Guys, I don't want to start any controversy, I just have the impression that Slayer is much worse after the MDPS balance patch. I may not have understood how to play to take advantage of it, but compared to other DPS, there isn't enough time for Slayer to start attacking before his HP is around 30%... WE has become a superhero with so many moving kit, Marauder and Choppa seem to last long enough to make a difference...
Is anyone else experiencing this difficulty?
SLAYER after patch 18/12/2025
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Re: SLAYER after patch 18/12/2025
Ye what you need to do is try to be sneaky let other players engage enemys first because you are the thinest paper out there and as soon as they look at you run away smashing your detaunt button. If a we comes at you from stealth, dont fight it, just lay down it only takes 5 seconds anyway. Press release and you go again.
An other tip is that you never want your rage (your class mechanic that defines the whole class) above 25 so just smash enrageor any exhaustive attack to go back to the peaceful green state.
An other tip is that you never want your rage (your class mechanic that defines the whole class) above 25 so just smash enrageor any exhaustive attack to go back to the peaceful green state.
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Illuminati
- Posts: 429
Re: SLAYER after patch 18/12/2025
It is a terrible mechanic change. We were thinking it would complement the class after years of thoughtful consideration, but it was the opposite approach, "WLs are getting nerfed so we need to nerf Slayer/Choppa so the WL community doesn't lose their minds!" =p
Heck, what they should have done was add +Wounds at phases. This wouldn't affect solo play and would make the survivability group focus dependent. The reduction in mitigation is very noticeable in EVER encounter.
For those that think you can 'manage' your rage haven't considered the latency of a single server in France, the overabundance of CC (and ranged CC) in this game, the longer GCD, and dot spreads that you don't notice until you're at half hp in 3 seconds.
Heck, what they should have done was add +Wounds at phases. This wouldn't affect solo play and would make the survivability group focus dependent. The reduction in mitigation is very noticeable in EVER encounter.
For those that think you can 'manage' your rage haven't considered the latency of a single server in France, the overabundance of CC (and ranged CC) in this game, the longer GCD, and dot spreads that you don't notice until you're at half hp in 3 seconds.
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Re: SLAYER after patch 18/12/2025
SL is well balanced and very powerful. It has many possibilities, unlike in the past, and has regained Rampage. It is known that the new avoid mechanic no longer allows for 100% block/parry penetration, but it is an extremely powerful skill.
Remember that the most important SL/choppa skill is “finding a tank and healer”
Remember that the most important SL/choppa skill is “finding a tank and healer”
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Re: SLAYER after patch 18/12/2025
Show me on a doll where did the slayer hurt you?Alubert wrote: Tue Dec 23, 2025 4:18 pm SL is well balanced and very powerful. It has many possibilities, unlike in the past, and has regained Rampage. It is known that the new avoid mechanic no longer allows for 100% block/parry penetration, but it is an extremely powerful skill.
Remember that the most important SL/choppa skill is “finding a tank and healer”![]()
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Mandodlenn
- Posts: 37
Re: SLAYER after patch 18/12/2025
Except on high avoidance targets, around 70% or more, new Rampage is like the 20% strikethrough previous version except that it now consumes a GCD and lowers Rage.Alubert wrote: Tue Dec 23, 2025 4:18 pm(...) and has regained Rampage. It is known that the new avoid mechanic no longer allows for 100% block/parry penetration, but it is an extremely powerful skill.
I have yet to be convinced that this is a buff, and indeed do not notice any "powerful" increase while testing it.
Re: SLAYER after patch 18/12/2025
eigner93 wrote: Tue Dec 23, 2025 1:58 pm Ye what you need to do is try to be sneaky let other players engage enemys first because you are the thinest paper out there and as soon as they look at you run away smashing your detaunt button. If a we comes at you from stealth, dont fight it, just lay down it only takes 5 seconds anyway. Press release and you go again.
An other tip is that you never want your rage (your class mechanic that defines the whole class) above 25 so just smash enrageor any exhaustive attack to go back to the peaceful green state.
I honestly think the best way to play Slayer right now is to spec into the “camp Altdorf” build and kill the rats that have been swarming the place lately. That said, watch your aggro! If things go south, the sausage vendor can help you out if you unfortunately get a double pull.
Jokes aside, the 25% debuff has basically turned the class into dead weight, and it’s now even more annoying for your healer and your tank to support. Just move along and roll a WH or a WL instead of wasting your time
Re: SLAYER after patch 18/12/2025
eigner93 wrote: Tue Dec 23, 2025 1:58 pm Ye what you need to do is try to be sneaky let other players engage enemys first because you are the thinest paper out there and as soon as they look at you run away smashing your detaunt button. If a we comes at you from stealth, dont fight it, just lay down it only takes 5 seconds anyway. Press release and you go again.
An other tip is that you never want your rage (your class mechanic that defines the whole class) above 25 so just smash enrageor any exhaustive attack to go back to the peaceful green state.
I honestly think the best way to play Slayer right now is to spec into the “camp Altdorf” build and kill the rats that have been swarming the place lately. That said, watch your aggro! If things go south, the sausage vendor can help you out if you unfortunately get a double pull.
Jokes aside, the 25% debuff has basically turned the class into dead weight, and it’s now even more annoying for your healer and your tank to support. Just move along and roll a WH or a WL instead of wasting your time
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- Scragmuncher
- Posts: 159
Re: SLAYER after patch 18/12/2025
Slayer damage has remained roughly the same as far as I can tell, but has become a lot easier to kill with these changes. You are just easy meat to any sustained mele pressure or a couple of rdps surfing the warbands.
You have essentially 0 survivability. This can be offset on choppa pretty easily by slotting their 180wounds tactic. A bit of a dps loss, but nothing major. Even in mid gear this gets you 9k wounds.
I have no idea why they have nerfed slayer survivability, order still has only 2 mele aoe classes, and making one of them have a very high skill floor to even survive fights seems like absolute madness.
You have essentially 0 survivability. This can be offset on choppa pretty easily by slotting their 180wounds tactic. A bit of a dps loss, but nothing major. Even in mid gear this gets you 9k wounds.
I have no idea why they have nerfed slayer survivability, order still has only 2 mele aoe classes, and making one of them have a very high skill floor to even survive fights seems like absolute madness.
Knutkrusher - The man, the myth, the dead body on the floor.
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JohnnyWayne
- Posts: 54
Re: SLAYER after patch 18/12/2025
Instead of transforming choppa and slayer according to the changed game they've created with their first rework, they doubled down and did the opposite from what they criticized about the new system. They complained that TTK is too low. So they made it even lower for those classes. Also, the ramp up before these classes matter is too long.
Solution: Half the effect of the mechanic in dps gain and debuffs gained. Remove the debuff from yellow. Add the 25% damage taken from the mechanic to the base skills, so that they do 25% more damage and the mechanic has less impact. Result should still be the same damage after the rework, but more sustainable with a higher TTK for those classes.
Solution: Half the effect of the mechanic in dps gain and debuffs gained. Remove the debuff from yellow. Add the 25% damage taken from the mechanic to the base skills, so that they do 25% more damage and the mechanic has less impact. Result should still be the same damage after the rework, but more sustainable with a higher TTK for those classes.
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