WHC’s combined and sustained dps is one of the highest as far as melee combat goes (might be the highest), yet has one of the best defensive kit’s in the game, only lacking in damage reduction, and fantastic range options.
What my suggestions would do is reduce WHC’s excessive effectiveness against mansized enemies (they would still be very effective though) while increasing their effectiveness against Chaos Warriors and monsters. WHC would require more skill to play overall, but would still be very strong.
Frankly I’m not even sure how much of a nerf what I’m suggesting really is. Consider the following Rapier breakpoints with the buffed headshot passive+Deathknell+Assassin+tag
(Abbreviations: HS=headshot, s=shot, TK=Templar’s Knowledge):
- Stormvermin
1 S HS full charge with no investment (current patch 10%) - Bestigors
1 S HS full charge with either 20% power or 10% + buffed TK investment (current patch 30% power + TK) - Maulers
2 S HS full charge with no investment (current patch 10% power) - Chaos Warriors
3 S HS full charge with 10% power (current patch 20% or 10% + TK)
and 2 full charge + 1 partial charge HS with 20% power or 10% + TK (current patch 30% power + TK) - Monks/Savages
1 S HS partial charge with no properties (current patch 10%)
There’s more but these are the most pertinent ones.
WHC is my favourite career. It’s honestly gotten to a point for me where I can’t enjoy most other careers because they are either too slow, simple, don’t require finesse or are unsatisfying in melee. I don’t want to nerf WHC into irrelvency - rather, I want WHC to stand as the career that requires the most skill and precision without any inherent reliance on random crit insta kills.
I’m not sure if it would. You’d be missing out on very good breakpoints with Deathknell, and will be getting less crits since the 5% crit chance passive would be removed and Unending Hunt would be slightly less frequent. Fervency would also be a whole lot more dangerous, and you’d gain no effectiveness against CWs or monsters with Killing Shot. That’s 1/5 attacks now for crits.
I would also recommend buffing the Rapier’s headshot multiplier on partial and full charge attacks like Sleezy suggested in this thread: Stagger Breakpoints which would result in the sustained dps of the full charge being higher l1 - l2 - block cancel chaining.
You make a good point. If it ends immediately after a target dies, it’s practically encouraging the player to keep a weakened elite alive for the duration of a horde. I’ve made an edit to reflect this in the main post.
I do as well, I just can’t think of anything right now without encroaching on BH’s turf.