[PvP] Awakening Witch Feedback
Family Name: Kardigen
Region: EU
Suggestion/Comments: Its all PvP based Feedback
Over time, it feels as though the Witch has gradually fallen behind in PvP.
Witch has mainly experienced nerfs and got a lot of outdated mechanics that were never revisited.
Below are a few key examples of how the class has failed to keep up with the current state of the game:
Protected Area (PA) Adjustments
Originally, Protected Area could be chained and granted +999 DR, providing strong group utility and survivability. It was later changed to a +50% DR version, which significantly weakened its impact—especially in large-scale PvP where damage values have continued to rise.
Healing Scaling
The shift from percentage-based healing to a fixed healing amount occurred when the average player HP was around 5,000–6,000. Today, with players commonly reaching 13,000–15,000 HP, Witch heals have not been scaled accordingly. This leaves our healing skills underwhelming and largely ineffective in both small- and large-scale combat.
Mouse Movement Removal
The removal of mouse movement greatly reduced Witch’s ability to control positioning and aim skills effectively. Many abilities now require excessive adjustment time to face the correct direction—skills like Thunder Storm, for example, are difficult to use reactively due to the limited facing control. This change drastically reduced the class’s flexibility and responsiveness.
Paralysis Rework
Previously, this skill greatly slowed enemies and was essential in nearly every 1v1 matchup. After its rework, it became a mid-damage AoE with -% Movement Speed and -AP debuffs. While acceptable in group fights, it no longer holds much value in 1v1 scenarios.
Improvement Suggestions
Healing Adjustments
Make healing scale dynamically based on Sheet AP rather than fixed values.
Healing Lighthouse IV / Sage’s Light
Add Forward Guard (FG) or Super Armor (SA) for safer casting.
Current: 1000 HP × 3 ticks to nearby allies
Suggested: Sheet AP × 5 × 3 ticks to nearby allies
Healing Aura
Current: 1400 HP + 20% MP to self
Suggested: Sheet AP × 7 = Heal to self and allies
Protected Area
Allow the caster to always apply self-PA, regardless of PA debuff from other casters.
Increase duration: 8 seconds ->12 seconds
We lose 2 seconds on swaping to Awakening and getting into fight.
Toxic Flood:
Poison damage used to be meaningful, but now it only applies 33.33 DPS, making the skill almost irrelevant in PvP situations.
Increase the Toxic damage DoT.
Suggested Damage Adjustments
Increase damage of fully protected SA skills by 5–15%:
-Voltanic Pulse
-Thunder Storm
-Thorns of Denial
-Earthen Eruption
Increase damage of partially or unprotected skills:
-Equilibrium Break – Increase by ~20%
-Yoke of Ordeal – Increase by ~20%
-Fissure Wave – Increase by ~10%
-Light Blast – Increase by ~5%
-Barrage of Light – Increase by ~10% or remove split damage
It does not really matter where the damage increase comes from.
From the perspective of someone who is in a Siege Guild, Witch is an unfavourable PvP class. The class always has a negative KDA which would be acceptable if the support elements were relevant.
Edit:
-Formatting
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