gttd downside
-pull give immunity
-it pull 1 ppl at time
-it is interruptable by any AOE random fired interrupt on 3 classes on order side ( aoe interrupt which also have no immunity) which are SM, engi, wl.
-cant be covered by hot and other ench buff like rampage can and will
-it's a channeling cant do anything else while channeling
rampage downside:
-use 1gcd (like anyother buff in game so not a point at all)
-trade 25% dmg (for 5 sec only) for 25% bypass = no trade at all -> same dmg output considering parry dmg avoidance is even greater at 40/50%
-can be shattered by 3-4 ppl (once every 5 sec) which mean you wont shatter multiple slayers so slayers stack = always win (in regard to shatter fight)
so a bg, a bo and a 2w dok should all take care of keep slayer clear of rampage all the time trying to fight vs 3 enchantmet cover all the time every 5 sec?
someone would argue that all this effort spent in keep slayer cleanse mean something is op and need a change.
also try that in rvr with 4 slayers deathball x wb.
Rampage does not need to be removed only to be fix for the type of game it was supposed to be used for which is RVR for which the right % is 25 then it can keep the bypass on guard.
(it would be different if it was moved higer but as a low grab fruit like this nope)
Even post nerf using the engi/sw tactit slayer would still bypass 40% in oRvR while other 15%... which is still pretty op.... i mean both chosen and IB reach aroun a 50% avoidance 25parry+25parry /25parry +10 block (which = 10% in parry, dodge,disrupt), but only 1 realm can bypass 100% block/parry in orvr.
N.B: rampage also buff proc meta, by making your hits undefeatable all your proc will fire more often...