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WE and WHs changes made the game booring any fixes?

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lumpi33
Posts: 460

Re: WE and WHs changes made the game booring any fixes?

Post#101 » Sat Feb 07, 2026 12:29 pm

Farrul wrote: Sat Feb 07, 2026 12:02 pm
lumpi33 wrote: Sat Feb 07, 2026 11:45 amThey need at least the following nerfs:
- KD down to 2s
- bubble after crit down to 400 to be in line with other self absorbs
- no dual in and out heal debuffing. Only one of it. Dual debuffing a healer with all the armor pierce, kd and high damage is too op.
- less pouncing. They already two speed buffs and a snare with dagger. That pounce with snare is so broken op. You just cannot shake them off anymore. Why does a class need 3 powerful gap closers (charge, pounce, dagger throw snare)? Other classes have zero like the engi.
I think they should honestly rework the mid-tree, no need to nerf if they ''design it'' correct in the first place. It's supposed to be a dps class with stealth not a brawler marauder mdps or tank class. It could be given some new tools like Repel blashemy which suits a stealth class, but need to drop this passive tankiness nonsense.

I mean 3s KD is standard so i wouldnt touch that, absorb tactic has been overpowered for a long time so i agree on the nerf to 400.

But i feel we are just trying to argue for ''damage control'' here in hindsight, the balance team messed up in the latest mdps patch and gave stuff like wound debuff and 2 x jumps. That is the elephant in the room, so for now let the results speak for themselves. I hope the ones that coould make a difference will realize there is an issue here and do balance adjustments accordingly.
You are pretty on point.

I forgot their wounds debuff... In relation to how many hitpoints a player usually has (8k-10k ish), a 1.5k debuff is really strong. Actually too strong. Being down at 6.5k health and getting targeted by a melee assist train is death under 3s.

The game is in a weird state right now. Good assists in scenarios almost instant kill other players.

Id prefer a game with less powerful guard mechanic but more wounds for the players. This would allow to still kill targeted players with an assist but it would take slightly longer because of the higher wounds. That way you would have more time to react and actually do something, with or without guard. Dying instantly isn't fun. Not vs WEs, not vs assist trains, not in any situation. Id also remove the GCD from potions again. That is so annoying.

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Wichelfa
Posts: 11

Re: WE and WHs changes made the game booring any fixes?

Post#102 » Sat Feb 07, 2026 12:36 pm

lumpi33 wrote: Sat Feb 07, 2026 12:29 pm
Farrul wrote: Sat Feb 07, 2026 12:02 pm
lumpi33 wrote: Sat Feb 07, 2026 11:45 amThey need at least the following nerfs:
- KD down to 2s
- bubble after crit down to 400 to be in line with other self absorbs
- no dual in and out heal debuffing. Only one of it. Dual debuffing a healer with all the armor pierce, kd and high damage is too op.
- less pouncing. They already two speed buffs and a snare with dagger. That pounce with snare is so broken op. You just cannot shake them off anymore. Why does a class need 3 powerful gap closers (charge, pounce, dagger throw snare)? Other classes have zero like the engi.
I think they should honestly rework the mid-tree, no need to nerf if they ''design it'' correct in the first place. It's supposed to be a dps class with stealth not a brawler marauder mdps or tank class. It could be given some new tools like Repel blashemy which suits a stealth class, but need to drop this passive tankiness nonsense.

I mean 3s KD is standard so i wouldnt touch that, absorb tactic has been overpowered for a long time so i agree on the nerf to 400.

But i feel we are just trying to argue for ''damage control'' here in hindsight, the balance team messed up in the latest mdps patch and gave stuff like wound debuff and 2 x jumps. That is the elephant in the room, so for now let the results speak for themselves. I hope the ones that coould make a difference will realize there is an issue here and do balance adjustments accordingly.
You are pretty on point.

I forgot their wounds debuff... In relation to how many hitpoints a player usually has (8k-10k ish), a 1.5k debuff is really strong. Actually too strong. Being down at 6.5k health and getting targeted by a melee assist train is death under 3s.

The game is in a weird state right now. Good assists in scenarios almost instant kill other players.

Id prefer a game with less powerful guard mechanic but more wounds for the players. This would allow to still kill targeted players with an assist but it would take slightly longer because of the higher wounds. That way you would have more time to react and actually do something, with or without guard. Dying instantly isn't fun. Not vs WEs, not vs assist trains, not in any situation. Id also remove the GCD from potions again. That is so annoying.
Dude, there's a much simpler solution than whining about balance... If you don't want to die in 3 seconds, have over 6,000 health. Of course, that will require you to sacrifice your damage, which you don't want, which is why you're crying on the forums.
and about usability wounds debaff I wrote in the post above

Ksekwlothreftis
Posts: 13

Re: WE and WHs changes made the game booring any fixes?

