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Marauder Rework Suggestion - 2handed-weapon playstyle

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insurget199
Posts: 1

Marauder Rework Suggestion - 2handed-weapon playstyle

Post#1 » Thu Jun 05, 2025 11:37 pm

Hello friends, im here to share some toughts and sugestions about the design of Marauder to make him some more viable like WL's, SW's, SH's, etc...

Yes, before everything, i know is the Marauder is a such good class with the debuffs and support skills like the pull and armor debuff. As same the brutality damage capacity... but, he cant be a solid class to be on the podium of White lions, even the WP 2h now... We have much more content than zerg x zerg playstyle and I can say that many people play on a small scale and would like more gameplay options. So, with this in mind, lets start with some context and lore:

A Chaos Marauder, also known simply as a Marauder, is one of the numerous barbarian Human warriors of the north, usually drawn from the tribes of Norsca, who are dedicated to the worship of Chaos. Their predilection for violence, theft and bloodthirsty savagery earned them this name from the civilised inhabitants of the Old World.

However, amongst their own people, they are known simply as "warriors," and in the rare times of peace, they often serve their clans as guardians and hunters.

Maraunder acctualy are divided by 4 types:
Marauders Of Khorne
Marauders Of Tzeentch
Marauders Of Slaneesh
Marauders Of Nurgle (this is our focus)

Many Chaos Marauders offer sacrifices to the Lord of Decay as precaution against illness, but there are those that completely entrust their souls to his care. When epidemics ravage the northern tribes, some chieftains and shamans decree that their only chance of survival is to devote themselves to the Plague Lord. In battle, Marauders bearing the Mark of Nurgle will often favour two-handed greatweapons, for they have become so resilient that shield-bearing becomes the least of their concerns.

So, we have lore with marauders carrying two-handed weapons... The design exist, even in the current game like this:
Image
imgur.com/a/lQhpFF5
Yeah, i know, its just npcs... but im almost certain that on the game files we have animations of marauders using 2h... so, if u have patient, that are some design about a new Path for the Marauder class:

Path of Nurgle - Gift of Plague
On this stance, the marauder dont have the arm mutation, instead, the marauder gain green wounds on the body or just a bunch of scars or desieses on the chest. This allows the marauder to wearing two-handed great weapons, just like chosens with greataxes and swords.

So, why we need 2h Marauders if we already have 3 playstyles? The is answer is not about balance or something we dont have on the game, is about class design, popularity and the most important, the destro side dont have the WhiteLion playstyle class... Burst, control and run. This is one of the most fun playstyle, and just order have it (do not take into consideration the WH/WE, they are on another level and context).

With that much in mind, if u stay here reading this, let me share about the build, tree, abilities and playstyle toughts:

Playstyle
Here, to be consistent like WL's but without pet, the marauder need more abilities to make solid damage to be at same spot as wlions. So, he needs something like cordinated strike, single-target knockdown and high burst ability like Leonine Frenzy.

The Tree
Here i have 2 suggestions, change the Brutality tree for Plague or just add the plague on the brutality tree... The first potion is more viable, so i will theorize on that.

