Recent Topics

Ads

[Slayer] DPS Rework Wishlist

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
Forum rules
Before posting in this forum, please read the Terms of Use.

Optional: Start your topic title with your class in brackets (e.g., [Shaman]). It helps others find your post faster.
User avatar
nebelwerfer
Posts: 695

[Slayer] DPS Rework Wishlist

Post#1 » Sun Oct 19, 2025 1:30 pm

🔥 [Slayer] DPS Rework Wishlist

Hey everyone,

With the ongoing DPS Rework and inspired by the Bright Wizard Wishlist, here’s a summary of proposed ideas for improving the Slayer — focusing on class identity, flow, and impactful finishers.

---

🏹 Throwing Axe (New Finisher)
A ranged finisher that scales with enemy HP. Can apply Knockdown or Snare.
Gives the Slayer a way to punish kiting and stay dangerous even outside melee.

💀 Deathblow
+50% crit damage, guaranteed crit under 50% HP.
Finishers restore Rage if they kill an enemy, keeping momentum rolling.

🩸 Wild Swing
Higher base damage, strikethrough, better chance to crit low enemies, more range.

💢 Exhaustive Blow System
Only 3 Exhaustives remain — Throwing Axe, Deathblow, Wild Swing.
Everything else freed from Exhaustive restrictions.

🛡️ Even the Odds
Scales Toughness based on direct hits received.
Adds Disrupt for Slayer, Dodge for Choppa counterpart.

⚔️ Mobility / Inevitable Doom Replacement
If ID is removed, replace it with a Leap + AoE impact + mini-punt
a thematic mirror to Choppa’s pull, improving mobility and utility.

---

These changes aim to make Slayer feel faster, freer, and more ferocious,
while keeping the spirit of a relentless, risk-driven melee DPS alive.

Full details in the post below 👇

Ads
User avatar
nebelwerfer
Posts: 695

Re: [Slayer] DPS Rework Wishlist

Post#2 » Sun Oct 19, 2025 1:31 pm

I wanted to share some thoughts on how the Slayer could be refined during the upcoming DPS overhaul.

The goal is to strengthen the Slayer’s identity as a relentless melee powerhouse — one who becomes stronger and more dangerous the closer he gets to death — while also making his core abilities more impactful and reducing the mechanical restrictions that currently hold him back.

---

⚔️ 1. New Finisher: Throwing Axe

The Slayer needs a strong finisher with a ranged component — something that lets him strike down an escaping enemy and feel the full weight of his rage even when out of melee reach.

Concept:
  • A Throwing Axe Finisher that hits enemies outside melee range.
  • Scaling damage based on the target’s current HP — the lower their health, the higher the damage.
  • Includes a crowd control element: Snare and/or knockdown (depending on rage level).
  • Serves as the signature finisher of the Trollslayer tree — flashy, brutal, and unmistakably “Slayer”.
This gives the class a much-needed answer to kiting while enhancing its fantasy — a dwarf who will have your head, no matter how far you run.

---

💢 2. Exhaustive Blow System Revision

Right now, too many of the Slayer’s utility tools are locked behind the Exhaustive Blow system, which limits creativity and flexibility.

Proposal:
  • Only three abilities remain Exhaustive, one per mastery tree:
    - Throwing Axe (Trollslayer)
    - Deathblow (Giantslayer)
    - Wild Swing (Skavenslayer)
  • All other utilities become non-Exhaustive, freeing up the class flow.
This keeps the system meaningful but removes unnecessary friction from the gameplay loop.

---

💀 3. Deathblow – The True Slayer Finisher

Deathblow should feel like the ultimate execution strike of a Slayer pushed to his limits.

Proposal:
  • Berserk grants +50% Critical Damage Bonus
  • Guaranteed Critical Hit if the target is below 50% HP
  • Finisher abilities restore Rage if they kill an enemy, maintaining the Slayer’s momentum
  • Visually and audibly impactful — a true moment of rage and release
This makes Deathblow feel like the climactic “moment” every Slayer build should strive toward.

---

🩸 4. Wild Swing – Brutal, Relentless, Rewarding

Wild Swing should capture the chaotic fury of a Slayer who loses himself in battle.

Proposal:
  • Increased base damage and higher chance to critically hit <25% health.
  • +25%, +50% strikethrough depending on rage.
  • Further increased AoE while Berserk
A satisfying and thematic Skavenslayer finisher — wild, reckless, and brutally effective against weakened foes.

---

💪 5. Fierceness – Risk and Reward, Simplified

Fierceness already fits the Slayer’s high-risk design, but it can be tuned to make the tradeoff more meaningful in the current meta.

Proposal:
  • Increases Critical Hit Chance
  • Increases chance to receive critical hits
A straightforward risk–reward buff that fits perfectly with the Slayer fantasy.

---

🛡️ 6. Even the Odds – Reactive and Thematic

Currently, Even the Odds feels outdated and disconnected from the Slayer’s defensive theme.
It should provide reactive, short-term survivability that fits Dwarf resilience.

Proposal:
  • Instead of scaling Toughness by nearby enemies, it now scales based on the number of direct hits taken within it's duration.
  • Grants a secondary defensive bonus:
    - Slayer: +Disrupt (reflecting dwarfs’ natural magical resistance)
    - Choppa counterpart: +Dodge (fits their physical, agile theme)
This makes the ability reactive, flavorful, and lore-consistent.

---

🪓 7. Mobility & Inevitable Doom Replacement

If the current community consensus remains that Inevitable Doom is overtuned or unhealthy for the game, it could be replaced with a new, more dynamic mobility tool:

Proposal:
  • Replace Inevitable Doom with a Leap Ability.
  • On impact, causes a small AoE damage burst and a mini-punt / interrupt.
  • Functions as the Slayer’s answer to the Choppa’s pull.
This would dramatically improve Slayer’s mobility and teamfight presence, while preserving balance and role symmetry with his Greenskin counterpart.

---

⚙️ Summary Table

| Ability | Change | Purpose |
|----------|---------|----------|
| Throwing Axe (new) | Ranged finisher, scaling damage + knockdown/snare | Solves kiting issues |
| Deathblow | +50% crit dmg, guaranteed crit <50% HP, restores Rage on kill | Core Giantslayer finisher |
| Wild Swing | More strikethrough, better chance to crit low health enemies, more range | Core Skavenslayer finisher |
| Exhaustive Blow System | Only 3 Exhaustives (1 per tree) | Frees utility, keeps structure |
| Fierceness | +Crit chance / +Crit vulnerability | Classic Slayer risk–reward buff |
| Even the Odds | Toughness + Disrupt (Slayer) / Dodge (Choppa) based on hits | Reactive defense, lore-consistent |
| Inevitable Doom (rework) | Replaced by AoE Leap with mini-punt | Mobility and symmetry with Choppa |

---

Closing Thoughts

These changes aim to:
  • Strengthen Slayer’s identity as an unrelenting berserker;
  • Make his finishers truly satisfying and skill-defining;
  • Remove needless mechanical friction from his kit; and
  • Provide a more dynamic and reactive playstyle that rewards aggression and precision.
This isn’t about power creep — it’s about clarity, impact, and flavor.
Each mastery tree gets one signature finisher, while the class as a whole becomes more fluid, responsive, and faithful to the Slayer ideal.

WAAAGH? No. GRUDGES. 🔨💀

Disclaimer this post was assisted by Ai :mrgreen:

Who is online

Users browsing this forum: No registered users and 6 guests