So i would like to suggest my own balance changes that help rebalance things instead of how the PTR has them (I will try and add a reasoning also i will only be doing this around war)
(credit for some changes go to @Shmew and @MikeBeQuiet ) (i will continue to update as needed)
- Armor
- Light armor - 15% increased damage/healing
- Medium armor - 10 less stamina to dodge
- Heavy armor - 10% decreased damage/outgoing healing and 10% increased CC duration
- Percentages are now multiplicative rather than additive.
- Added diminishing returns for knockdown and stun.
- Bleed additionally now causes 15% reduced healing received. (Cap is 20% and can be cleansed)
- Poison additionally now causes 10% reduced outgoing healing and damage.
- Burn additionally now causes 5% increased damage taken.
- Rend now has a max cap at 45% and can be cleansed.
Rapier:
Riposte stun base duration increased 1.5s → 2s
Riposte stun duration upgrade increased 2s → 2.5s
Riposte cooldown reduced 20s → 18s
(so my reasoning for this is the bleed tree is useless in pvp adding a anti heal to them will make it useful and maybe bring rapier into a more balanced place)
Fire Staff
Flamethrower base damage up by 10%
Flamethrower now has grit
Flamethrower range increased by 10%
Incinerate gains grit
(Firestaff has the lowest base damage and relies on crits to do damage. it does have great AoE however so im giving it a bit more utility and giving the most useless ability on it a buff. )
Ice Gauntlet
heavy freeze now has a 2s CD
Ultimate chill nerfed from 35% damage to 30%
Ice shower CD increased by 2s
Entomb CD increased by 5s
Pylon now adds a 15% slow on its attacks
Wind Chill base damage increased 16% → 20%
Wind Chill base damage increased by 5%
(Ice gauntlet relies heavily on Ice storm to do damage but is mostly a utility weapon relying on slows to peel off attackers. I am trying to give more options to that while reducing its hard CC in its stun)
Great Axe
Lunge reduced by 25%
Whirlwind gains grit
“Gravity” passive updated to “After you cause a pull, your foe is rooted for 0.25 seconds”
(GA is already great at staying on top of people with charge, reap, and gravity well so doesnt need such a easy gap closer with its basic attacks. also adding grit and a root will shift that balance from the lunge to whirlwind)
Spear:
Cyclone base dmg increased 110% → 125%
Sweep ‘coup de grac’ bonus attack buffed dmg 125% → 140%
Perforate base dmg of each hit increased 70% → 80%
Skewer bleed DoT/tick dmg increased 10% per second → 13% per second
(Spear is a decent weapon but is outshined by hammer in terms of CC so adding a anti heal i think will help it)
Bow
Poison shot cooldown reduced 35s → 30s
Poison shot direct hit upgrade nerfed 200% → 150% dmg
Poison shot can no longer headshot.
Rapid Shot cooldown reduced 20 sec → 14 sec
(Bow doesnt need to much different but reducing the direct hit damage i think should just be shifted in power a bit)
Musket
sticky bomb base dmg increased 175% → 200%
power shot cooldown reduced 15s → 13s
shooter’s stance cooldown reduced 20s → 18s
stopping power cooldown redcued 18s → 16s
Trap travel time is reduced by 20%
(The power of the musket is pretty good with their changes but i think shifting some of the power to make it more utility base will help the weapons in war)
Sword and Shield
Sword
leaping strike dmg buffed 135% → 150%
leaping strike cooldown reduced 25s → 18s
shield bash weaken extended 4s → 10s
(I like their changes and dont see much to change)
Hatcet:
aoe disease cloud duration 3s → 6s
disease throw debuff durations 5s → 10s
disease throw on <30% hp enemy debuff durations upgrade 15s
rending throw cooldown reduced 15s → 10s
Undying CD from 75s → 80s
(all the power of hatchet comes from undying and trying to shift it so people use persistent hindrance is key to proper balance. i hope by slightly increasing undying it will help tempt people to use other hatchet builds)
Hammer
wrecking ball fortify buff duration increased 4s → 6s
wrecking ball damage increased 120% → 130%
mighty gravel cooldown reduced 22s → 20s
mighty gravel base dmg increased 160% → 170%
mighty gravel final upgrade dmg increased 200% → 220%
armor breaker rend upgrade buffed 15% → 10%
armor breaker does 25% bonus dmg to full hp enemy instead of 15% (final upgrade)
warhammer exhaustion from abilities passive now reduces enemy stamina regen by 20% instead of 15%
Shockwave CD 20s → 25s
Shockwave stun reduced from 2s → 1.5s
Sundering shockwave 9 %→19% rend to 4% → 14% rend
Clear out CD 15s → 20s
Prevailing spirit 35%→20% healing
(Hammer is just a CC machine and i think making its DPS side more viable and reducing its CC uptime will help make it have a bigger verity)
Lifestaff (the big one)
Splash of light now doesnt effect groups but will target the 5 lowest HP allies within 50m
Devine embrace 150% to 135%
So what do you guys think what would you see changed? I tried my best and hope everyone can enjoy these ^^
for reference this is where i pulled the current balance changes from OFFICIAL LINK INSIDE List of PTR Weapon Skill Tree Changes + other stuff
I will update some VG changes soon.

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