Panzer80 wrote: Wed Jun 10, 2026 4:08 pm
You can't complain about WE without complaining about WH, which is stronger. There has been an influx of new player over the past year + with more being on order and a lot are going to the forums when they die to a WE when they were out of position. None of those things you mention are as overdone as anything on WH. The wounds debuff is needed to kill endgame healers. The absorb is 1/2 of the anti-thesis to the WH's Repel Blasphemy and overturned Atonement tactic (possible the most op tactic in RoR) and is one of the things that lets WE compete against OP tanks like Kotbs or even WL's. Your complaint here is a confusion with the games def/offense scaling. The tactic isn't too strong and only works when critically hit. Also, "defense spec" almost always uses offensive aspects like offensive tactics, magic damage stacks or strength stacking. All magic damages have a lower difference in resist cap. Not just WE. Double leap? Most ranged healer dps have multiple tools to cc and hit from 100ft. True ranged classes have not yet been overhauled. Keep that in mind.
Honestly insane to read that. OP tanks like KOTBS? Oh my I seem to have engaged an incredibly tanky class which reflects damage in melee, how could this possibly happen to me? What could I possibly do to avoid such a situation? Exactly, you just don't fight them and literally walk away from them. It really is THAT easy, the class has no ability to force you to fight them. Says a lot when the ego is so high you can't possibly fathom not being able to beat every single class in a 1v1. Saying KOTBS is OP genuinely is beyond unbelievable.
WH/WE on the other hand FORCE you to fight them because they get a free gapcloser/opener (stealth) and unlike WE at least you can punt WH > flee while strafing and they won't catch up. WH (and WE) was ALWAYS weak to being kited and the moment they get punted the fight usually is over for them, that is their weakness besides having high statrequirementss due to physical only and being squishy - things WE doesn't suffer from nowadays anymore. WE leap before required you to be IN stealth which realistically means max 1 usage from elixir, it was so terrible I've probably seen it used like 5-10 times in my entire time playing on this server before mdps rework.
"Wounds debuff needed to kill endgame healers" maybe it has not occurred to you yet (did someone boost all those rr80+ for you?) but healers in this game, especially these days, are NOT meant to die to one DPS - if that was the case healers wouldn't be playable because they either get focused down immediately or simply don't heal enough when it comes to numbers. Defending an ability by saying without it you wouldn't be able to solo kill healers is so far off I'm genuinely speechless. Telling someone else they are confused about the games scaling while clearly lacking knowledge yourself. Everyone has a chance to be crit by default (+dps classes gear/weapon usually has a few % crit) so the absorb tactic WILL trigger whether the opponent builds crit or not, you're trying to pass it off as if the tactic doesn't work at all against anyone who doesn't build crit. WH's RB is incredibly strong, always was, yet you can avoid it by just setting up an aura and quite literally walking away from them the same way you counter M1 parry mdps classes have + it can be parried (lolxd) and has 30s CD. WH has their own issues and are oppressive in their own way but nowhere near WE (nerf both btw) because they still clearly have counters. Stealth needs to be reworked entirely, no way around that.
Would you like to tell me how exactly a healer is supposed to use their "multiple" tools to get away from a WE despite leaps? stealth opener > punt WE (if they don't disrupt) > leap > kite with puddle > leap > you're out of cc and options while WE is still sniffing your rear, where exactly is the counterplay? I played heal AM recently myself a bit and it genuinely is near impossible to get WEs off of you (even terrible ones) because they happen to have 3 gapclosers (stealth, 2x leap) while you have 2 disengages (punt, puddle) so just mathematically it already doesn't quite work out. Your best bet is hoping they don't know how to walk (actually high chance with all those fotm rerollers) and kite them around trees/objects. Do you mind enlightening me with the secret knowledge you seem to possess?