Try to read like patchnotes:
Marauders rework
- The Path of Brutality has changed to Path of Plague;
- Now on Path of Plague you can wearing two-handed weapons and use Gift of Plague;
- Gift of Plague - requires two-handed weapon. While u are mutating your body on disease, your auto attacks have 25% chance to swing another autoattack. In addition, the armor penetration of your autoattacks is increased by 15%
- The Guillotine 5 points ability is now core ability from Path of Plague (this abilitie is too easy to get because the crit% tactic is above him, so u get it anyway);
- Convulsive Slashing has moved to 5 points Path of Plague requires two-handed, the damage has changed from 184 to 274 and hits from 6 to 5. If you are currently Mutated Agressor, this ability has 15% increased critical chance. Cooldown 12 sec;
- Removed Unstable Convulsions 11 points on Path of Plague;
- Plage Bearer - New 11 points tactic from Path of The plague, if u are using two-handed weapons, you have 10% chance when taking damage to make the target suffers 230 elemental damage and you gain 112 elemental resist. This effect can stack up by 3 times. (matchup to Echoing Roar)
- Wave of Terror 13 points ability is now core ability from Path of Plague and requires two-handed.;
- Skull Crusher, new ability at 13 points on Path of Plague - a single-target knockdown of 3 seconds doing 314 damage and if u are affected by Mutated Agressor, this ability has 20% increased parry strikethrotgh. cooldown 20 sec;
- Mark of Nurgle, new core ability from Path of Plague - Harden the skin granting 15% damage reduction by 10 sec, requires two-handed weapon. Cooldown 30 sec;
- Draining Swipe - now can be used with Gift of Plague and Gift of Savagery, the damage of each hit has changed from 145 to 134 and now if u are equped a two-handed weapon the plague on your weapon will explode and do more two hits of 114 demage each. (This is to match the damage from Cordinated Strikes) Cooldown 12 sec.
- Rend, Tainted Claw, Gut Ripper, Impale, Touch of Instability, Pulverize, Mounth of Tzeetch, Ferocious Assault and Demolition (yes, to matchup the Slashing Blade) is now can be used on Gift of Plague.
- Gift of Savagery and Gift of Monstruosity now have dual-wielding requiriment to be used.

So, that is my suggestions to make marauder more viable on small scale situations and much more popular to new players and old ones.

Please be kind when responding to this post, I don't want to prove that Marauder is a bad class and that it needs buffs, etc... I only see the potential in the class design to bring in new players and also rejuvenate the current gameplay, I appreciate your understanding.


Some questions can be answered here:
Q: Hey dude, the squig is the mirror for WL, not the marauder!
A: yes, on theory. The squig has a totaly different play style, just have a pet, pounce and kind of cordinated strike but with low damage, is faaar way to be the same as WL on lake... and im talking about Single Target gameplay, we dont have nothing like WL's playstyle on destro side.

Q: The brutality build has his space, good dps and utility on moral draining...
A: dude, at this moment, DPS zealots do more damage than brutality does... hes just have autoattack crits and a finisher, almost every class has it.

Q: What we do with the brutality animations?
A: split them on the other two (savagery and monstruosity) they will have more mutated arms visuals to show :D


So, thats it. I love this game, and is a pleasure to help in something and see the evolution on next years. Thx for reading and share up, comment and pump up if u agreed, maybe the devs make this real. Love you all

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leondre25
Posts: 58

Re: Marauder Rework Suggestion - 2handed-weapon playstyle

Post#2 » Fri Jun 06, 2025 5:23 am

as much as i would LOVE to see 2h marauders.
this fundamentally goes against their design
Chaos in this game is basically just Tzentch. and Marauders are nothing without their arm transformations. unless you want them to wield the fat 2h with one hand or transform their arm into a 2handed weapon.
Now i LOVE 2handed classes but this isnt it chief. killing off brutality for a restrictive 2h spec isnt the answer you are looking for. adding a whole new stance for a niche spec isnt either.

this would clash against lore, ton of extra work on the animation/balancing department and further muddy class uniqueness. Marauder is a Stance Switcher. what happens if they wish to swap to Brutality or Savagry or Monstrosity? will it simply not work with a 2hander equipped? will they dual wield with a nub? will it just work but not transform the arm? it seems like alot for a little when Melee Squigg and Choppa 2h are right there fully playable.

and remember. the SH/Mara/SW/WL is a 4 way mirror

SH/WL = Pets
SW/Mara =Stances/Stance Swapping
Mara/WL = Melee(melee squigg and melee SW is a thing too but those are oddball specs. BUFF aSW)
SH/SW = ranged

Also marauder does not need buffs. its hard to pilot but its by far one of the strongest classes in the game piloted correctly. Marauders current reputation(atleast among destruction players) seems a bit iffy because most people judge a classes strength by their AoE output in RVR. which Mara does a bit less then the top performers(Choppa/WL). Mara played optimally in ST is a **** monster. 1v1ing a regen mara is **** terrifying. 6v6 vs a team with a good mara is spooky as they just stack debuff after debuff on you while being monstrously tanky. its just really hard to play compared to spinning and sweeping on monstrosity so alot of maras are bad and never reach the point of being spooky.
easier to stay in monstrosity, be tanky, spam aoe and regen. and brutality isnt bad. if you are staying in a single stance you are piloting the class completely wrong.
I X-Realm to the losing team to make them lose harder.

