I was going to write a similar post till I saw this well detailed post.
In general I'm a big fan of the changes overall and I have enjoyed the playstyle options that have opened up.
However, I have absolutely 0 idea why they have decided to nerf the survivability. You can just explode in the mele ball even on yellow now, which does not feel great.
I think new players will really struggle to access the class with this change as it just won't feel good to play.
During some very busy fights I was finding that I literally couldn't drop my rage often enough to survive the pressure as my exhaust abilities were all on CD.
This change seems completely unnecessary and will only be a detriment to trying to expand the composition meta.
[Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
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- Scragmuncher
- Posts: 156
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
Knutkrusher - The man, the myth, the dead body on the floor.
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Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
+1 thank you for bringing this up
- CountTalabecland
- Posts: 1038
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
Armor debuff in yellow even makes PvE all around more difficult for Slayer.
It just doesn't make sense why Choppa/Slayer would become even squishier. How is it a good idea for them to be even more depending on constant guard and heals?
Mara/WL don't have to sacrifice like that to get to their top dmg output. Sorc/BW have the advantage of being ranged. Choppa/Slayer is just even more dead.
My rr 80 bis Slayer feels like I am back at lvl 30 survivability wise. What are the devs even suggesting we do, just go absolutely 0 armor, 0 avoidance, 100% dmg because you're going to die anyways on these classes?
I thought Magus dots were bad before lol.
It just doesn't make sense why Choppa/Slayer would become even squishier. How is it a good idea for them to be even more depending on constant guard and heals?
Mara/WL don't have to sacrifice like that to get to their top dmg output. Sorc/BW have the advantage of being ranged. Choppa/Slayer is just even more dead.
My rr 80 bis Slayer feels like I am back at lvl 30 survivability wise. What are the devs even suggesting we do, just go absolutely 0 armor, 0 avoidance, 100% dmg because you're going to die anyways on these classes?
I thought Magus dots were bad before lol.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
I think we all agree that this armor debuff needs to be removed as soon as possible, for all the excellent reasons that have already been mentioned. Hopefully this will happen quickly, because in its current state it’s a pain for everyone.
- georgehabadasher
- Posts: 325
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
Hopefully we can get a full reversion of this patch for slayers and choppas and they go back to the drawing board. Adding a viable 2H spec is a noble goal, but they could have done that without removing DW ST builds. Honestly, just adding something to power through/wot rules (so that going 2H doesn't effectively force you to play with only 3 tactics) and allowing the aoe channels to work with 2h would've probably been enough.
The 25% debuff in yellow (and calling it frenzied, which suggests to me that whoever made these changes might not be that familiar with the classes) is the proverbial straw that broke the camel's back.
The 25% debuff in yellow (and calling it frenzied, which suggests to me that whoever made these changes might not be that familiar with the classes) is the proverbial straw that broke the camel's back.
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
As an rr85 slayer main i can 100% agree with op. We were already squishy before, but after the patch in furious i have the same armor as my bw ? And less resistance than any class in the game. And i have to be frontline. Nowadays every class has so much penetration that, i have literally no damage mitigation. I believe they did this for 2 reasons.
1. Because of the reworked Honor restored tactic which now gives slayers some selfsustain IF they decide to take it.
2. After the rework 2H slayers and choppas are more about burst windows and if you want the most damage you have to be in furious.
In a nutshell if we want to be most efficient we have to stay furious 90% of the time and because of that it synergises well with the reworked heal tactic. So they thought it would be too op and they decided with the 25% penalty in furious and 300 selfdamage to Precaurious Assault/Reckless Blow.
But with this change they are kind of forcing us to take these selfheal tactics because otherwise like op said we get 15-20% more damage. Also dual wield wont be able to benefit from these tactics as much because they dont have the skills to generate rage as its only for 2h.
About the slayer/choppa changes as a whole, i personally dont like that the devs went with the simple option of reducing the rage cost of skills instead of changing the whole system. I guess that would take more time or dunno i am not a dev. I feel like the whole patch is a mixed bag.I enjoy the flow of combat with 2h. On the other hand I dont have many options or diversity with this new rework. On the other hand they removed the old useless tactics they put in new useless ones or reworked good ones into completely useless ones. So some changes are in the right direction, but some just dont make any sense.
1. Because of the reworked Honor restored tactic which now gives slayers some selfsustain IF they decide to take it.
2. After the rework 2H slayers and choppas are more about burst windows and if you want the most damage you have to be in furious.
In a nutshell if we want to be most efficient we have to stay furious 90% of the time and because of that it synergises well with the reworked heal tactic. So they thought it would be too op and they decided with the 25% penalty in furious and 300 selfdamage to Precaurious Assault/Reckless Blow.
But with this change they are kind of forcing us to take these selfheal tactics because otherwise like op said we get 15-20% more damage. Also dual wield wont be able to benefit from these tactics as much because they dont have the skills to generate rage as its only for 2h.
About the slayer/choppa changes as a whole, i personally dont like that the devs went with the simple option of reducing the rage cost of skills instead of changing the whole system. I guess that would take more time or dunno i am not a dev. I feel like the whole patch is a mixed bag.I enjoy the flow of combat with 2h. On the other hand I dont have many options or diversity with this new rework. On the other hand they removed the old useless tactics they put in new useless ones or reworked good ones into completely useless ones. So some changes are in the right direction, but some just dont make any sense.
- Scragmuncher
- Posts: 156
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
Well here's to another few years of WL meta, merry Christmas.
Knutkrusher - The man, the myth, the dead body on the floor.
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
Insanely bad decision to add 25% armor and resist debuff on yellow.
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