Hero Touchup / Balance Pass Ideas

Full damage on Huntsman doesn’t deliver nearly as easily with elf. It felt fairly effortless compared to Huntsman, and very survivable. It doesn’t hinge much on skill, quite the opposite. I don’t need the regen. The THP gen was just as good as on Huntsman. The horde clear with dual swords was fine, I got headshots faster, and could spam the ult. The rare times I try the Waystalker it’s not difficult. That’s all besides the point, as I’m not asking for Huntsman to be Waystalker; we sorta agree on some level about Huntsman and Waystalker having different roles with Huntsman being a slower more methodical high skill ceiling sniper, while Waystalker is quicker and lighter. The main issue is the ability spam talent combo.

I think they fixed Trollhammer, it’s fun, but it’s not unlimited shots. I think 6 shots is fine. It’s on Egnineer with double ammo + crank gun + bombs it starts to be an issue where he can spam explosives and ranged most of the game.

I think I’ve refined my thoughts on this, and I think it’s obvious why players often prefer the other tanks. It’s less about overall efficacy as Foot Knight is strong, though Ironbreaker and Warrior Priest have arguably better access to damage, it’s just he’s not as flexible, and there’s not a cool ability to rival the use of Drakefire, Trollhammer, or Warrior Priest Fury.

I think something like Fury where kills or something builds up a bar allowing him to output extra damage during hordes. Thematically, it could be something related to an being an Imperial Knight.

An Outrider Grenade Launcher would be a fun toy and sacrifice special sniping to help with clearing out elite clusters; maybe a bit lower AoE and Damage than Trollhammer in exchange for more shots or a faster reload. I think Grenade Gauntlet on Ogryn is closer to what I’d envision, a quick launcher that can blow up a couple specials or an elites.

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Aside from FK, I’d like something to buff the push-stab of the Greatsword and .. for example… dwarven hammer and shield. It’s virtually a guaranteed headshot and locked behind stamina so should cause more damage if you ask me. I’ve just chucked it into the discussion with no real solutions but still, you get the idea.

I’ve seen some things that I’d say are false and so negatively impact the understanding of career balance, so here’s my two cents, having read the whole thread:

Footknight vs Ironbreaker melee DPS
Ironbreaker simply doesn’t have the melee output of a Footknight, as the former’s 2/3 melee buffs have mediocre uptime, while the latter’s buffs are constant against a typical cata horde
Blood of Grimnir - constant

Vengence - it’s a 10s buff that can be activated between:
8% atk speed every 27s (17s no buff)
40% atk speed every 55s (45s no buff)
every combat encounter can be started with 40% buff, but if fighting is continuous the buff is no longer so good.

Drengbarazi oath - 10s buff of 20% power on a 120s cooldown.
You can trade-hit (although not when building Vengence stacks) and use Rolling Mountain to cut the cooldown, but I seriously doubt that uptime will be anything more than poor.

Meanwhile, Footknight’s lvl 10 talents all have easy 100% uptime in combat at all times (unless there are no elites, but that usually means low-pressure situation, so counts for little)
Comrades in Arms is constant.
Bull of Ostland (30% atk speed) can also be (nearly) constant against cata hordes even without trade hitting.
I’m not sure how to incorporate potential DPS increase from the Battering Ram, but with either of those ult options, to say that FK gets 2/3rds of IB’s melee damage output is simply not true, as IB basically gets a bit of an advantage for first 10s after which he severly drops off.
For continuous combat, FK simply does better in melee by a long shot.

Now, sure he won’t compete for raw DPS against drakefire weapons, but if IB chooses that path he’s not constantly frontlining and can no longer snipe specials - this is perfectly fine if your team comp allows for it, but is a disadvantage for IB nonetheless.

Shortly, about comparison to WP - I’d hope WP has better melee DPS, considering that he doesn’t have access to a ranged weapon, which once again means no special sniping. His utility and DPS combined may be a bit overboard(?) but not enough to disrupt gameplay or completely invalidate other tanky frontliners.

Lastly, I’m not sure how valuable direct comparisons between tanks are, because let’s assume that IB is a superior tank and DPS to FK - what now?
Because if somebody is playing RV that means that there is no IB, and yet there still may be a need for a melee tank, and so the important question is if there is any reason to ever pick FK over alternatives or is he always inferior to something?
I’d say there is a reason, because not only can he put out very solid melee dps and crowd control or mass stagger, he has great utility with It’s Hero Time, which particularly shines for +specials deed and twitch mode (way less valuable for base cata), as he makes disablers obsolete - all of which combined no other Kruber offers, nor do other tank carreers. In comparison to IB, he’s better in melee and against WP and drakefire IB, he has special sniping and in general I’d say he ends up with better stagger.
Which isn’t to say other careers are worse, just that all of them offer different utility to the team.

Here is a twitch (no blessings) game from some time ago (no skull event), with (imo) equally competent players. Playing FK with GS, I was capable of putting out very solid crowd control and horde clear as a melee frontline for rapier WHC and two more backline-oriented builds. So, I’d say if the team needs a frontline tank and some horde DPS, FK does a very good job and doesn’t lag far behind other tanks (if at all).

RV Grudgeraker vs IB Drakeguns
I don’t doubt that drakes out DPS grudgeraker in total damage dealt.
However, how do they do against berserkers, maulers and specials on short to medium (~15m) range? And how does Gruderaker do?
Yes, IB with either Drake will (almost) certainly outdo RV Gruderaker on horde clear and crowd control, but Gruderaker has more versatile DPS. Both will need someone on the team to pick up the slack on the special sniping, but RV will be able to contribute to that as well, especially against disablers (meh against packmasters).
Additionally, if you end up fighting a patrol (or twitch spawn in), RV can drink a concoction and spam up to 3 bombs to obliterate it.
Sure, IB with Trollhammer can do that also, maybe even better. But RV can do that whilst running his horde clear ranged weapon, IB cannot.

