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Nerf WH/WE into the ground

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Sanctific
Posts: 79

Re: Nerf WH/WE into the ground

Post#171 » Thu Jun 18, 2026 2:57 pm

sharpblader wrote: Wed Jun 17, 2026 7:06 pm
FeelFreeToDie wrote: Wed Jun 17, 2026 3:52 pm
Avanos wrote: Wed Jun 17, 2026 3:19 pm ASW or even SW is one of the strongest classes on order..
Extremely high solo potential.
Crazy burst.. (upwards of 6k in a 1 sec window)

permanent 25% speed bonus
Knockbacks
Slows
knockdowns
Self leap with slow attached..


NERF IT TO THE GROUND.
100%!!! Thats the exact reason why there is less than 5 ASWs solo roaming :>


Lmao what?? This conversation doesn't make any sense.

aSW is not even in the same league as WEs.




.... It's 100x better :>
Totally agree btw, no jokes, its 100x better...albeit for a very different reason - at least aSW doesnt feel like playing a walking cheat whilst in lakes, unlike stealthers, especially a WE.

I mean it, where is the fun in being able to kill pretty much anything that walks and, in those super rare cases when you cant - you still retain an ability to reset a fight if you dont feel like fairly losing? I sorta get, the feeling of absolute domination and such...but c'mon, is it really fun?

Albeit some poeple take it even further and group up with other stealthers...to hunt for solos lol, that the next level of absurdity entirely xD

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Adelmar
Posts: 188

Re: Nerf WH/WE into the ground

Post#172 » Thu Jun 18, 2026 3:15 pm

Nerf ASW
Buff WE into the ground
Adelmar (WH) - RR8X
Audari (WE) - RR7X
Contract (SW) - RR8X

FeelFreeToDie
Posts: 13

Re: Nerf WH/WE into the ground

Post#173 » Thu Jun 18, 2026 4:34 pm

Adelmar wrote: Thu Jun 18, 2026 3:15 pm Nerf ASW
Buff WE into the ground
Lets just wait for RDPS patch, maybe threads like "NERF ASW INTO THE GROUND" gonna pop up :> Until then stay strong my poky-poky frends :>

lumpi33
Posts: 562

Re: Nerf WH/WE into the ground

Post#174 » Thu Jun 18, 2026 6:07 pm

nailinthehead wrote: Tue Jun 16, 2026 8:12 pm Remove pounce, change dots dmg to physical and the class will be fixed.
Yeah, that would be a start. If you think about it a WE in the right hands just counters everything.

Heal -> Heal debuff
Detaunt -> KD after open
Kiting -> Pounce, ranged kd, break root
Being seen -> stealth
Being focused -> self punt out or disappear
Getting hit by magic -> 7s 100% disrupt
Getting hit by mdps -> 7s 100% parry/dodge
Armor -> Armor priece and magical attacks

And on top high damage, tons of procs due to the fast hitting and 50% AA tactic plus self absorb.

It's a disgustingly op class. At least the pounce has to go again.

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Bozzax
Posts: 2752

Re: Nerf WH/WE into the ground

Post#175 » Thu Jun 18, 2026 7:31 pm

1. Remove the 5 mechanics in one gcd abilities (WAR devs broke the concept of FINISHERS… Imagine giving BW, Slayer, sorc, choppa full mech in one gcd)

2. Revert stealth back to break from damage (a part from undef change to guard damage this tops the charts of bad decisions)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Yellowemperor
Posts: 14

Re: Nerf WH/WE into the ground

Post#176 » Thu Jun 18, 2026 9:21 pm

lumpi33 wrote: Thu Jun 18, 2026 6:07 pm
nailinthehead wrote: Tue Jun 16, 2026 8:12 pm Remove pounce, change dots dmg to physical and the class will be fixed.
Yeah, that would be a start. If you think about it a WE in the right hands just counters everything.

Heal -> Heal debuff
Detaunt -> KD after open
Kiting -> Pounce, ranged kd, break root
Being seen -> stealth
Being focused -> self punt out or disappear
Getting hit by magic -> 7s 100% disrupt
Getting hit by mdps -> 7s 100% parry/dodge
Armor -> Armor priece and magical attacks

And on top high damage, tons of procs due to the fast hitting and 50% AA tactic plus self absorb.

