Hello heretics, Saltzpyer here, your friendly neighborhood stick-in-the-butt special slayer. Most of you know me from my roles such as bounty hunter, where I’m constantly using and abusing an insane amount of firepower that gets people wondering “where does he keep all those guns and bullets??” mischievous eyebrow raise or as a zealot, who is on death’s door so often the grim reaper has called the cops on me for loitering ba dum kishh
… you might also know me from another class… but most of you are polite enough not to mention it around my mother. The Witch Hunter Captain. By rights the most badass class in the game, instead usually met with disappointment and disdain when joining a merry band of verminslayers. The reason being, of course, that there’s very little that makes me stand out, besides the fact that if I point at things they seem to take more damage. Sure there’s weapons like the falchoin or the volleybow which by themselves are reliable ratkillers and can pull through in a pinch, but with most other weapons including the rapier/pistol combo, the classic witch hunter weapon set, the damage output is so low that hitting them feels like i’m scolding the skaven for being naughty.
So I point. and let a treelady, rockmunchkin, and drunken mercenary get the big kill stats while I mutter contendly “well at least I didn’t die much.” and as i wait to be kicked from groups I lament, because the key to my ascension to a worthy class, not O.P. but actually reliable, could lie in a single change to the talent tree.
For the level 15 talents, remove the requirement that they only trigger upon killing specials.
A 10% Attack Speed buff, the party gaining 1 temporary health when you kill any enemy, or a 10% crit chance boost, are all viable solutions to make the Witch Hunter an excellent class, but a four-second window after killing specials means these solutions are enjoyed for the briefest of moments before going back to feeling like a hassle to the team.
The attack speed buff would a simple solution to make all melee weapons deadlier in the hands of saltzpyre, especially his trademark rapier/pistol combo, which I’ve noticed with the bounty hunter goes from useless to useful depending on whether I can increase the attack speed above 10%. (You could then change that BH talent from 5% attack speed to 5% attack power to diversify the classes).
The 1 group health per kill by Saltz would make me much more useful to the group and would parse that temporary health out more evenly over the course of the match, since specials can randomly spawn in clusters or very sparsely for long stretches, often leaving you with the most temporary health when you need it least.
The Crit boost would also solve the WHC’s melee and ranged shortcomings, as well as encourage his innate talent involving man-sized enemies and headshots, whose activation is a rare occurrence in current circumstances even with stats buffs from gear.
The best part is you would hardly have to change anything. Just removing a condition is all it would take to make the Witch Hunter feel like a real asset to his teammates as opposed to wondering why I didn’t just pick bounty hunter or zealot again.
I hope this has been enjoyable to read, but I’d like to add on a personal note witch hunters are my favorite part of warhammer lore, and it’s dismaying that in the best warhammer game to date it’s the most dreaded and ridiculed class in the game. The suggestion I posted was not meant to make it O.P., but instead to make it feel more like the professional monster slayer it ought to be. To any Fatshark devs that took the time to read this down to here, I really do appreciate it, you, and this wonderful game.