Otherwise, RV should have lower DPS than other ranged careers, because he offers way more utility than WS, BH, Pyro or Hunstman, and is also way tankier than the first three. And whilst his DPS is unarguably lower, it’s still good enough, whether you run a more anti-elite+special or horde clear oriented build.
Lastly, I’d say the better you are at the game the less important tankiness is as agility and DPS can do the trick, however the more difficult the game mode (in relation to team’s skill), the more tankiness and utility of RV shine.

Here is another Twitch game of the same kind as the previous one, playing with Axe/shield + crossbow + lvl30bomb + potion spawning. The team needed extra special sniping and crowd control, and RV delivered (the team also made great use of potion + bomb spam), while I think alternatives wouldn’t - Hunstman can have crowd control but handgun and longbow are slower than crossbow and more difficult to use in a hectic situation, while repeater too inaccurate. Plus he won’t buff the team as much.
Assuming I could have picked other ranged careers (say we had IB instead of WP), BH could be even better against specials and elites, but I wouldn’t have matched the CC of a shield and incendiary bombs.
Regardless, there are thousands of different combinations, with what I was given, I’d say RV has his place due to the fact that he is a very safe CC ranged career which can be very good for rounding out the team when others bring enough DPS.

To sum up, I wouldn’t say that either really falls behind the others, both have good reasons to be used and I don’t think balance changes to them should be made from the premise that they are inferior and must be brought up to speed.
RV really doesn’t need extra hp as he’s tanky enough with a shield or even dual hammers and easy 30% dmg reduction, and while lower DPS, I don’t think effective range increase would do much, nor do I think he needs it to compete, due to the tankiness and utility.
FK whilst definitely a bit bland, doesn’t need any sort of burst damage to compete (he could get something cool and engaging to make him more fun maybe?), as his melee is already quite strong, crowd control options very good and his utility pretty good. The idea for an increased radius of auras would be a welcome addition and the only buff that he could really use.

Otherwise, buffs to very underutilised talents across all careers would be welcome and I support some ideas like cdr to Suprise Guest and rework of Chain Reaction, as those would encourage more builds that are sidegrades to meta, rather than something different to pick when bored (in some cases basically 100% worse than alternatives).

Also pls no more explosive weapons, don’t need any more trollhammers and pre-nerf mfbs…

I think you might underestimate Drakefire pistols. They work well enough against specials, and with the drakefire talent, they stagger berserkers on Cata. On Twitch Cata they’re a go-to for clearing everything by stacking burn damage and on Ironbreaker it’s easy to use a shield and clear space to vent a little and get THP, then continue burning enemies.

The uptime of Ironbreakers buffs may not be the same, but it’s overall strong enough that I get bursts of damage when needed. It’s definitely comparable to Foot Knight, even if it’s not as consistent. With a weapon like Coghammer, or Greataxe, it’s pretty high.

With Ranger Vet, the caveat is always often having shield or stagger weapon, and I don’t think it’s a great justification. The utility he offers is good, but to me it doesn’t justify the 100hp. Dropping a potion or bomb when there’s lots of specials means you have them all the time, that’s arguably OP, but dropping ammo and an ale doesn’t do that much.

I disagree, explosives are fun, and they exist in warhammer. It’s a lot of fun on Ironbreaker. Adding new things doesn’t always work right when they’re new, but it’s better than not.

Foot Knight sees more use at high level play; often due to stagger and stamina for the team and it’s the first career I took into Cata when I was new at the game. Still, for most regular Cata and Legend play Foot Knight is a lot more bland and lacks the versatility of other tanks. Drakefire, Trollhammer, and Fury are all fun. Kruber in general has the fewest ranged options. Foot Knight builds are not all that different either.

I definitely don’t have as much experience with pistols, nor have I seen people use them. I will have to try them out more, but at first glance from the calculator they indeed seem alright at max heat against specials and berserkers, even if it isn’t a one-shot like Grudgeraker. Still, it’d seem Grudgeraker does better against specials or lots of berserkers and maulers with hordes, while pistols are stronger for hordes, but I’ll try them out more seriously when the skulls event is gone.

IB gets 40% attack speed and 35% power in his prime for 10 seconds.
FK has 30% attack speed, 10% power and 15% attack speed/power or 35% stagger power (very weapon dependent bonus)
So, FK has either a lot less power and a bit more attack speed, or a 10% less of both but buffs are present most of the time.
I’d agree that IB’s 10s is a nice burst, but FK is significantly more consistent and only slightly weaker when compared to this “burst”, so all-around better in melee.

We’ll have to agree to disagree on explosives ^^

I definitely agree with all of that. FK feels pretty bland regardless of the weapon choice and I have more fun playing around with IB or WP. Maybe a grenade launcher is the solution, but I fear the cure might be worse than the disease…

Ultimately, I do think it’s cool to see all the suggestions and I hope devs take them into account for the next patches because I like quite a few of them ^^

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People sleep on them. Take a look. And this one

Thanks, we’ll see. They mentioned a weapons DLC maybe next year; that and a little more polish on underused talents and careers, then the game would feel complete as far as I’m concerned.

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It’s missing to come back with the divine excoriation, and add it to the unstoppable force perk…
Talent_WarriorPriestOfSigmar_20_01
Talent_WarriorPriestOfSigmar_10_01

I’m confused. “It’s missing”?