It's a disgustingly op class. At least the pounce has to go again.
Why only WE lol? What about WH? They have almost the same toolkit. On WH I get 5 sec 100% parry in addition to the m1 every mdps has, the best dot in the game, and a much smoother gameplay against mdps with ranged finishers and the possibility to kite with flowing and the new ranged builder. They only have one ability that ignores armor; that is true. Curiously, I kill the dummy and most players faster on WH with a bal spec than on my WE on sac stab.

WE had pounce before the rework; it was from stealth, though, and the infamous double jump was mostly something a def WE could spec into. They switched the position of the elixirs so most WH gained the armor pen and the new charge and lost the disrupt while WE gained the vanish and lost the disrupt, which opened the option to 'double jump' for a standard dps build.

lumpi33
Posts: 562

Re: Nerf WH/WE into the ground

Post#177 » Thu Jun 18, 2026 11:27 pm

Yellowemperor wrote: Thu Jun 18, 2026 9:21 pm
lumpi33 wrote: Thu Jun 18, 2026 6:07 pm
nailinthehead wrote: Tue Jun 16, 2026 8:12 pm Remove pounce, change dots dmg to physical and the class will be fixed.
Yeah, that would be a start. If you think about it a WE in the right hands just counters everything.

Heal -> Heal debuff
Detaunt -> KD after open
Kiting -> Pounce, ranged kd, break root
Being seen -> stealth
Being focused -> self punt out or disappear
Getting hit by magic -> 7s 100% disrupt
Getting hit by mdps -> 7s 100% parry/dodge
Armor -> Armor priece and magical attacks

And on top high damage, tons of procs due to the fast hitting and 50% AA tactic plus self absorb.

It's a disgustingly op class. At least the pounce has to go again.
Why only WE lol? What about WH? They have almost the same toolkit. On WH I get 5 sec 100% parry in addition to the m1 every mdps has, the best dot in the game, and a much smoother gameplay against mdps with ranged finishers and the possibility to kite with flowing and the new ranged builder. They only have one ability that ignores armor; that is true. Curiously, I kill the dummy and most players faster on WH with a bal spec than on my WE on sac stab.

WE had pounce before the rework; it was from stealth, though, and the infamous double jump was mostly something a def WE could spec into. They switched the position of the elixirs so most WH gained the armor pen and the new charge and lost the disrupt while WE gained the vanish and lost the disrupt, which opened the option to 'double jump' for a standard dps build.
It was about removing pounce. Pounce on WE is a RoR creation. I was pointing out that their toolkit is already ridiculous. That pounce breaks everything healers and other classes have to defend themselves against stealther and hold them at distance with snare puddle or knock back. With pounce they are 1 second later back on you, irgnoring all that defensive abilities. That's a major difference. Beside that, why does destro need two classes with pounce and two with pulls (leaving out engi/magus here). Order now has 1 with pounce and 1 with pull on a buggy pet and pounce was once an order exclusive. I don't see destro exclusives getting mirrored to order like the zealot wind, gits run away, mara aoe kd and so on, yet it happens a lot with order exclusives. And honestly, both classes they gave the pounce didn't deserve it due to their already very powerful toolkits.

You can keep WHs at range, you can't do that with WEs due to their pounce. They need to remove that again.

Narfii
Posts: 60

Re: Nerf WH/WE into the ground

Post#178 » Thu Jun 18, 2026 11:44 pm

lumpi33 wrote: Thu Jun 18, 2026 11:27 pm
Yellowemperor wrote: Thu Jun 18, 2026 9:21 pm
lumpi33 wrote: Thu Jun 18, 2026 6:07 pm
Yeah, that would be a start. If you think about it a WE in the right hands just counters everything.

Heal -> Heal debuff
Detaunt -> KD after open
Kiting -> Pounce, ranged kd, break root
Being seen -> stealth
Being focused -> self punt out or disappear
Getting hit by magic -> 7s 100% disrupt
Getting hit by mdps -> 7s 100% parry/dodge
Armor -> Armor priece and magical attacks

And on top high damage, tons of procs due to the fast hitting and 50% AA tactic plus self absorb.

It's a disgustingly op class. At least the pounce has to go again.
Why only WE lol? What about WH? They have almost the same toolkit. On WH I get 5 sec 100% parry in addition to the m1 every mdps has, the best dot in the game, and a much smoother gameplay against mdps with ranged finishers and the possibility to kite with flowing and the new ranged builder. They only have one ability that ignores armor; that is true. Curiously, I kill the dummy and most players faster on WH with a bal spec than on my WE on sac stab.

