Nerf WH/WE into the ground
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Re: Nerf WH/WE into the ground
All of this makes me think that in Counter-Strike, many people resort to cheating because they often lose to cheaters and Valve's anti-cheat system is ineffective. If you can't fight them, become one of them.
It's the same thing here in RoR; the devs don't seem to want to nerf the WE, which is obviously really OP in certain aspects.
As a result, many people start playing it while waiting for a nerf. The logic is: If you can't fight them, become one of them.
Yes, I think WEs need a nerf. I don't know the class very well, but having fought it assiduously for a year, I was able to see the evolution before and after the patch. Even I, who am probably one of the most competitive solo tank out there, and who therefore holds my own against WEs.
I admit that some duels are pretty meh... How can a WE builded with
=> Grimshimmer/Fleshrender regeneration and stacked armor talismans, deals so much damages and burst to a tank with high magic resistances, high toughness, good block rating, and massive regeneration? it seems there is an anomaly somewhere.
The burst damage under Knockdown +> Backstabs ignores armor, plus Witchbrew, and all corporeal damages also bypasses armor, plus the Web of Shadows burst. The Toughness debuff from Wracking Pains, the 4-Part Victorious debuff, the Leap Stagger, the Pounce Stab, and the fact that periodic and AoE damage doesn't break stealth. And also initiative doesn't really detect stealth etc etc
Problem is WE can have good defenses while having high mobility, control and survivability and still having high damages output.
You know that every classes have their boons and cons, tanks usualy dont have high mobility or damage. But have defenses and some control and survivability.
WE built in a certain way can do everything of that, and that's a problem.
I really think that WEs are a cut above the rest in terms of dueling. And even I'm well-equipped as a solo tank, I have what it takes to survive and i'm doing ok. but I'm thinking of all the solo DPS players who are wandering around and getting their faces smashed in by these monstrosities. I can understand the frustration.
yes Witch Elves needs some adjustments. No need big nerf, but maybe remove toughness debuff, or reduce armor stack on set bonuses. Maybe nerf some mobility or control idk, Also now they can have a straight +100 regen talisman lol, while the tanks went from 6% block to 4% block talis. and also nerfing parry/disrupt buff proc on weapon.
I'm not gonna complain it's ok. But yeah maybe need more rework
It's the same thing here in RoR; the devs don't seem to want to nerf the WE, which is obviously really OP in certain aspects.
As a result, many people start playing it while waiting for a nerf. The logic is: If you can't fight them, become one of them.
Yes, I think WEs need a nerf. I don't know the class very well, but having fought it assiduously for a year, I was able to see the evolution before and after the patch. Even I, who am probably one of the most competitive solo tank out there, and who therefore holds my own against WEs.
I admit that some duels are pretty meh... How can a WE builded with
=> Grimshimmer/Fleshrender regeneration and stacked armor talismans, deals so much damages and burst to a tank with high magic resistances, high toughness, good block rating, and massive regeneration? it seems there is an anomaly somewhere.
The burst damage under Knockdown +> Backstabs ignores armor, plus Witchbrew, and all corporeal damages also bypasses armor, plus the Web of Shadows burst. The Toughness debuff from Wracking Pains, the 4-Part Victorious debuff, the Leap Stagger, the Pounce Stab, and the fact that periodic and AoE damage doesn't break stealth. And also initiative doesn't really detect stealth etc etc
Problem is WE can have good defenses while having high mobility, control and survivability and still having high damages output.
You know that every classes have their boons and cons, tanks usualy dont have high mobility or damage. But have defenses and some control and survivability.
WE built in a certain way can do everything of that, and that's a problem.
I really think that WEs are a cut above the rest in terms of dueling. And even I'm well-equipped as a solo tank, I have what it takes to survive and i'm doing ok. but I'm thinking of all the solo DPS players who are wandering around and getting their faces smashed in by these monstrosities. I can understand the frustration.
yes Witch Elves needs some adjustments. No need big nerf, but maybe remove toughness debuff, or reduce armor stack on set bonuses. Maybe nerf some mobility or control idk, Also now they can have a straight +100 regen talisman lol, while the tanks went from 6% block to 4% block talis. and also nerfing parry/disrupt buff proc on weapon.
