Witch hunter captain needs 125hp too

There is more of course… obviously the Ult for WHC needs a rethink, and the lower health needs to be re-thought…

And a total reversal of the previous weapon nerfs… due to this little circle jerk with hosed up the balance between ALL of Saltzpyres melee weapons when it was very good originally in Beta.

I suppose I should repost this which is from another thread… to give a little more detail on how it came about

You know I should probably give you an idea of just how far this circle jerk goes and how this chain reaction hosed up the Balance of ALL the Saltzpyre melee weapons and where it comes into play.

We’ll start with Step 1.

Step 1. The Alt Fire Rapier pistol nerf…
Back in Beta the Rapier’s Alt Fire Pistol actually did full damage out to about where the Brace of Pistols did. It wasn’t really a problem either. Mostly because of how clunky the thing is to use. So you missed a lot at any type of medium range… still anything within about 10-15 yards you could hit and kill.

One problem… The Bounty Hunter’s passive…
The Alt-Fire Pistol is counted as a Melee Kill… not a ranged kill.
(Previously this weapon was not usable by the Zealot, and may not have been by BH either. I don’t remember whether it was or not)
So… the Bounty Hunter could reset their Crit Passive at range just by killing something with the Alt-Fire Pistol… and then instantly have their Crit back. Which was not intended since it was supposed to be a Melee kill to do it with.

So they nerfed it so it only did max damage out to where it is now… so it couldn’t really kill anything at Range anymore… (which is stupid given that it has a 2-3 second reset on it so you’re not going to run around racking up massive ranged kills with it no matter what).

Rather than, you know be smart like… Make it a WHC weapon ONLY …or locking out the Alt-Fire portion on BH…
…or you know… making the pistol shot count as ranged damage so it didn’t DO that. Which would have been the smart play.

Instead they took out this HUGE balance factor of the Rapier vs Falchion out of the equation.
(vs Two handed sword eventually)

So now its just clunky, pointless, and little more than a gimmick.

Step 2. Patch 1.05 Accidental Nerf.
Patch 1.05 was indeed necessary. They had miscalculated the Hero Power threshhold so all weapons were >doing more stagger, cleave, and damage than they were supposed to be doing… and Half the jobs in the >game relied on the intended Power level… or their passives and skills would have no actual effect on the >game. So half the jobs in the game became useless until they fixed the power level to be where it was >intended

Unfortunate Side Effect: The Axe which never had much cleave in the first place, and only provided minimal horde clearing ability… lost ALL of it. So whenever you used the Axe… it would get you killed in a Horde.

So as to where there used to be a smooth transition between the Axe, Rapier, and Falchion with regards to their capabilities (Horde Clearing vs Armor Piercing vs Shield Users vs Elites)… The chain was broken, because the Axe no longer provide even the minimal horde support it used to… leaving only the Rapier and Falchion as survivable weapons in a horde and breaking the smooth transition between them all.

Step 3. The Two Handed Sword Buffs…
Greatly increased the viability of the Two handed Sword… one problem… They forgot to increase the Reach… so it was STILL the same reach as the Falchion and less Reach than the Rapier. So all those improvements were for nothing. Since the Falchion had similar cleave and stagger and was much faster. So it made a better Two handed Sword than the actual 2 handed Sword.

Problem number 1… This of course made the Falchion seem like it COULD do anything and was better at everything than every other weapon… (See Step 1, and Step 2… to see why this magically and mysteriously poofed into existence… and wouldn’t be a problem had those two things never happened)

Problem number 2… IF they actually DID increase the Reach… the Two Hander would FAR overshadow the Rapier’s main job as a Horde Clearing Weapon. BUT… that wouldn’t be a problem had they not NERFED the Alt Fire Pistol Shot in the first place as that would still be a balance factor for the Rapier and no one would care.

So even if the Rapier had lost its Primary Spot at Horde Clearing to the Two Handed Sword… It still could kill targets at Range where none of the other weapons could. Hence Fat Shark COULD extend the Reach of the Two hander to be longer than the Rapier… and not the idiotic reach of a dinky little Short Sword (Falchion).

(And likely Kruber’s would give the Halberd a run for its money too)

Step 5: The Falchion Nerf…
…and the last straw that finally broke the back of the Melee Weapons. With the only weapon that HADN’T been Nerfed left… of course its able to do everything. QUICK NERF THAT TOO… Its UNbalanced…

Oh wait… its really not.

The ONLY reason the Falchion looked that was was because of… Step 1, Step 2, Step 3, and Step 4, which lead to Step 5.

SO NOW…

We come to the end of this big Circle Jerk…

At this point the ONLY way for Fat Shark to fix all this… is to GO BACK and Remove ALL the previous nerfs that were either intentional due to bad decision making… or accidental due to the necessities of the Patch.

Because right now the Balance between the Weapons which Started out really good…

Is now in the Tank…

EDIT: They basically screwed themselves because they had the right balance from the beginning… and then screwed it all up.]