Spoiler:
The pros are over - now the cons:
1. The most obvious one is that there is nothing here that would warrant such drawbacks. Not in damage, not in utilities. Not justified at all, esp if compare with others dps in this patch - WL still strong(st dps is still great, not great with surv of pet, but still good), WH(aoe options + build variation), Marauder (very strong st damage in Sav/Brut or Brut/Sav builds), WE(aoe options + super strong st dps, def WE buffs -_____-) - in backgrounds of this chars SL and Choppa is looking weird. They do the same thing as others(mostly) only with drawbacks, this is taking into account the condition like "spellbreaker moment". Not good.
2. This nerf doesn't correlate with the dual slayer/choppa variation at all. A dual slayer/choppa simply isn't suited for it. There is also nothing in it that would cause such a debuff - its wasn't good rewarded before, now its super not rewarded for risks.Even if cancel ID damage nerf.
I don't take into account builds like PT/WR dual builds, because u will not
rich dps lvl of others classes while maintaining really bad survivability, which makes these builds completely marginal.
3. Worsening of already weak points.Honestly, I don't understand why it was necessary to make these things worse:
3.1. Survivability, it's clear, I won't go into much detail. Suffice it to say, you receive far more pressure than you create, which is funny for the most tunnel damage archetype. You can drop rage even with not drop tactics(detaunt), but its create a big dps window(even in 2h non PT/WR builds your need a lot of rage for "rotation"), while your opponents just can do free preassure on you and your mates and just win fights easy. The main save for archetypes like this always was the preassure what they made, not true anymore.
3.2. Weakness against rdps. Your drop rage for not taking extra damage on you,while trying to rich rdps, doesn't work - while you are running you again has +25% of damage on you again(after full drop you are in furious after 4 seconds). Charge into Valhalla with near 100%.
The list could go on, but I think this is enough. Ofc its affected other types of CC (esp knokdowns)
Changes for the slayer(and sometimes choppa) reviews:
1. Rampage -a very strange thing. Personally i have exp where i use rampage, then going for solo dps WE and it parryed 3 times in row/ going for sorc/shammy with remnants of the rampage and its parry my ability like HD or Death Blow
2.Spellbreaker - can't say that i'm happy. I think the old variation was better. Personally, want more base dps for this ability(not dps from removing Absorb and one Enchantment or Blessing).
3. Devastate good change.
4. Cleft in Twain - really good change which adds behavioral variations. Really good work.
5. Inevitable Doom - damage reduction on main target is bad idea. It's one of the core abilty for dual SL in non solo build for samllscale and largescale. Less variations to play with - while others chars can pick different builds(several st builds + AoE), SL/Choppa force into one st build and one aoe build. Group archetype. Weird and bad.
Make ID what it was before the ability rework . Old Short temper is gone. If it would be too strong, just not cd reduction for ID without Accuracy tactic and deal with it.(Absolutely true for choppa's FS too)
6. Spine Crusher - same as ID if talking about variaty of specs. Make it was before. Combined with ID, it will allow you to play dual spec at small scale + This will justify a new short temper.(Absolutely true for choppa too)
7. Fierceness - good change.(Absolutely true for choppa too)
8. Pulverizing Strike - ok.
9. Precarious Assault - ok.
10. Deathblow - ok, but still delay in damage and animation. Not fixed and idk why.
11. Flurry - good.
12. Wild Swing - good.
13. Even the Odds - good, but cd is too long.(Absolutely true for choppa too).
14. Retribution - ok.
15. Short Temper - if fix Spinecrusher - its ok(Absolutely true for choppa too).
16. Fierce Might - ok
17. Power Through - good to see its now affected by detaunt, but as i said before - too much dps windows(even with new CIT) + less surv while furious - much less preasure - win for the opponents.
18. Breaking Point - good for burst in concept but have some significant disadvantages - If you try to use it at its maximum potential(fast switch Devostate- SP(crit) - Incapacitate - DB (second crit) ), the burst will be blurred.Reasons - Incapacitate gcd and damage delay on DB. If you dont use PT or determination tactic u need + gcd for CiT. Ignores -100% crit rule, which is good. Suggestion: rework the tactics to resemble Gut Ripper. Now only Devostate launch the tactic proc, but next 2 Exhaustive blows will do auto crits.
19. Violent Impacts - strange thing. Assist tank? Or aoe frontline with wild swing???
20. Determination - ok for a variations of 2h builds.
21. Runic Blessings -
22. Accuracy - ok.
23. Honor Restored - good for solo.
24. Invigorating Release - good. Really good.
25. Got No Time For You - really good tactic. Its good decent in all builds and the only one good thing for dual sl in this patch without drawback like ID damage.(Absolutely true for choppa too)
26. Embrace the Pain - ok.