WE had pounce before the rework; it was from stealth, though, and the infamous double jump was mostly something a def WE could spec into. They switched the position of the elixirs so most WH gained the armor pen and the new charge and lost the disrupt while WE gained the vanish and lost the disrupt, which opened the option to 'double jump' for a standard dps build.
It was about removing pounce. Pounce on WE is a RoR creation. I was pointing out that their toolkit is already ridiculous. That pounce breaks everything healers and other classes have to defend themselves against stealther and hold them at distance with snare puddle or knock back. With pounce they are 1 second later back on you, irgnoring all that defensive abilities. That's a major difference. Beside that, why does destro need two classes with pounce and two with pulls (leaving out engi/magus here). Order now has 1 with pounce and 1 with pull on a buggy pet and pounce was once an order exclusive. I don't see destro exclusives getting mirrored to order like the zealot wind, gits run away, mara aoe kd and so on, yet it happens a lot with order exclusives. And honestly, both classes they gave the pounce didn't deserve it due to their already very powerful toolkits.

You can keep WHs at range, you can't do that with WEs due to their pounce. They need to remove that again.
Tbf wh can play at range. We cannot.

Order has three (3) pounces.

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Yellowemperor
Posts: 14

Re: Nerf WH/WE into the ground

Post#179 » Fri Jun 19, 2026 12:00 am

lumpi33 wrote: Thu Jun 18, 2026 11:27 pm
Yellowemperor wrote: Thu Jun 18, 2026 9:21 pm
lumpi33 wrote: Thu Jun 18, 2026 6:07 pm
Yeah, that would be a start. If you think about it a WE in the right hands just counters everything.

Heal -> Heal debuff
Detaunt -> KD after open
Kiting -> Pounce, ranged kd, break root
Being seen -> stealth
Being focused -> self punt out or disappear
Getting hit by magic -> 7s 100% disrupt
Getting hit by mdps -> 7s 100% parry/dodge
Armor -> Armor priece and magical attacks

And on top high damage, tons of procs due to the fast hitting and 50% AA tactic plus self absorb.

It's a disgustingly op class. At least the pounce has to go again.
Why only WE lol? What about WH? They have almost the same toolkit. On WH I get 5 sec 100% parry in addition to the m1 every mdps has, the best dot in the game, and a much smoother gameplay against mdps with ranged finishers and the possibility to kite with flowing and the new ranged builder. They only have one ability that ignores armor; that is true. Curiously, I kill the dummy and most players faster on WH with a bal spec than on my WE on sac stab.

WE had pounce before the rework; it was from stealth, though, and the infamous double jump was mostly something a def WE could spec into. They switched the position of the elixirs so most WH gained the armor pen and the new charge and lost the disrupt while WE gained the vanish and lost the disrupt, which opened the option to 'double jump' for a standard dps build.
It was about removing pounce. Pounce on WE is a RoR creation. I was pointing out that their toolkit is already ridiculous. That pounce breaks everything healers and other classes have to defend themselves against stealther and hold them at distance with snare puddle or knock back. With pounce they are 1 second later back on you, irgnoring all that defensive abilities. That's a major difference. Beside that, why does destro need two classes with pounce and two with pulls (leaving out engi/magus here). Order now has 1 with pounce and 1 with pull on a buggy pet and pounce was once an order exclusive. I don't see destro exclusives getting mirrored to order like the zealot wind, gits run away, mara aoe kd and so on, yet it happens a lot with order exclusives. And honestly, both classes they gave the pounce didn't deserve it due to their already very powerful toolkits.

You can keep WHs at range, you can't do that with WEs due to their pounce. They need to remove that again.
I don't agree that the pounce is op but an adjustment could be a 20 sec cd instead of 30 sec, and it's not resettable by stealth. With this change, it would require a bit more skill to beat kiters. The same could be said about the WL pounce with a 10 sec cd.

lumpi33
Posts: 562

Re: Nerf WH/WE into the ground

Post#180 » Fri Jun 19, 2026 12:14 am

Yellowemperor wrote: Fri Jun 19, 2026 12:00 am I don't agree that the pounce is op but an adjustment could be a 20 sec cd instead of 30 sec, and it's not resettable by stealth. With this change, it would require a bit more skill to beat kiters. The same could be said about the WL pounce with a 10 sec cd.
You don't think it is op? Well, lets give all classes pounce then. They are all the same, right? They are not...

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