First off I want to say that I’m happy that the devs decided to do some balancing. Always nice to keep the game fresh and makes new/old builds shine. I liked most of the changes but I can’t say all of the changes were necessary or relevant to the actual game. All of the things I will talk about in this topic assume playing on Cataclysm. Also a reminder that Twitch Mode is a thing and playing there is a big difference from standard missions. Also keep in mind that a lot of people on this forum feel that when something is performing as intended it means it is OP and “overperforms”. Let’s start with this one:
- Headshots and Critical Strikes no longer automatically apply a light stagger to enemies.
Not a single comment on to why this was needed? The crit/headshot stagger is really good with some weapons that don’t have much innate stagger, and these weapons could compensate with headshots for better horde survivability/elite control. A good example of this is a Shade with Daggers - a skillful use of pushes and headshots allow her to manage the horde quite decently. Now you only rely on teammates and or pushes for crowd control. One handed axes (and their increased crit chance) also have a good use for headshot/crit stagger against elites. This change should be reverted imho, it adds nothing to the game and just kills a play-style some people are used to. (It also kinda makes sense logically - when you hit someone in the head they will flinch.)
- Tuskgor Spear, Executioner Sword, WoM weapons in general and Mercenary talents
You guys release the WoM DLC with Cataclysm difficulty and one new weapon for each class which was balanced around the new difficulty. Tuskgor Spear was one of them and it was one of the most balanced weapons of this whole DLC. Good attack pattern, good block efficiency, good cleave and non zero damage (unlike shields+x weapon) so you actually can help with killing some stuff and also be able to support teammates in critical situations. Best balance between a pure support weapon and an all around tool for survival. The only thing I agree is that these weapons didn’t need infinite dodges. Everything else made to the spear in this beta is pointless. It’s not even used that often by people, and certainly was nowhere near “OP”.
Executioner Sword - same story as Tuskgor Spear. The factor that makes a weapon good is - what range of targets does it cover. Exec Sword covers them all, you can kill efficiently every enemy in the game. Good horde clear and good armor/elite damage is all you need to make a weapon feel and play good. Exec Sword is exactly that and nerfing attack speed does nothing. It still kills everything, it will be just more frustrating to use with lees attack speed. If you wanted a reasonable nerf, chose one of the abilities you want to focus on with this weapon - either make it the ultimate hordeclear weapon with medium armor damage, or a armor “penetrator” that destroys elites like Chaos Wariors.
Walk it Off - DMG reduction to 25% is too much of a nerf. Absolutely no sense in using it anymore, the cooldown talent with no downsides is just better since the 25% make 0 difference in context of Cataclysm. 25% will not save a class with 120HP from an unlucky overhead or something similar. It really should be back at 40% with maybe a little reduced duration - say 7-8 seconds instead of 10.
Ready for Action - Should be a pure stagger talent. It would be cool if it would no longer heal THP but Kruber could use his shout twice within a 10 Seconds window. Would be used and would find a place in some builds.
On Yer Feet Mates - Make the people who get revived by the shout have a 1 or 2 second invulnerability so that they don’t get instakilled upon getting up and have a chance when revived in the middle of battle .
- Billhok and BH Talent Changes
Let’s start with Billhok. And again same mistake (read first paragraph about Kruber). Increased dodge range and a limited amount of them is fine and quite welcome. However the Special Attack is what made this weapon stand out and be a good utility for surviving. The stamina cost is just not needed. Previously you needed to have at least half stamina shield to use the Special Attack anyway and it was fine, since you never know when a Berserker/Plague Monk/Patrol will run towards you. The only Victor career that can somewhat compensate for stamina is Zealot with his talent that restores stamina upon tacking damage. A Bounty Hunter for example has nothing to restore stamina (aside from trinket). Special Attack was something you might do in between push attacks (while fighting horde) to pick off the elites mixing in there. The stamina cost on this attack just makes the weapon clunky to use when fighting Patrols where you need to both use the Special Attack to control the huge amount of elites and sometimes dodge while blocking. It also kind of locks you into using stamina regen on trinket which is suboptimal for most of Victor builds (Since both WHC and BH rely on crits and crit chance)
Bounty Hunter’s new talents are nice but feel still underwhelming when compared to talents in the same row. Love the idea behind Bounty Hunting, but the problem with it is that it becomes good only after like 20 stacks (which is luck dependent and you might not even get that many). It often asks for enemies that are not even close to being around (A berserker or Chaos Warrior in a skaven only mission). Also has no icon to display how many stacks you currently have which is weird.