Witch Hunter class feels like its lacking compared to other asc trees
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Culling strike and decimating strike are not strong enough.
Culling strike ~ this can be accomplished by just having a support gem in an ability to finish hard mobs off Suggestion - add culling strike % increased effect to witch hunter to make it or deal % more damage to low life monsters or damage against lower life monsters is lucky Decimating strike - same issue not very strong in general Suggestion - would suggest adding some increased effect or more % damage to monsters on full life or hits are lucky against full life mobs sorcery wards downside is potentially to punishing to justify the upside. Currently physical damage mitgation is a much harder stat to access, so losing 50% of you armor/evasion to gain elemental damage mitigation seems like a poor trade off. Suggestion - make it add guard for elemental/physical damage instead of just elemental or lower the % reduction to your armor/evasion Zealous inquistion - % is a bit low suggestion - increase the % or make it a skill gem so supports could be applied or give it 3 small nodes similar to farshot/point blank on dead eye giving it some different options to add more player agency IGN Suck Last bumped on Jan 9, 2025, 10:45:58 PM
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I also posted similar feedback I'll add it here as well for discussion
Weapon Master and Prior points - Maybe reduce it to 10 point and add a damage modifier to it with weapon swap speed or something. I get what they are trying to go with this but I never found myself needing more than then allotted weapon swap point you get from just leveling up. Culling strike into Decimating strike - Another rework needed IMO. The current climate doesn't feel like a boss or rares need a reduction in HP given the damage that is being produced. Perhaps make this into full investment into a culling strike by increasing the threshold? Concentration Branch - Completely needs a rework. I don't know of any reason to take this. You lower the boss ability casts but again, damage out there in game makes this a wasted branch of the ascendancy because they die too fast. Sorcery Ward My main gripe. Some people like this, but I think in the current state of defensives this will brick your character. You are sacrificing 50% evasion and armor for a passive that will absorb some elemental damage that evasion can already dodge. This also doesn't work vs chaos damage or ground effects. Now if you go some ES style build this is nulled but I think the intended build is to go armor/evasion and then sacrifice it for this. I don't understand the logic of this branch when you compare it to something like deadeye that starts in the same area and they get tailwind which provides no downside and investing fully into it gives them evasion, attack speed, movement speed and damage reduction. Fixing Sorcery Ward - Remove the reduction in armor and evasion from taking it. - Add chaos damage to the elemental hits list - Reduce the scaling and recovery time of it Zealous Inquisition I honestly think this is the best two points you can spend early on for leveling. It feels so good when it pops. I don't think any changes need to be made to it. |
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I got 400h in this game , tested every single thing regarding Witch Hunter and this is the worst ascendancy from them all . I would even say that getting stuff like sorcery ward ends in a net negative for 95% of people who don't have op gear .
Overall this class needs rework or some ridiculous buffs to even match what others can do and for me to personally feel like there is a reason to invest time in it anymore . |
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" Even worse than CHONK? Even so, i'm gonna +1 this. And chayula monk. It feels like some of these ascendancies are so lacking in terms of synergization with passive and current in-game weapons/skills. |
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the weapon swap thing is interesting.
IGN Suck
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