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Choppa/Slayer, risk vs reward needs to be fixed

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TreefAM
Posts: 678

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

Post#21 » Tue Feb 02, 2021 11:42 pm

Man the city score means nothing, WL have a shitton of fluff dmg, it is amazing constant pressure, but like a magus or engi aoe, it's just fluff, you need slayers to finish the job.

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leondre25
Posts: 64

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

Post#22 » Wed Feb 03, 2021 12:33 am

This is it, its happend. people are asking for slayer and choppa buffs. what has this server come to.
I X-Realm to the losing team to make them lose harder.

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teiloh
Posts: 691

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

Post#23 » Wed Feb 03, 2021 6:02 am

badoglio wrote: Tue Feb 02, 2021 12:31 pm imagine that 50%+ damage bonus
add flanking 15%
add +25% crit damage from choppa
:roll: u have it.



imagine that 50%+ damage bonus
add flanking 15%
add Inevitable doom : clear challenges aoe (-50% damage removed)
add kd lasting 1 second instead of 3 - or abilities cost reduction : spam aoe nonstop
:roll: u have it.
P sure challenge is -30% damage

Mara KD also 2s
Last edited by teiloh on Wed Feb 03, 2021 6:11 am, edited 2 times in total.

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adapter
Suspended
Posts: 420

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

Post#24 » Wed Feb 03, 2021 6:08 am

With that +50% damage Choppas and Slayer deal the same amount of damage than any other mDPS, besides comes with a huge penalty to defenses, that's where it needs a rework, no more damage, lower the penalty.
Kabuchop / Kabusquig / Kabuterimon / Tentomon

Mergrim
Posts: 253

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

Post#25 » Wed Feb 03, 2021 7:16 am

adapter wrote: Wed Feb 03, 2021 6:08 am With that +50% damage Choppas and Slayer deal the same amount of damage than any other mDPS, besides comes with a huge penalty to defenses, that's where it needs a rework, no more damage, lower the penalty.
This wrong way to balance class, everyone want boost class they play, my main is choppa/slayer, now testing mara. Mara is like choppa in dmg but survi is like x5, and really easy to play.
Just class like mara or wl need nerf. They should never be able to outpds choppa/slayer.

Sundowner
Posts: 468

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

Post#26 » Wed Feb 03, 2021 7:32 am

Bruh stop saying that SL/choppa deal the same dmg as WL/mara, if you want to buff your class say it.

Mergrim
Posts: 253

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

Post#27 » Wed Feb 03, 2021 7:52 am

Sundowner wrote: Wed Feb 03, 2021 7:32 am Bruh stop saying that SL/choppa deal the same dmg as WL/mara, if you want to buff your class say it.
Man look at city wb, now everyone want mara in team:D look at Iit mara dmg/db on city.
Wrecking ball hit 7 times in 3 sec cast, when whole mara running with 55%crit, 70% ignor and 50% crit dmg tactic, proc jagged edge/weapon and huge setback for healers
They for sure need balance. 20% flat crit tactic without any risk. It's bugged and if you have 0% chance to bein crit not have any negative effect.
50% ignore tactic=700free ws.
Monstro proc, maybe some ppl remember Shroud of Settra from LOTD immune to armor penetration and crit for 10sec, making any class immortal, here you have 100% ignor armor penetration on mara.
Zealot tactic 10% reduce armor penetration on hot 25% chance...mara 100% without any tactic, no logic.

Sundowner
Posts: 468

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

Post#28 » Wed Feb 03, 2021 8:03 am

Mergrim wrote: Wed Feb 03, 2021 7:52 am
Sundowner wrote: Wed Feb 03, 2021 7:32 am Bruh stop saying that SL/choppa deal the same dmg as WL/mara, if you want to buff your class say it.
Man look at city wb, now everyone want mara in team:D look at Iit mara dmg/db on city.
Wrecking ball hit 7 times in 3 sec cast, when whole mara running with 55%crit, 70% ignor and 50% crit dmg tactic, proc jagged edge/weapon and huge setback for healers
They for sure need balance. 20% flat crit tactic without any risk. It's bugged and if you have 0% chance to bein crit not have any negative effect.
50% ignore tactic=700free ws.
Monstro proc, maybe some ppl remember Shroud of Settra from LOTD immune to armor penetration and crit for 10sec, making any class immortal, here you have 100% ignor armor penetration on mara.
Zealot tactic 10% reduce armor penetration on hot 25% chance...mara 100% without any tactic, no logic.
I play cities as WL mostly, WLs main function in cities in constant pressure, they do not have aoe burst, most of the dmg comes from 2 dots and even then my guild's slayers outdamage me most of the time. Kind of the same goes for mara- 20% crit makes you 10% more chance to be critted, you clearly don't know how this tactic works. The only thing is mara has monstro proc which is really strong. and also +50% dmg>+50% crit dmg, while choppa also has +25% crit dmg tactic making him do even more dmg.

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Mergrim
Posts: 253

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

Post#29 » Wed Feb 03, 2021 8:14 am

Sundowner wrote: Wed Feb 03, 2021 8:03 am I play cities as WL mostly, WLs main function in cities in constant pressure, they do not have aoe burst, most of the dmg comes from 2 dots and even then my guild's slayers outdamage me most of the time. Kind of the same goes for mara- 20% crit makes you 10% more chance to be critted, you clearly don't know how this tactic works. The only thing is mara has monstro proc which is really strong. and also +50% dmg>+50% crit dmg, while choppa also has +25% crit dmg tactic making him do even more dmg.
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.
You can't stack so much crit on choppa, most choppa run with 20%, mara 55%+, you can ignore all WS renown point,talis that choppa must use to deal dmg.
Can you give me same tactic on choppa/slayer?
Your aoe burst is Whirling Axe, even better then wrecking ball from mara due it hits everything around.
Prebuff on mara and you can deal 4k dmg from only wrecking ball on unguarded target.
And if you don't deal same dmg like slayer its LTP issue.

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teiloh
Posts: 691

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

Post#30 » Wed Feb 03, 2021 8:18 am

Changing Growing Instability into the +50% that Mara always wanted has been a mistake as I and many others have said over and over.

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