Excluding the ones we all think should be nerfed, I think Merc, IB, BW and UC need nerfs, mainly to their tankiness or in UC’s case the power stacks granting stagger strength be lessened. A few other specific things I believe are too much, like BH’s Double-shotted, infinite cleave aoe staffs/any forms of infinite cleave.
There’s a bunch of non-career related things that I view as too strong as well, that happen to favour specific careers over others (imo enemies take too much damage when climbing which benefits hyperdesnity stacking and infinite cleave, as well as high damage careers that can sit there and just whack at climbing enemies).
Roughly a bit better as a career than BH without Crossbow and without Double-shotted on Cata is probably a decent baseline in my eyes.
As an example, for Merc I would suggest MtM being lowered to 4 stacks/20% power and the other talents on its row being buffed to that level. Then make Merc receive less ult cooldown on taking damage. Outside of that it’s just Mace & Sword being very strong that pushes Merc too far. With those changes to Merc, the suggested WHC should be about on par with something like a Bret Longsword Merc.
I’m open to being wrong about the degree of changes. It seems like the tag one is the most controversial.
I personally agree.
It seems like the main issue is the combination of the tag change and dps nerf. I wanted to be overly harsh with the nerf ideas and then take a step back instead of the reverse.
I think you’re right. My angle on this has been from too much of a modded realm/premade perspective.
Yeah it’s pretty difficult.
A solution like this would likely be easy for the developers to accept, much easier than my suggestions. If it moves Killing Shot from encouraging light fishing to a bonus that just sometimes happens occasionally it’s a good change. It’s as simple as removing an unlisted crit chance passive and taking a look at Wild Fervour, then possibly Fervency and Unending Hunt.
It’s true, but I’m comparing fairly high headshot percentages. AnF’s monster dps would be less because of the Flense nerf, so it’s mainly Billhook and Rapier (the others get boosted too but still wouldn’t do much).
The 30% increase on crit headshot doesn’t hit any Chaos Warrior breakpoints for Billhook or AnF, and only saves Rapier one property compared to now for a full charge crit headshot to 1 shot a tagged CW with Deathknell. For monsters, Rapier would go from 230 to 267 on full charge critical headshot vs a tagged monster with Deathknell, which isn’t that much of an increase and is still only on headshot.
Still, I don’t see a need for WHC to be better vs CWs and monsters, so it wouldn’t bother me if it kept the man-sized enemies criteria.
That’s fair. WHC is still very competent at killing specials in melee anyway, so the range special killing is not exactly needed.
Something like wild fervour grants the team 5% crit chance for 5% when the WHC kills a tagged enemy? That would make it less completely free and dependent on the WHC doing their job. Could make it require the WHC to tag the enemy as well. Would be more interactive at least.
I’m a fan of this idea. I think Dual Dagger’s cleave would be more appropriate though, which is just enough to cleave an Ungor and nothing above if I recall correctly. That or cleaving up to Fanatics and nothing more. Currently Rapier cleaves unstaggered Gors, which is a bit much. Could also make the inner block angle more narrow to match Dual Daggers and Sienna’s Dagger, which have some similarities as finesse weapons. Would be fitting for a duelist-like weapon.
This could work as well. 2x conveniently stops Rapier lights from 1 shotting SV but lets the 1h Axe’s lights still do it, which is fair, and makes Killing Shot benefit from team work instead of overriding team work as it does now on Official.
The main issue with Rapier is the high reward for the low risk. I think all of WHC’s meta weapons are problematic for this reason as well, and to a lesser extent even Falchion can be because it light chains into mixed hordes safely.
One of the reasons I figured a damage increase on crit headshot would work was because it would make it so Rapier was less damage per hit than other options but faster, which is how I think it should be. Rapier light attacks can still be higher sustained dps than the light attacks of other melee weapons, but that should require sustained multiple headshots rather than flailing into a horde and letting statistical probability handle getting just a few safe headshots for high value.