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WElf Nerf

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SuperStar
Posts: 485

Re: WElf Nerf

Post#41 » Thu Feb 26, 2026 10:12 am

Slowbro wrote: Thu Feb 26, 2026 9:59 am I also don't think normal WE needs a nerf. Not even the pounce. The Def spec should be removed for all damage dealers classes and/or specs in the game which means mainly nerfing armour, toughness, abso and self heals. The defensive specs rely on dealing more damage than they receive. They do that mainly by massively reducing incoming damage and not by having super op general damage. Once those damage reductions are toned down Def specs become useless and DPS specs become great again. Don't worry about your Tanks they can get rebalanced and DPS tanks should also suffer they are not DPS classes.
Nothing wrong with def spec or regen if they hit a bit.

The problem the welf can do a very well dmg without any invest to offensive stat.

And yes there are other def spec but imo nothing close to def regen welf.

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Farrul
Posts: 795

Re: WElf Nerf

Post#42 » Thu Feb 26, 2026 11:11 am

SuperStar wrote: Thu Feb 26, 2026 10:12 amNothing wrong with def spec or regen if they hit a bit.

The problem the welf can do a very well dmg without any invest to offensive stat.

And yes there are other def spec but imo nothing close to def regen welf.
The whole balance issue with the Def WE comes down to having ''stealth'' and associated utility.

In development you'll see a common pattern when stealth/rogue-esque classes are being designed in most rpg games.

1) High singletarget dps.

2) Light armor.

3) Stealth/hiding.

4/ agility, traps, tricks to prolong survival to deliver point 1* and 3*

They combined create what is known as the ''Assassin/rogue archetype''.

In case they have a kind of ''swashbuckler'' spec( more sustain melee brawler higher defences) then a sacrifice has to be made for point 3*.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The problem with the RoR Def Witch elf is that she has great sustain as well combined with a still full fledged assassain style playstyle. What makes this playstyle possible?

1) Itemization, the DEF WE uses magic damage(Corporeal) which means she doesn't have to invest into weapon skill, this allows for defensive gear setup whilst still maintaining good penetration of her main source of damage( Magical- corporeal).

2) Absorb Tactic - Sacrifices Rewarded. At 600/3 absorb it is overtuned, equal toe SM Vauls Buffer tactic with a maxed Vaul tank tree - the same 600/3. It procs on crit which means little when crits are constantly being activate through all small hits etc. Some specialized players will not use crit builds and instantly improve vs her but she is still tanky due to regen/itemization/tools to control the flow of the battle and reset combat etc. Generally this means nothing since most fight are group related small scale battles and her absorb tactic will always be working ( order classes are heavy on crit for offensive synergy).

3) Lifestealing kisses, in combination with the rest they add up great, conveniently is applying a healing debuff at the same time for extra strong offensive utility.

4) Her offence is nothing to laugh at despite being tanky, it''s enough to bring down full BIS 2h tanks( see in that deawuur video how fast the Def WE soloater brings him down- doesn't take many seconds, SoV geared IB 2H).

5) Very strongdebuffs at this point after the latest patch that doesn't require a tactic to use on a basic ability, 150 wounds is insane when added on top of the rest. A 10k wound player will be down to 8,5k. A 8,5k wound player will be down to 7k. 7k down to 5.5k. Needlessly added offensive utility like a Pounce that can be reset for a 2 x application.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

What is the solution? Rework or it shall be a topic that players still will be discussing about in 4 years from now,( assumming the server is still up and the world hasn't ended). ( Nerfing is boring, instead create a new fun spec with the RPG 4* in mind that WE players would enjoy and balanced to the archetype, could see this as an opportunity to bring back 30ft finishers etc, let creativity of ideas flow).

In the end, i do not believe even Witch elf players themsleves want to build defensively on a dps class - assassin style toon. If given the option between strong offence and strong defence a player that picks this archetype would select the former.

Hence the new build '' sacrifical stab'' is a good move(numbers may have been off with some of the new armor penetration stuff like it has been discussed), WE's that are using a glass cannon spec is exactly how a WE should be and what ''Stealth'' utility is balanced for.

A stealth class is not balanced for a def spec, i've seen it before in other games how the exact same concept( in some patch allowing that to happen) brings forth the exact same reaction from the communities in those games. Keep them balanced to the RPG true and tested 4* s and there is no problem.

User avatar
tsyuryu
Posts: 61

Re: WElf Nerf

Post#43 » Thu Feb 26, 2026 11:40 am

why all thread are order players that want nerf destro

salazarn
Posts: 281

Re: WElf Nerf

Post#44 » Thu Feb 26, 2026 11:41 am

Get rid of double jump and call it a day for now.


Dps should be strong. but better to bring things like engi and sw up then destroy dps welf

SuperStar
Posts: 485

Re: WElf Nerf

Post#45 » Thu Feb 26, 2026 11:52 am

Farrul wrote: Thu Feb 26, 2026 11:11 am
SuperStar wrote: Thu Feb 26, 2026 10:12 amNothing wrong with def spec or regen if they hit a bit.

The problem the welf can do a very well dmg without any invest to offensive stat.

And yes there are other def spec but imo nothing close to def regen welf.
The whole balance issue with the Def WE comes down to having ''stealth'' and associated utility.

In development you'll see a common pattern when stealth/rogue-esque classes are being designed in most rpg games.

1) High singletarget dps.

2) Light armor.

3) Stealth/hiding.

4/ agility, traps, tricks to prolong survival to deliver point 1* and 3*

They combined create what is known as the ''Assassin/rogue archetype''.

