WHC is the only subpar class left

I think his level 25 talents also need some look into. CDR and time extension are, by and large, equally useful (albeit an argument could be made that CDR is a tad bit stronger since it allows for more reliable availability and you get to use the knockback more often), but the range increase is simply garbage. I’d say combine the time extension with the range extension and make up something new for the third. I don’t know, maybe the ability could also provide damage reduction for its duration, or attack speed, or extra crit power or even higher crit chance, or a combination of these.

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Funny,some people still say WHC is balanced,if you dont agree that then you are noob.:smiley:

I have played VT2 for 1200 hours,please tell me why I cant see WHC in Legend ? Why people always choose other heros? :smiley:

Dont believe me? How about vote? :smiley:

I’d say get rid of the knockback altogether, as it really just gets in the way of hitting things in the tiny window you have. Then increase the base crit chance boost from 25% to 50%.

Anyway, the reason that the ability is garbage is mostly that it just doesn’t compare favourably with other careers. If balance was like V1, it would be perfectly fine, but the other options are leagues better.

Look at Slayer, who has a knockback dps ability as well. His 25% attack speed includes 25% crit chance, since you are hitting 25% more often, and it also has a base damage increase just from the increased strike rate, with the crits as icing on the cake. So his ability does everything WHC’s does, in a more reliable way, lasts longer, cools down in many cases before the effect has even ended, and also has a mobility element (the leap).

Whether WHC is viable or not as many here are discussing, isn’t the point, and little tweaks are not going to solve the issue. The problem is that he is balanced for a very different game, and makes many other classes look like pay-to-win premium unlocks by comparison.

I love the class, and play it in part to not feel like I’m cheesing my way through an arcade shooter, but it needs an overhaul if it is going to be comparable to other classes. (Personally I would have preferred the other classes never be so OP in the first place, but that isn’t really an option at this point).

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Only if he charges the charged attacks, which doesn´t really pay off most of the time. Otherwise, he will need around 6 headshots, assuming he always hits the head, which is a pretty strong assumption. This way, he would be able to one-shot them if he gets lucky, and generally kill them with <6 charged headshots or even light headshots if he is skilled enough to headshot them with those.

Well, animosity does have a lot greater stagger than leap, but other than that, yeah, the leap is overwhelmingly superior. And it should not be.

I think the issue with animosity is how contradictory it is.

It increases your critical chance by 25%, effectively the damage output, for 6 secs, a short duration unless you increase it through talent, and at the same time it knocks targets AWAY from you.

It is sort of contradictory, true, but the thing is, if it didn´t have the knockback aspect to it, it would a) be far less useful - this way I can knock back bosses, disrupt their special attacks, keep specials at bay, or even knock them off of incapacitated mates instantly, which is extremely useful - and b) it would possibly make the crit bonus even less useful, since now you don´t need to worry about being hit for a moment at all, so you can go all out and slash the s*it out of the horde or whatever is in front of you. If that were not the case, yes, you could instantly attack, but could far more easily get stunned and damaged by incoming attacks, warranting a more careful, defensive approach, meaning a lot of the crit buff would go to waste anyway.

Downloading the balance beta as I am typing this btw, it looks very promising, thanks, devs, for listening to the playerbase feedback and trying to make this game be the best it can be :heart_eyes: Actually, as it is now, pretty much all the major issues I had pointed out here are addressed in the upcoming patch - more health, 5% more crit chance, and ult CD reduced by 50%. Hopefully this will prove to be sufficient to place WHC by the other careers side as a worthy alternative. Thanks, guys :slight_smile:

Ok, so after testing WHC in the balance beta, I would say the situation has dramatically improved and he is now perfectly playable, so gj devs :slight_smile:

That being said, I think his witch hunt should still rather increase crit chance (for everyone) on the tagged enemies, rather than dmg taken. For everyone else, the bonus will be roughly the same if you change 20% dmg to 20% crit chance (on average), assuming the average weapon´s crit bonus is 100% dmg. A little less on average actually, which would be balanced out by the fact that crits will better deal with armored opponents. But the point is, it would better synergize with his killing shot perk, and make him a good special/elite killer (still won´t be at all op against CWs though, unless you actually resort them to the man-sized enemies list). Also, 20% more dmg taken might not even make a difference (like, ever) with some weapons and builds, while 20% more crit chance sometimes would make a noticeable difference and sometimes none (pretty much regardless of the weapons and builds used).

Also, an ammo boost would be nice, all WH weapons have pretty low ammunition count. For zealot it makes sense I suppose, but WHC is not so clearly melee oriented. Some people might argue it is quite sufficient for him to have a talent which allows him to have 30% more ammo, and perhaps they are right. To me personally, it doesn´t feel sufficient.

I think this is too complicated to implement, as crits are generated when the attack is made and not when the target is hit. Maybe it is even impossible, I don’t know, but it would include making an extra “roll” to determine whether a non-critical hit on a marked target would turn into a critical hit when the target gets hit.

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I’m really happy that WHC is no longer subpar.
I don’t particularly like that Marked for Death and Wild Fervour got reduced from 8% to 5% and given as a team buff. He already provided enough bonuses for the team in my opinion.

Now with the cooldown lowered to 90s and a base crit chance of 10% he can be utilized really well as a CDR build that supports the team with CC, crits and helps them out of bad situations.
He is very fun to play now with all the well deserfed buffs he got.

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True, I forgot about that. It still would be doable for sure, but it might be too convoluted and perhaps not really worth it. Alternatively, the 20% dmg bonus could stay and WHC could have increased chance to trigger killing shot on tagged enemies (as killing shot is generated upon hit, not attack, as far as I know at least).

Not a fan of lvl 15 talents still. I think they should go up to 8% again and apply a buff for everyone that hits tagged enemy instead of on death. Other than that, good changes.

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Yes, they do feel a bit underwhelming. But I still sort of like the change, at least now the entire utility of WHC as a team member has been increased, even if he himself has been slightly nerfed on the lvl 15 talents. Still I think the health on tag kill talent is garbage, 4 hp/kill would seem a lot more reasonable, and perhaps even 5. Considering killing a CW now can yield 21 hp or so…

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