all the cringe overpowered gear was added and started to break the game. adding more broken items or more ways to deal stupid amounts of damage with low counterplay wouldn't fix the game. instead they should just remove or heavily rebalance regen and deftard items (like grimshimmer, fleshrender, offspec SC weps, etc) entirely and force people to play damage builds instead of relying on parrying and regening to win the fight for them by attrition because they lack any semblance of mechanical skill.
Gersy - Witch Hunter General

Not Good Enough / NGE

WH/WP/IB/SL/ENGI/SW
MARA/CHOP/CHO/SORC/SHAM

Witch Hunter General's Compendium (WH Guide)

salazarn
Posts: 241

Re: So the WH changes seem pretty busted

Post#25 » Tue Dec 23, 2025 5:26 pm

gersy wrote: Tue Dec 23, 2025 5:19 pm
Sinisterror wrote: Tue Dec 23, 2025 2:25 pm https://www.youtube.com/watch?v=6gdhaTzpg74 Yes it was meant to be a burst class and was for like 15 yrs. Would you rather we go back to gameplay of that video of Dps Doing BIG dps. Or Current Passive Regen of the game? : D

to some extent, you can still do similar what is seen in the video providing that you meet a few parameters such as picking your fights well (killing lowbies, people much less geared than you, people not specced deftard, some class like sorc with no way to realistically fight back and is squishy, etc).

not to detract from the video, which i'm sure was a fantastic display in 2013, but this video is showing someone who's 100rr in warpforged gear which was EXTREMELY overpowered and miles ahead of all the other gear in the game. a set of gear which caused many players to quit due to the absurd power creep. and fighting mostly a lot of people who are either clueless, severely undergeared comparatively to the pov character, not even level 40 in some cases or both at once. of course he's going to be critting for big and killing noobs :D in this video fighting low geared light armor dps without guard, players below level 40, ranged squig who doesn't even react to being hit, some zealot/shaman who doesn't heal himself or detaunt, backpedalling choppas who look like my 5 year old cousin playing for first time, etc when he is 100rr WH. in 2025 vs some competent player with competent build they won't let this happen to them, only some unsuspecting noob who you will gank. it's not really indicative of "the class was designed for burst, and doesn't do good burst in RoR".

you always advocate for returning old, broken things to the game in every forum thread and i can't help but wonder why? RoR isn't meant to be like WAR, in fact a lot of the design is the very opposite and trying to prevent the game from becoming a 1 shot simulator with insane power creep like WAR did at the end which caused a lot of players to dislike the game. even now, with sov gear and LV gear there is some insane power creep happening again and most agree the best times of RoR was conq or vanq era before all the cringe overpowered gear was added and started to break the game. adding more broken items or more ways to deal stupid amounts of damage with low counterplay wouldn't fix the game. instead they should just remove or heavily rebalance regen and deftard items (like grimshimmer, fleshrender, offspec SC weps, etc) entirely and force people to play damage builds instead of relying on parrying and regening to win the fight for them by attrition because they lack any semblance of mechanical skill.
Id much rather have the damage personally. Also ur ignoring the fact that when u introduce guard and healers into small scale things do not die. are we balancing the game around opening on a solo squigherder or that?

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gersy
Posts: 263

Re: So the WH changes seem pretty busted

Post#26 » Tue Dec 23, 2025 5:46 pm

salazarn wrote: Tue Dec 23, 2025 5:26 pm
gersy wrote: Tue Dec 23, 2025 5:19 pm
Sinisterror wrote: Tue Dec 23, 2025 2:25 pm https://www.youtube.com/watch?v=6gdhaTzpg74 Yes it was meant to be a burst class and was for like 15 yrs. Would you rather we go back to gameplay of that video of Dps Doing BIG dps. Or Current Passive Regen of the game? : D

my previous post
Id much rather have the damage personally. Also ur ignoring the fact that when u introduce guard and healers into small scale things do not die. are we balancing the game around opening on a solo squigherder or that?


if things don't die in smallscale, due to "guards and healers", the issue is not with the design of the game. the issue is with you/your teammates' skill, group composition and understanding of the game. sorry to say but this is the case and always has been the case. if you are coordinating your kill attempts properly with guard punt, KD on kill target and offtank to prevent guard swap, morale drop, saving burst abilities/cooldowns to use at the proper time, having your healers use silence/stagger against enemy healers, etc then 98% of players will die very fast and easy. trust me on that one, most "premades" or "teams" fall down instantly because most players haven't a clue what to do when you begin to initiate using proper tactics against them.