Post#103 » Sat Feb 07, 2026 1:33 pm

This has completely devolved into nonsense speech. It's just people throwing around a combination of every tool WE has and pretend like she can use them all in the same time.

Unless u are a lowbie or complete glass canon, u are not dying under knockdown. That 2s KD suggestion is about as ridiculous as your claims.

The wounds debuff is about as useless in solo as a chocolate teapot.

Putting the defensive spec of the class and the offensive one in one bracket and at the same time demanding nerfs for both is out of touch.

WE has to choose whether she brings hd or pierce armor with SS. With hd your burst is less, without hd you cannot kill healers.

The only true statement said here was the fact that WE and WH stack together because on their own they suck.

I once again ask people to play the class before they make a crying forums post.

lumpi33
Posts: 460

Re: WE and WHs changes made the game booring any fixes?

Post#104 » Sat Feb 07, 2026 1:48 pm

Ksekwlothreftis wrote: Sat Feb 07, 2026 1:33 pm The wounds debuff is about as useless in solo as a chocolate teapot.
A 150 wounds debuff with damage on top is useless for you? Baseline for free. Sounds like a lot of downplaying to me...

Wichelfa
Posts: 11

Re: WE and WHs changes made the game booring any fixes?

Post#105 » Sat Feb 07, 2026 2:00 pm

lumpi33 wrote: Sat Feb 07, 2026 1:48 pm
Ksekwlothreftis wrote: Sat Feb 07, 2026 1:33 pm The wounds debuff is about as useless in solo as a chocolate teapot.
A 150 wounds debuff with damage on top is useless for you? Baseline for free. Sounds like a lot of downplaying to me...
You seem to be missing the obvious. It removes 1500 HP from the target's FULL HP. When WE opens, it deals basic attacks that reduce the target's total HP by a certain amount. Afterward, you have a choice: use HPToxin or KD. In the first case, you get a death penalty; in the second, you deal additional damage, after which the target's HP is GUARANTEEDLY LESS than the HP that HPToxin can affect. In both cases, this skill is completely useless.

lumpi33
Posts: 460

Re: WE and WHs changes made the game booring any fixes?

Post#106 » Sat Feb 07, 2026 3:37 pm

In group play WEs do 150 wound debuffing, 3s KDs, heal debuffing and add a lot of damage with high armor pierce. That's one hell of a combo.

nocturnalguest
Posts: 834

Re: WE and WHs changes made the game booring any fixes?

Post#107 » Sat Feb 07, 2026 8:51 pm

Culexus wrote: Sat Feb 07, 2026 10:56 am This is true, but it is because there is no media for them to consume that shows them the team-oriented side of the game. As they only ever see solo-roam vids, they think this is what the game is all about, rather than the brutal, unforgiving, endgame playstyle that it actually is.

If there were content creators who created 6-man/WB content, players would be brought to the game for that gameplay, just as they are now with solo-roam videos. Imagine videos on how to play in a 6-man in the same vein as Daewuur's solo roam vids, with instructions on how and why things are happening.

Large-scale PvP is the selling point for the game, but there is strangely very little media where it's shown.
Absolute truth. I believe its not possible to word it better.

Amount of efforts to do get things going for serious play is quite enough suffering for everyone who cares and actually doing it. Since i've spent some time organising illegal ranked fanatics convention straight up half of 2023, i've never ever even got a thought of creating media content doing all this. It was enough chore to just get things running and all we wanted was to get fights going. Im strongly convinced its the best effort of popularization for 6v6 ever made, all the credits to Kar and Bambi.
But exclusions, rare ones, truly gems, are still exists. Its just so much more efforts instead of compiling some random solo roam that whole this "solo roaming is a true end game challenge" attitude is so popular. Most of forum content is all about solo/pug perspective. It tells quite alot, sadly. There are no more people like e.g. Hao, who posted topnotch feedback back in 2014-2016 in regards of balance. Nobody cares anymore from those who could actually voice what really matters. Just meaningless toxic rant everywhere nowdays. Buff this nerf that...

P.S. Ill just leave this one here, in my opinion its the very best 6v6 video ever created in RoR history. Especially 14:36 mark. All this banter, salt. Masterpiece.
From Grand Bitterbowl, a tournament so epic that it will never be forgotten, its final was completely astonishing, Phalanx won it in such dire fight, just wow.


Click here to watch on YouTube

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