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toffikx
Posts: 327
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Re: Marauder Rework Suggestion - 2handed-weapon playstyle

Post#3 » Fri Jun 06, 2025 12:09 pm

If u ignore 2h weps entirely and keep the stances as they are, some of the changes to the brut tree could be interesting.
Because the OG proposal could create more problems than solutions, i think.

User avatar
Battlefield
Posts: 514

Re: Marauder Rework Suggestion - 2handed-weapon playstyle

Post#4 » Fri Jun 06, 2025 12:57 pm

Marauder has Pulverzie ability that lowers target to parry or block by 10% then this ability should not be used with 2h.

Marauder with Guillotine may deal about 2k damage (Example I saw 1800+ crit dmg from Mara to my WL) so better don't remove it from the Path of Brutality or not make free core ability.

Moonbiter
Posts: 144

Re: Marauder Rework Suggestion - 2handed-weapon playstyle

Post#5 » Fri Jun 06, 2025 2:01 pm

The suggestion is an opposite vector to a boring direction.
I would love it ;)

2h dps now has an obvious advantage - the killing blow.

Start channel ability, then at the end or interrupt AA strikes. 1h has no mean in this channel-wait due it is much weaker (but quicker).

For a Dps-melee it is a big deal. Order has three 2h melee: Slayer, WL, WP.
Destro has Chopper only.

Avernus
Posts: 385

Re: Marauder Rework Suggestion - 2handed-weapon playstyle

Post#6 » Sat Jun 07, 2025 11:39 am

insurget199 wrote: Thu Jun 05, 2025 11:37 pm
Maraunder acctualy are divided by 4 types:
Marauders Of Khorne
Marauders Of Tzeentch
Marauders Of Slaneesh
Marauders Of Nurgle (this is our focus)
The point is, in THIS game, you are not just playing marauder, you are are playing marauder of TZEENTCH (yes, playable chaos classes are ALL Tzeentch-aligned). Thus, all your stuff is meaningless (lorewise).

P.S. Maybe some of your ideas will be implemented in the future dps rework, who knows.

User avatar
wildwindblows
Posts: 457

Re: Marauder Rework Suggestion - 2handed-weapon playstyle

Post#7 » Sun Jun 08, 2025 12:00 am

Well, dps doks have armor debuff and heal debuff now so no need mara's anymore. Also dps dok have better offensive gear set so better damage.

User avatar
leondre25
Posts: 58

Re: Marauder Rework Suggestion - 2handed-weapon playstyle

Post#8 » Sun Jun 08, 2025 1:14 am

wildwindblows wrote: Sun Jun 08, 2025 12:00 am Well, dps doks have armor debuff and heal debuff now so no need mara's anymore. Also dps dok have better offensive gear set so better damage.
are we really comparing dps DoK to marauder?
AoE KD, Pull, Tankier, Morale Drain, not easily kitable, More consistent damage(imo, DoK damage is predictable), AoE Interrupt and more disruptive Debuffs.
Give me Mara 9 times out of 10 you can have the DoK
vs
Silence, Decent Self healing(if the player doesnt have the knowledge to interrupt it or walk away from the channel), Celerity(you most likely already have a DoK in the group providing this since its destros best healer. but lets pretend you dont)., Block Debuff.....

I know its a terrible idea to compare classes directly. but Dps DoK in no universe replaces mara at anything. its just more viable for smallscale now(already was)
I X-Realm to the losing team to make them lose harder.

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