I'm not gonna complain it's ok. But yeah maybe need more rework
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dasparkylad
- Posts: 45
Re: Nerf WH/WE into the ground
It's always funny to see the WH/WE players come to insult anybody who calls them out, while in-game people all agree they are a complete mess as its harder to hide what they are playing. But ah well I didn't expect anybody to be reasonable, the RoR attitude has always been play something OP then insult anybody who complains about anything OP regarding it.
Re: Nerf WH/WE into the ground
Again do not put WH in the same box as WE. In the current state of the game WH isn't even in the same galaxy as WE.
WH has seen major nerves and has never recovered from it. WE for some reason got a lot of buffs.
WH has seen major nerves and has never recovered from it. WE for some reason got a lot of buffs.
Re: Nerf WH/WE into the ground
Everybody know's WE is the most op classes in the game got way too much utility it's ridiculous. They should be more like assasins not regen tanky high mobility class. Like in live they would do insane dmg but could not instantly stealth and pounce plus all the other tools. I preffer to die quickly than seeing a WE escaping a 6man wacking her.
- Sinisterror
- Posts: 1335
Re: Nerf WH/WE into the ground
10s snare when you have 5 frenzies that you need to be flank/behind to use for double hit + armour ignore is what welf got. What welf lost was 30ft range on the finishers which means severely nerfing one of the builds that still existed that didnt utilize Witcbrew RoR.builders - Witch Elf
Sac Stab used to be great, with 1-5 frenzies it increased AA DMG by 10-50% AA dmg for 10s.
And with the older non nerfed armour debuff procs and homogenizing wpn speeds... with 3.7s AA lvl 31 dagger i got 2k AA crits on dummy. Give that welf back pls! There currently is very little point speccing anything but Witcbrew and it doesnt even get dmg increase from Frenzied Mayhem(íf it does then good it is fixed) nor Tob so that is 40% Dmg loss on ability that used to be able to crit as well, Make Witchbrew Crit again so it becomes dps over regen spec thing again.
And give us the 20-25% Faster GCD + Off Gcd Pots/Morales and this game is instantly 10x better baseline game how it feels to play + This would kill Regen Dominating Dps.
We should lose all pounce abilities obviously + Wh is actually better after mdps patch welf is not. Wh got 30ft spirit direct dmg/dot that builds accusations, Welf doesnt get anything range that builds accusations, nor anything range anymore which they should get back. Or Frenzied Mayhem back to 15% Crit tactic and make Welf Constant threat, this every 10s use 5 frenzy and thats it gameplay is not fun. WH Bal Works because you are building frenzies while the dmg keeps ticking + increasing, it feels good, feels smooth and Welf doesnt anymore :E
Sac Stab used to be great, with 1-5 frenzies it increased AA DMG by 10-50% AA dmg for 10s.
And with the older non nerfed armour debuff procs and homogenizing wpn speeds... with 3.7s AA lvl 31 dagger i got 2k AA crits on dummy. Give that welf back pls! There currently is very little point speccing anything but Witcbrew and it doesnt even get dmg increase from Frenzied Mayhem(íf it does then good it is fixed) nor Tob so that is 40% Dmg loss on ability that used to be able to crit as well, Make Witchbrew Crit again so it becomes dps over regen spec thing again.
And give us the 20-25% Faster GCD + Off Gcd Pots/Morales and this game is instantly 10x better baseline game how it feels to play + This would kill Regen Dominating Dps.
We should lose all pounce abilities obviously + Wh is actually better after mdps patch welf is not. Wh got 30ft spirit direct dmg/dot that builds accusations, Welf doesnt get anything range that builds accusations, nor anything range anymore which they should get back. Or Frenzied Mayhem back to 15% Crit tactic and make Welf Constant threat, this every 10s use 5 frenzy and thats it gameplay is not fun. WH Bal Works because you are building frenzies while the dmg keeps ticking + increasing, it feels good, feels smooth and Welf doesnt anymore :E
"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



