Couple things to start off with. If you play HM, glaive is by far ur best option. HM passives make glaive an absolute monster of a weapon. Its only downside is low dodge range but with HM you negate that completely and it also benefits hugely from stamina regen for pushstab into light combo spam during hordes. The fact that you have such a long dodge range means that you can play very offensively against packs of elites like multiple CWs with multiple maulers. Glaive kills CWs with 2 charged combos if you hit one headshot (really easy with the glaive charged against CWs and if you fail, the cw is really low), this makes it so you can kill a CW during ur 3sec stealth if you start charging the hit while dashing.
HM vs Shade:
-For elites, shade is better during hordes because her ult gives a lot of dps but whenever you don’t have loads of unarmored/unshielded enemies around, HM with glaive, is way better at clearing elites. So shade is better during hordes and HM for ambients, so HM mainly for pace and occasional CW / SV patrol, obv shade destroys those if she has a conc pot.
-Shade destroys bosses, HM is decent against them with longbow/glaive but requires aiming to get headshots. Basicly troll and ogre its really good for and does decently against stormfiend / chaos spawn with glaive.
-They are more or less equally good at killing specials and clearing hordes, HM a little more skill dependant for hordes if playing glaive vs dual swords.
-HM is a little safer, gives team utility and does all the things I listed shade doing well, a little worse. So for example, elites during hordes, HM can dash into a horde and do couple chargeds in peace to delete any elite, a bit harder than on shade because you have to aim.
I think both HM and shade are a little op atm because of how good stealth is, shade a bit more so in group play, so here are my nerf proposals:
For HM I think they should make the stealth after dash break after an offensive action to make it a little less cheesy, since now its just 3seconds of free dps.
For Shade, couple options:
-
remove the guaranteed crit from stealth attack, (buff dmg and give armor piercing to compensate) so resourceful combatant wouldnt get a free proc instantly when coming out of stealth AND make stealth CD start only after you come out of stealth.
-
keep the cd as it is but make the duration 3-4seconds with a little movement speed increase.
I much prefer option 2 because I love often you can spam the skill but it feels really cheesy that you can be in stealth more than half the time. This would require for them to probably also change the talent that lets you shoot in stealth to something else.
Dual weapons cleave attacks stop on armor so you can only hit max 2 armored targets, same with SVs.