
Throwing Axe (New Finisher)
Why
it could be bad:
Undermines class weakness: Slayer is designed to be a high-pressure melee glass cannon. Giving him a reliable ranged finisher removes one of his few clear counters — kiting.
Punishes positioning disproportionately: Ranged snare/knockdown on a class already hitting hard in melee would make life miserable for healers, ranged DPS, and solo roamers.
Encroaches on other classes’ niche: Ranged punish tools are part of what gives ranged DPS and hybrid classes value. If Slayer gets that too, the meta narrows.

Deathblow Buffs
Why
it could be bad:
Guaranteed crit under 50% HP is oppressive: Squishy targets would have even less counterplay when low, making fights feel “binary” — either you’re fine or you’re deleted instantly.
Rage restoration on kill rewards zerging: In large-scale fights, Slayers would sustain their Rage almost endlessly, creating a snowball effect.
Too much burst reliability: Slayer already has some of the best melee pressure; guaranteeing critical finishers would tilt kill trades heavily in their favor.

Wild Swing Upgrade
Why
it could be bad:
Strikethrough + high base damage = AoE monster: This could push Slayer damage in warbands to absurd levels, rivaling or outshining dedicated AoE classes.
Longer range AoE on a melee class breaks spacing:
It reduces the skill required to maintain positioning and punishes defensive play.
Power creep risk: Any flat buffs to a core spam skill can spiral quickly without nerfs elsewhere.

Exhaustive Blow System Slimdown
Why
it could be bad:
Removes a built-in balancing limiter: Exhaustive Blow mechanics force decision-making and pacing. Cutting them down lets Slayers spam finishers with fewer consequences.
Less skill expression: With fewer restrictions, the skill ceiling lowers — making the class easier to play but harder to balance.
Risk of spam-rotation gameplay: Could lead to monotonous, high-output “one rotation fits all” builds.

Even the Odds (Defense Scaling)
Why
it could be bad:
Erodes the glass cannon identity: If Slayer gets toughness scaling,
it’s no longer living on the edge — which is the point of the class.
Blurs class lines with off-tanks: Giving a pure DPS access to scaling mitigation risks making actual tanks less relevant in certain comps.
Encourages bad play: If you get tougher just by being hit, some players might ignore positioning, expecting the passive defense to bail them out.

Mobility / Inevitable Doom Replacement (Leap)
Why
it could be bad:
Mobility is already a pain point for counterplay: Adding a leap to one of the hardest-hitting melee DPS in the game removes one of the only escape tools defenders have.
Mirroring Choppa’s pull isn’t a good 1:1 trade: A leap + punt could actually be stronger, letting Slayers bypass frontline and isolate backliners freely.
Creates dive-overload comps: If multiple Slayers leap in simultaneously, fights could become nearly unwinnable for ranged groups.

Summary of why this whole rework could backfire:
It erases the Slayer’s intended weaknesses (kite vulnerability, fragility, dependence on smart Rage management).
It pushes the class toward hybrid burst + utility, which can warp both smallscale and large-scale metas.
It increases the class’ power floor so much that either
it dominates or gets nerfed into frustration.
It makes other melee DPS (especially Choppa and White Lion) less unique or less desirable.
If you presented these changes to a balance team, this is exactly the type of pushback they’d give: the ideas might be fun to play as a Slayer, but they’d be terrible to play against and could destabilize the ecosystem.