30 sec duration is going to cause a mass-exodus of stealth players since they had to roam/scout to stay relevant. Either buff them for group play (AOE) or increase duration to 45 seconds at least.
The nerfs to WE(def) and light nerf to WH( atonment) where needed, but the stealth duration is you devs giving in to unreasonable complaints.
[PTS] WE/WH Feedback
Forum rules
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Ads
Re: [PTS] WE/WH Feedback
Completely agree! Why do the changes always have to be so drastic? Is it really not possible to find a middle ground instead of just doubling or halving the numbers every time?Krima wrote: Thu Jul 30, 2026 6:53 pm * Shadow Leap: Cooldown now resets on Killing Blow instead of resetting on stealth.
Agreed! This is a well-deserved change. Resetting the cooldown upon entering stealth was very unusual and particularly frustrating for ranged classes.
* Shadow Prowler / Incognito: Now has a maximum duration of 30 seconds. When you are hit 10 times while in stealth, you will lose Shadow Prowler.
Is there no room for a more moderate adjustment? I think 40 or 45 seconds would be a safer number. Whenever something is nerfed or buffed, the value seems to be either doubled or cut in half. It went from 30 to 60 seconds and now from 60 back to 30. Could we try 40 or 45 seconds instead?
* Witchbrew: Duration reduced from 60 to 30 seconds.
The same reasoning applies here. I would suggest reducing the duration to 40 or 45 seconds rather than cutting it in half.
* Sacrifices Rewarded: Internal cooldown increased from 3 to 6 seconds.
I do not see anyone using this after the change. As I mentioned above, buffs and nerfs often seem to involve either doubling or halving values, which is also the case here.
If everyone agrees that this tactic is currently overpowered, what would be a reasonable cooldown that still makes people consider whether it is worth using? At six seconds, there is no way anyone will spend a tactic slot on a 600-point absorb that can only trigger once every six seconds.
In my opinion, 4.5 seconds would be a safer value. I am not sure whether the client supports adjustments in half-second increments. If it does not, either four or five seconds would be more reasonable.
* Kiss of Doom / Sanctified Bullets: Now reduces the damage of your Kisses/Bullets by 50%, but heals for 200% of the damage dealt.
Agreed! This seems fair: reduce the damage of the procs while maintaining approximately the same amount of healing.
* Sacrificial Stab: Armor Penetration now scales with Bloodlust from 20-40-60-80-100% with 1 to 5 Bloodlust. Now always snares the target by 40% for 5 seconds. Base damage reduced from 131-175-220-262-307 to 131-161-195-228-262 damage for 1-5 Bloodlust.
I do not think the armor penetration should scale with Bloodlust. It would be better to retain the full armor penetration and adjust the damage values instead. At the moment, a single Agonizing Wound outperforms Sacrificial Stab when used with one to three Bloodlust.
From what I saw on the PTS, the ability's armor penetration does not stack with your existing armor penetration from Weapon Skill, Bleeding Edge, or Elixir of Insane Power. By making the armor penetration scale and also reducing the base damage, Sacrificial Stab becomes very weak at one to three Bloodlust and simply is not worth using.
As for the snare, that is the part that should scale with Bloodlust—for example, a duration of 2/4/6/8/10 seconds.
My proposal: Keep 100% armor penetration and use the new damage values of 131/161/195/228/262 for one to five Bloodlust. Make the snare duration scale with Bloodlust instead.
* Atonement: Critical hit chance bonus on Burn Away Lies reduced from 25% to 15%. Critical hit chance bonus remains 25% for Absolution.
I do not play my Witch Hunter often enough to give an informed opinion on this change. Feedback from more experienced Witch Hunter players would be helpful.
-
abezverkhiy
- Posts: 661
Re: [PTS] WE/WH Feedback
I remember how they balanced Chosens, they did it very thoroughly. Probably because they played them.



