After seeing how shade, a squishy melee class that deals high melee damage, has become a very reliable pick and overall a very good example how to make this melee focused game more melee focused, we should take this experience and model other melee classes in her wake. I’m dead honest, Shade should be the blueprint: Melee with her feels powerful, engaging, exciting, you need to work for it, you are always on your toes not to get hit - which actually WORKS -, she has a powerful and VERY versatile active that allows her to play aggressively but also as a last resort retreat or utility option to either reposition, escape or even help downed teammates, it can be used as an impromptu CC option for her weapons that are not too good at it, she has a very good and versatile selection of melee weapons that allow for alot of different playstyles and almost all of her talents are valid picks and she can be tailored towards almost any job - boss killer, elite killer, survivability, ranged support - without commitment making you worthless in the other areas. And most importantly: An active ability you are encouraged to use, to experiment with and that isn’t on cooldown 50% of the map, even though it is very powerful. THIS is how you make this game more melee focused, not by nerfing and tweaking ranged characters, but to give melee characters this kind of variety and viability.
Anyhow, enough of my raging e-boner about Shade’s design, and back to how we can transfer that to WHC, sinc he KINDA does fall into the same role as shade: squishy but mobile melee character that has a certain default role but can KINDA cover anything a little bit. Difference is that his role isn’t boss killing but CC with good-ish elite killing power. Problem is that he just isn’t as geared towards this as shade both ability and talent-wise as well as when it comes to equipment. I mean, you can absolutely make him work on Legend, but as I’ve said, he is kinda “high-risk, medicore reward”, since he doesn’t have the same versatility as shade, his abilities are unreliable AND when picking Salty, he has to compete with two of the strongest carreers currently in game, BH and Zealot. He somewhere falls in between those two without having the damage potential of BH or the CC and survivability of Zealot.
The real offender here is mainly his talent setup and his active, as has been pointed out ad nauseum. There isn’t really much choice you get, you need that dodge distance and don’t get me started with “killing tagged enemies heals 2 temp hp on team”. Talent reworks, however, take much more time than what I have in mind. His active should be on the same power level as Shade’s and even though it can affect the whole team, it is sub-par at best and sits on a cooldown that is by no means justified considering the effect.
So, how about something unconventional here and apart from reducing the cooldown a bit, we make it that it gives Salty, and only him, 100% crit chance on melee attacks for the 6 seconds it lasts AND somehow make it that any “man-sized” enemy cannot get aggro on him because they are too stunned by his zeal.