About the WH/WE changes
Posted: Sat Oct 03, 2020 12:53 pm
This is a constructive criticism attempt about the latest WH/WE changes.
First of all, a little context, so that you don't get me wrong:
- I'm spending most of my time healing WE/WH in duo/trio group
- Usually buffs to WE/WH benefit me, so im not here to whine about a class getting buffed
- I'm generally happy about the recent changes to the game (especially the contrib changes), and not in the "everything is bad" mood.
However, i have a few concerns about the latest changes:
1) The breaking changes (which i assume to be a bug).
The most breaking change since the patch is probably a bug (i assume it will be fixed in a hotfix soon?).
Since the change, it is now impossible for a healer to heal someone that is stealthed (no hot/cleanse/direct heal working).
When you do, you receive a "you cannot see target" message
It means no pre-hotting WE/WH possible when they are on stealth, weither it is the "normal" stealth or
their temporary stealth ability. In both case, this is an extremely annoying.
In that regard, the bug/changes is de-facto a pretty big nerf to these classes, which i assume is totally unintended.
It is also extremely annoying from the healers perspective, it feels "buggy", as it is the only cases in game where you cannot
heal friendly targets (with clunky animations not consistent with what really occurs)
2) The stealth duration changes
I see good intents behind those changes, but think this is going in the wrong direction.
WE/WH always were a high risk/high reward class. The fast paced alternance of "safe" stealthed periods and
"dangerous" out of stealth periods were one of the key elements that made that stealth class unique, compared
to other mmorpg out there. Alternances between being the hunter and the prey.
This was also a key element to the fun of playing and fighting the class. The kind of issue that cannot be seen at
first but might be damaging to the game in the long run.
The changes, by increasing by default duration of the stealth in a pretty massive way is kinda turning it into an almost
perma-stealth mechanics, which totally negates that part of the gameplay
It also raises all kind of weird issues, with ap buffs, etc, which are prolly too hard to fix without breaking more things.
I think that change should be reverted. I understand the wish for a longer stealth duration, but giving it by default,
on any stealth attempts is spoiling part of the fun. If your intention is to give WH/WE a way to stay sometimes a bit longer
in stealth, why not restore the 30sec cd, but give an WE/WH an ability usable in stealth with pretty long CD (lets say 3-5mins CD)
increasing stealth duration for something between 15-30 sec ?
It would allow WE/WH using it to sneak in further on demand, occasionally, without making it the default mechanism.
3) The cool things
On a more positive note, i think that new anti-rez ability is a pretty cool idea, giving WH/WE some new unique features consistent
with their role. I assume it will require some tuning over time, but but props about that, very interesting idea !
4) A crazy suggestion from my WE/WH friends
Ok, this is not the main purpose of this thread (as this is maybe a bad idea?), but as it was suggested to me,
if you are looking for some other crazy suggestions about WE/WH changes that could be consistent with their role, as agile single target assassins:
What about giving them an ability (on pretty long CD too, prolly a few mins) giving allowing them for 3-7sec to bypass
collisions with other players, allowing them to move with agility through the crowd and find their targets more easily ?
I suppose it would have some value in the current blob/aoe meta, and add more value to the class in siege-like mechanics.
This is it
Thank you for reading so far 
First of all, a little context, so that you don't get me wrong:
- I'm spending most of my time healing WE/WH in duo/trio group
- Usually buffs to WE/WH benefit me, so im not here to whine about a class getting buffed
- I'm generally happy about the recent changes to the game (especially the contrib changes), and not in the "everything is bad" mood.
However, i have a few concerns about the latest changes:
1) The breaking changes (which i assume to be a bug).
The most breaking change since the patch is probably a bug (i assume it will be fixed in a hotfix soon?).
Since the change, it is now impossible for a healer to heal someone that is stealthed (no hot/cleanse/direct heal working).
When you do, you receive a "you cannot see target" message
It means no pre-hotting WE/WH possible when they are on stealth, weither it is the "normal" stealth or
their temporary stealth ability. In both case, this is an extremely annoying.
In that regard, the bug/changes is de-facto a pretty big nerf to these classes, which i assume is totally unintended.
It is also extremely annoying from the healers perspective, it feels "buggy", as it is the only cases in game where you cannot
heal friendly targets (with clunky animations not consistent with what really occurs)
2) The stealth duration changes
I see good intents behind those changes, but think this is going in the wrong direction.
WE/WH always were a high risk/high reward class. The fast paced alternance of "safe" stealthed periods and
"dangerous" out of stealth periods were one of the key elements that made that stealth class unique, compared
to other mmorpg out there. Alternances between being the hunter and the prey.
This was also a key element to the fun of playing and fighting the class. The kind of issue that cannot be seen at
first but might be damaging to the game in the long run.
The changes, by increasing by default duration of the stealth in a pretty massive way is kinda turning it into an almost
perma-stealth mechanics, which totally negates that part of the gameplay
It also raises all kind of weird issues, with ap buffs, etc, which are prolly too hard to fix without breaking more things.
I think that change should be reverted. I understand the wish for a longer stealth duration, but giving it by default,
on any stealth attempts is spoiling part of the fun. If your intention is to give WH/WE a way to stay sometimes a bit longer
in stealth, why not restore the 30sec cd, but give an WE/WH an ability usable in stealth with pretty long CD (lets say 3-5mins CD)
increasing stealth duration for something between 15-30 sec ?
It would allow WE/WH using it to sneak in further on demand, occasionally, without making it the default mechanism.
3) The cool things
On a more positive note, i think that new anti-rez ability is a pretty cool idea, giving WH/WE some new unique features consistent
with their role. I assume it will require some tuning over time, but but props about that, very interesting idea !
4) A crazy suggestion from my WE/WH friends
Ok, this is not the main purpose of this thread (as this is maybe a bad idea?), but as it was suggested to me,
if you are looking for some other crazy suggestions about WE/WH changes that could be consistent with their role, as agile single target assassins:
What about giving them an ability (on pretty long CD too, prolly a few mins) giving allowing them for 3-7sec to bypass
collisions with other players, allowing them to move with agility through the crowd and find their targets more easily ?
I suppose it would have some value in the current blob/aoe meta, and add more value to the class in siege-like mechanics.
This is it

