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Choppa/Slayer, risk vs reward needs to be fixed

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Sulorie
Posts: 7459

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#31 » Wed Feb 03, 2021 8:26 am

Mergrim wrote: Wed Feb 03, 2021 8:14 am

Like i write before 20% crit tacit is bugged. If you have 10% chance to be crit it's only 10+(10x10%)=so its 11% in total. If you have 0 chance to be crit no negative effect.
Where you look to see only the 1% additional cnbc?
Dying is no option.

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Mergrim
Posts: 253

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#32 » Wed Feb 03, 2021 8:55 am

Sulorie wrote: Wed Feb 03, 2021 8:26 am
Mergrim wrote: Wed Feb 03, 2021 8:14 am

Like i write before 20% crit tacit is bugged. If you have 10% chance to be crit it's only 10+(10x10%)=so its 11% in total. If you have 0 chance to be crit no negative effect.
Where you look to see only the 1% additional cnbc?
My bad here, sorry, character stat not show 10% debuff, just tested it with -1.5% crit vs person that have 0% crit chance and he crit sometimes when tactic pop.
Anyway still broken tactic:D

Luthyen
Posts: 29

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#33 » Wed Feb 03, 2021 9:49 am

Mind that slayer attacks are undefendable. And they both deal more dmg than mara does.

Whyumadbro
Posts: 486

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#34 » Wed Feb 03, 2021 1:16 pm

pls dont touch my sweet slayer class! The mechanic is great and if you noticed that you get melted easy, keep potions and the debuff very close. the only thing Choppa and Slayer are in need of is a nice and viable 2H Specc

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Panzerkasper
Posts: 580

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#35 » Wed Feb 03, 2021 1:31 pm

The whole mechanic needs a rework, it just straight up makes no sense.
To do viable damage you'll need to be in red all the time, wich makes you squishy as heck. Better play any other dd with the same dmg output, but less squishyness.

The next stupidity is, that finisher get an increases damage bonus when droppen in yellow.
So pent up rage is a tactic that kind let's you stay in yellow, but it needs an insane amount of timing and awareness and still your damage stays subpar and normal dw-spec. So a lot of focus and concentration for less damage -> nice.

Actually the 2h Choppa is a nice class and is utilitywise stronger then single spec-dw, but it's lower dmg output is not worth it.

Last but not least, the aoe choppa has more or less become just a support class for WB-bombing.

Slayer has it better overall, more continous damage output. Still he also could use a good mechanic to make 2h viable.

Choppa is just a sad class played by people who somehow still love it.
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Gurf
Posts: 519

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#36 » Wed Feb 03, 2021 1:52 pm

I play both Slayer and WL at a similar level and don't see anything wrong with Slayer mechanic. Slayer can definitely put out more damage than WL in the red and has a better heal debuff so is generally more of a threat, and the fact you have to watch your rage and have to dump etc adds a bit of variation to playstyle. Maybe Choppa has nothing worth dropping your rage for but with Slayer as Rampage is an exhaust you either risk being perma red and doing good damage but very squishy or generally playing without using Rampage very much or not having it up when you need it, so that is the legit risk reward with Slayer mechanic. Most Choppa I see also do a **** ton of damage and bigger crit burst so they will do more damage than Mara in the red also.

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Ninjagon
Posts: 534

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#37 » Wed Feb 03, 2021 1:54 pm

the topics says: Why bw/sorc have +crit damage and crit % with almost zero penalty ?

What?
The Sorcerer and the BW pays the highest price in the game for their good dps.
Ninjamag - The Sorcerer. RETRIBUTION / DEVASTATION guild.
Order: Velmires WP, Carnow Knight, Ninjagon BW, Ninjab WL
Destro: Ninjamar mara, Khaininja DoK, Ninjaguard chosen, Ninjamag sorc
Spoiler:
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Likeaboss
Posts: 230

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#38 » Wed Feb 03, 2021 2:02 pm

Panzerkasper wrote: Wed Feb 03, 2021 1:31 pm The next stupidity is, that finisher get an increases damage bonus when droppen in yellow.
So pent up rage is a tactic that kind let's you stay in yellow, but it needs an insane amount of timing and awareness and still your damage stays subpar and normal dw-spec. So a lot of focus and concentration for less damage -> nice.
First of... Yes, dps is lower, but you damage peaks, oh boy...

I played both, Slayer & Choppa with 2 hand build... Imagine a Slayer hitting you with a 2'000 ish "Deathblow" but still has 4000+ Armor
(short story, Charged a Shaman on 2H Slayer -> Devestate -> Autoattack -> Deathblow -> Shaman dead :lol:
low gear shaman for sure, but lvl 40 anyway :lol:

As choppa you can be a pain with incoming & Outgoing HD with 100% Uptime each, and not melting under guard.

Both 2H paths are kinda useless in Zerg gameplay, but not everyone likes that gameplay. That spec doesnt need to be WB viable

EDIT:
Ninjagon wrote: Wed Feb 03, 2021 1:54 pm the topics says: Why bw/sorc have +crit damage and crit % with almost zero penalty ?

What?
The Sorcerer and the BW pays the highest price in the game for their good dps.
with a solid heal that backlashdamage isn't worse than Choppa/Slayer loosing half their Armor/Ressistance (my opinion) ;)
wargrimnir wrote: Mon Apr 05, 2021 11:50 pm Accidental solo-friendly content doesn't stay that way for very long.

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Panzerkasper
Posts: 580

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#39 » Wed Feb 03, 2021 2:20 pm

Likeaboss wrote: Wed Feb 03, 2021 2:02 pm First of... Yes, dps is lower, but you damage peaks, oh boy...

I played both, Slayer & Choppa with 2 hand build... Imagine a Slayer hitting you with a 2'000 ish "Deathblow" but still has 4000+ Armor
(short story, Charged a Shaman on 2H Slayer -> Devestate -> Autoattack -> Deathblow -> Shaman dead :lol:
low gear shaman for sure, but lvl 40 anyway :lol:

As choppa you can be a pain with incoming & Outgoing HD with 100% Uptime each, and not melting under guard.

Both 2H paths are kinda useless in Zerg gameplay, but not everyone likes that gameplay. That spec doesnt need to be WB viable
Are you seriously trying to call a spec good, just because you killed a lowbob shaman that has 0 armor anyways with it? Nice.

I already said, 2h choppa is good utilitywise, but the damage is absolutely lackluster and in no way competetive. Also WE can double HD and pumps out more consisten damage and has better mobility.
The fact that you get nothing from slotting a 2h except a block strikethrough bonus is a joke!
AS said, not worth it.
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Likeaboss
Posts: 230

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#40 » Wed Feb 03, 2021 2:29 pm

WE have light Armor, Choppa has medium, at the same time choppa brings AA haste skill to to party..
Could be nice combo with Mara in Sc's or smallscale..

a glass cannon choppa needs a SnB tank, otherwise both melt and the healers have to focusheal both.
A solid 2H Choppa can survive with a 2H BO in assist which means more dps...

It works well, but once again, you cant expect to have 3 viable Warband builds on one char.
wargrimnir wrote: Mon Apr 05, 2021 11:50 pm Accidental solo-friendly content doesn't stay that way for very long.

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