if, for whatever reason, by "smallscale" you mean some random 2v2 in the corner of an rvr lake and people won't die there that is not because of guard or healers being too strong or damage being too low. that instead is due to improper amount of players or archetypes vs how the game is tuned. healers are tuned to be able to heal a party of 6, so yes if they only need to heal 1-3 players it can seem like they are doing a lot. but when they have to heal a full 6, or cross-heal in a 12/18/24man, their healing capabilities become significantly less "powerful" in feeling and kill potential can definitely present itself.

game is balanced largely around parties of equal size with equal amounts of archetypes fighting other parties with the same size and composition. (for example 6v6, 12v12, 24v24 with proper 2/2/2 parties in most cases). buffing damage to some absurd extent or allowing more power creep doesn't really fix anything except to create an even more unhealthy gameplay environment.

what this game needs is more players taking the initiative to learn how to play and build their character, their group compositions and hone their party play (coordination) and tactics (like the "golden sequence" kill tactic i listed in the first paragraph) to match how the game is designed to be played. what we have instead is a bunch of players going against the grain constantly and then complaining when they lose and acting dumbfounded as if its not their fault that they are actively handicapping themselves or playing improperly and coming up short as a result.
Gersy - Witch Hunter General

Not Good Enough / NGE

WH/WP/IB/SL/ENGI/SW
MARA/CHOP/CHO/SORC/SHAM

Witch Hunter General's Compendium (WH Guide)

salazarn
Posts: 241

Re: So the WH changes seem pretty busted

Post#27 » Tue Dec 23, 2025 8:01 pm

gersy wrote: Tue Dec 23, 2025 5:46 pm
salazarn wrote: Tue Dec 23, 2025 5:26 pm
gersy wrote: Tue Dec 23, 2025 5:19 pm


my previous post
Id much rather have the damage personally. Also ur ignoring the fact that when u introduce guard and healers into small scale things do not die. are we balancing the game around opening on a solo squigherder or that?


if things don't die in smallscale, due to "guards and healers", the issue is not with the design of the game. the issue is with you/your teammates' skill, group composition and understanding of the game. sorry to say but this is the case and always has been the case. if you are coordinating your kill attempts properly with guard punt, KD on kill target and offtank to prevent guard swap, morale drop, saving burst abilities/cooldowns to use at the proper time, having your healers use silence/stagger against enemy healers, etc then 98% of players will die very fast and easy. trust me on that one, most "premades" or "teams" fall down instantly because most players haven't a clue what to do when you begin to initiate using proper tactics against them.
So ttk in scs is apparently fine and your 'to do' list to get a kill is punting the guard -> kd the target -> prevent guard swap -> get multiple dps on 1 target with cds -> silence enemy healers.

Ye dude most people just want to play an mmorpg queue up and pwn some noobs. Let dmg dealers do dmg.

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Panzer80
Posts: 249

Re: So the WH changes seem pretty busted

Post#28 » Tue Dec 23, 2025 8:31 pm

I think the changes are a net positive, even though some of the changes were a bit strange like BAL buff and the weakness of sanctified oil compared to the other two relics. I don't know the reasoning behind the latter (sanctified oil), but I suspect it's the secondary stealth trigger that is considered as part of the abilities power level. I'd also like to see Incendiary shot have its range increased to 40 ft with the blessed ammunition tactic and the atonement tactic change BAL to spirit damage instead of the crit chances which aren't even needed to kill low armor target in the first place.

Obviously, the goal on the WH/WE changes was to nudge them towards WB play more (not that any of them asked for that). Less mobility/autonomy. More WB capacity (though no AOE heal proc for sustain), and the secret banner res nerf.

Either way you can still play small man and sprint away with sanctified/tactic or Destruction Seal. IF anything, WE's Armor Pierce and Swift Movement WS not stacking is more cause for complaint.
[SM] 85+, [WL] 80+, [SW] 80+, [WH] 85+, [AM] 80+, [Kotbs] 80+
[BO] 80+, [Mara] 80+, [Sham] 80+ [SH] 60+ [WE] 80+

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Pentarch
Posts: 41

Re: So the WH changes seem pretty busted

Post#29 » Tue Dec 23, 2025 11:44 pm

I made that video before live shut down. I cringe watching it now, asking myself, wth was I doing, why am I not using burn armor, etc. lol. Hysterical it would be used in a post however many years later.

Also, Gersy knows WH maybe better than anyone and I would heed his advice.
Tricksyy - SH
Pent - BO

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M0rw47h
Posts: 967

Re: So the WH changes seem pretty busted

Post#30 » Tue Dec 23, 2025 11:55 pm

gersy wrote: Tue Dec 23, 2025 5:46 pm [stuff]
I wish we had +like button on forums.

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