In case they have a kind of ''swashbuckler'' spec( more sustain melee brawler higher defences) then a sacrifice has to be made for point 3*.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The problem with the RoR Def Witch elf is that she has great sustain as well combined with a still full fledged assassain style playstyle. What makes this playstyle possible?

1) Itemization, the DEF WE uses magic damage(Corporeal) which means she doesn't have to invest into weapon skill, this allows for defensive gear setup whilst still maintaining good penetration of her main source of damage( Magical- corporeal).

2) Absorb Tactic - Sacrifices Rewarded. At 600/3 absorb it is overtuned, equal toe SM Vauls Buffer tactic with a maxed Vaul tank tree - the same 600/3. It procs on crit which means little when crits are constantly being activate through all small hits etc. Some specialized players will not use crit builds and instantly improve vs her but she is still tanky due to regen/itemization/tools to control the flow of the battle and reset combat etc. Generally this means nothing since most fight are group related small scale battles and her absorb tactic will always be working ( order classes are heavy on crit for offensive synergy).

3) Lifestealing kisses, in combination with the rest they add up great, conveniently is applying a healing debuff at the same time for extra strong offensive utility.

4) Her offence is nothing to laugh at despite being tanky, it''s enough to bring down full BIS 2h tanks( see in that deawuur video how fast the Def WE soloater brings him down- doesn't take many seconds, SoV geared IB 2H).

5) Very strongdebuffs at this point after the latest patch that doesn't require a tactic to use on a basic ability, 150 wounds is insane when added on top of the rest. A 10k wound player will be down to 8,5k. A 8,5k wound player will be down to 7k. 7k down to 5.5k. Needlessly added offensive utility like a Pounce that can be reset for a 2 x application.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

What is the solution? Rework or it shall be a topic that players still will be discussing about in 4 years from now,( assumming the server is still up and the world hasn't ended). ( Nerfing is boring, instead create a new fun spec with the RPG 4* in mind that WE players would enjoy and balanced to the archetype, could see this as an opportunity to bring back 30ft finishers etc, let creativity of ideas flow).

In the end, i do not believe even Witch elf players themsleves want to build defensively on a dps class - assassin style toon. If given the option between strong offence and strong defence a player that picks this archetype would select the former.

Hence the new build '' sacrifical stab'' is a good move(numbers may have been off with some of the new armor penetration stuff like it has been discussed), WE's that are using a glass cannon spec is exactly how a WE should be and what ''Stealth'' utility is balanced for.

A stealth class is not balanced for a def spec, i've seen it before in other games how the exact same concept( in some patch allowing that to happen) brings forth the exact same reaction from the communities in those games. Keep them balanced to the RPG true and tested 4* s and there is no problem.
I completly agree with what you write. You put it very well with far better english than me.
Thank you.

SuperStar
Posts: 485

Re: WElf Nerf

Post#46 » Thu Feb 26, 2026 11:56 am

salazarn wrote: Thu Feb 26, 2026 11:41 am Get rid of double jump and call it a day for now.


Dps should be strong. but better to bring things like engi and sw up then destroy dps welf
Nobody talked about dps welfs.

We talk about the zero risk high reward welf armored regen tough welf in full def with huge base dmg. The def welf should only and mainly debuff the target she has very good debuffs perma healdebuff other healdebuff toughness debuss etc. Perma snare. But in full def with zero invest in offensive stats they shouldt do this much dmg. Its just not fair at all.
Go invest offensive stats and make big dmg.

eigner93
Posts: 69

Re: WElf Nerf

Post#47 » Thu Feb 26, 2026 12:37 pm

It seems like op is on some kind of nerf crusade against destro classes. While i thought the touch of palsy post was out of touch, i agree thet these we abilities base damage is too high and def wes can deal decent damage without investing into offensive stat. The base damage of said spells should be reduced and increase the strength multiplier or make witchbrew crit. I feel like there are more and more def WEs and its stupid. The class has stealth, engagement tool’s, disengagement tools, gap closers, ranged slow etc etc it doesnt need to be a tank aswell.

Ziorah
Posts: 36

Re: WElf Nerf

Post#48 » Thu Feb 26, 2026 12:44 pm

nat3s wrote: Thu Feb 26, 2026 7:11 am
SuperStar wrote: Wed Feb 25, 2026 9:32 pm
Ruin wrote: Wed Feb 25, 2026 8:28 pm
Also the solo roamers Discord where the theory crafting goes into building out these specs. There's so much knowledge people are purposefully keeping to themselves on the build side specifically because they know the sheep all go 5sov 4tri.
Where can I find this Discord? Do you have an link?

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SuperStar
Posts: 485

Re: WElf Nerf

Post#49 » Thu Feb 26, 2026 12:51 pm

eigner93 wrote: Thu Feb 26, 2026 12:37 pm It seems like op is on some kind of nerf crusade against destro classes. While i thought the touch of palsy post was out of touch, i agree thet these we abilities base damage is too high and def wes can deal decent damage without investing into offensive stat. The base damage of said spells should be reduced and increase the strength multiplier or make witchbrew crit. I feel like there are more and more def WEs and its stupid. The class has stealth, engagement tool’s, disengagement tools, gap closers, ranged slow etc etc it doesnt need to be a tank aswell.
Nothing aganist destro, i just have some time at the office and i searching for outliers.

I was wrong with the chosen, my mistake.
I totally agree what you wrote.
Somehow i cant see the wl abilities here:
war-abilityviewer.dalen.io

User avatar
wildwindblows
Posts: 561

Re: WElf Nerf

Post#50 » Thu Feb 26, 2026 12:53 pm

nerfs won't bring balance so pls stop spamming nerf topics.

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