To try and consolidate feedback and get a sense of what people think: if something is contentious, I’ll remove it. If I seem out of line with a suggestion, I’ll adjust or cross it out based on feedback. If you have a suggestion, I’ll try to add it. The goal is to make this post reflect community consensus, not just personal preference.
Note: Many of these changes are adapted from the Tourney mod. Since Fatshark has already implemented solid THP changes from that source, I figured it’s worth pulling more ideas from there.
General Changes
10% movement speed talent passives increased to 15%.- 5% passive bonuses (attack speed, power, crit chance) increased to 10%, similar to Slayer.
- Triple aura radii.
- Remove Mainstay; replace with Assassin or Bulwark.
- Enhanced Power increased to 10%. This is contingent on increasing the resilience of Stormvermin and specials to ranged body shots, and raising stagger thresholds for elites.
- Bulwark: 10% damage bonus applies to all damage types. Duration increased to 5 seconds.
- No friendly fire from abilities. Friendly fire also no longer triggers passives.
Assassin: No longer activates on crits.
Mercenary
- Helborg’s Tutelage: No longer blocks natural crits.
Huntsman
- Hunter’s Prowl: Cooldown reduced from 90 to 60 seconds.
- Base health increased to 125.
- Hunter’s Prowl Grant invisibility by default.
- Concealed Strikes: Elite and special kills during Prowl refund 5% cooldown per kill.
Foot Knight
- Valiant Charge: Cooldown increased to 40 seconds. Ult cleave and size improved.
Comrades in Arms: Protective Presence also grants +15% melee power to Kruber and allies.Inspiring Blow: Staggering elites grants a 5% cooldown reduction buff per hit, stacking up to 5 times, lasting 5 seconds each.Have at Thee!: Grants 5% power per strike on an elite, stacking up to 5 times, 8 seconds per stack.Crowd Clearer: Pushing an enemy grants +15% attack speed and +40% cleave for 3 seconds.Staggering Force: +20% stagger power scaling up to 50% on full charged attacks.- Could use a talent or ability offering some form of Burst Damage similar to how Ironbreaker has Drakefire, and Warrior Priest has Fury.
- Idea: Kruber deals 20% extra damage to all enemies hit by Valiant Charge for 15s.
Grail Knight
Virtue of Knightly Temper: Critical strikes instantly slay enemies if their current health is less than *5 times the amount of damage of the critical strike.- Virtue of Discipline: Buff duration increased to 10 seconds.
- Virtue of the Impetuous Knight: Attack and movement speed increased by 35% for 25 seconds.
Ranger Vet
- Base HP increased to 125.
Exuberance: Stacks6%5%Damage Reduction up to 5x on scoring a ranged head-shot, taking a hit removes a stack- Last Resort: When Bardin’s ranged weapon is empty, he gains 25% melee power for 10s.
- Ranger’s Parting Gift: In addition to it’s current effects, Ranger Vet starts with 1 bomb, similar to the Engineer rework giving Engineer 2 bombs for his bomb talent; this way he doesn’t have to bum one off players, of if he gets unlucky, can’t find a bomb, he has one to start with.
- Ingenious Improvisation Perk: Once every
90s*180s, Bardin gains a buff that allows him to not consume a potion, bomb, or heal when using one. This, instead of the 10% chance not to use an item. - Drunken Brawler: Drink ale 2x as fast as regular potions
- Surprise Guest: In addition to being able to stay invisible outside smoke, grants
20%15% Cooldown Reduction to Disengage New Passive: Double effective range of weapons like Huntsman.
Waystalker
Drakira’s Alacrity: Ranged Headshots deal 25% more damage.- Drakira’s Alacrity: Ranged Headshots grant 15% attack speed for 10s, lasts 8s longer per headshot stacking up to 3x
- Spirit Arrows: Replaced; Amaranthe gives 5% of max ammo to Waystalker per tick. Does not remove the health regen of Amaranthe.
- Asrai Focus: Reduces Cooldown of Trueflight Volley by 15% (instead of 20%).
- Amaranth: Regen up to full HP instead of half; regeneration reduced to 2HP every 10s.
Shade
- New Passive, Blur: Parry window increased by 50%.
- Cloak of Pain: Dual weapons no longer sometimes consume both charges of ult instead of 1 with a single attack.
- Hungry Wind: Leaving Infiltrate grants 20% movement speed, +20% Melee Power, and the ability to pass through enemies for 15s. No longer grants bonus damage.
- Cruelty: Critical strike damage bonus increased to 80% and grants 5% bonus Crit Chance.
Sister of the Thorn
- Radiant Inheritance: Duration increased to 20s.
Witch Hunter Captain
- Riposte: Parrying grants a guaranteed crit for the next heavy melee or ranged attack — no expiration.
- **Templar’s Kowledge: **Aura of 10% additional damage to all taggable enemies.
Wild Fervor: +3% Crit Chance when taggable enemies die for 8s, stacking up to 5x.
Bounty Hunter
- Double-Shotted: Cooldown Reduction on headshot increased from 60% back to 80%. *Can only proc once every 10s.
Indiscriminate Blast: * Cooldown Reduction increased from 25% to 60%. *Killing enemies with the ult no longer grants additional pellets to the next ult. - Melee kills reset the cooldown of Blessed Shots (from Blessed Combat to Passive Perk)
Zealot
- Smite: No longer disables natural crits.
- Fiery Faith: +4% melee power per 25 missing HP (was 5%, previously applied to ranged too), stacking up to 6x.
- Holy Fervor: Converts green HP to THP on activation.
Warrior Priest
- Blazing Bright: Taking damage no longer generates Fury. Fury generation rate increased by +30%. Entering Fury grants a standard Shield of Faith (no talent bonuses).
- Sigmar’s Executioner: Elite kills grant +5% crit chance, stacking to 3x. Crits remove all stacks. (No timer anymore.)
- Unstoppable Force: Restore Divine Escoriation’s pulse-push attack effect. It was more fun, and provided useful stagger utility on higher difficulties.
- Prayer of Vengeance: Restore the previous +25% power vs Monsters to the party.
Unchained
- Don’t allow overcharge to be generated from friendly fire, gas, ranged specials (Gunners, Archers), or Warpfire. Only melee damage contributes to overcharge buildup.
- Overcharge Incapacitation Fix: Becoming incapacitated (e.g., pounced, grabbed) while overcharged should not result in an instant down.
- Chain Reaction (Rework): Chain Reaction explosions should either ignite enemies or deal damage, rather than just staggering.
- Natural Talent: Reduces overcharge generation by 20% (is 10%).
- Fuel for the Fire: Allow the buff stack up to 10 times.





