Future buffs for choppa?
Posted: Sat Jan 09, 2016 10:24 pm
First of all I want to point on fact, that I AM NOT CALLING FOR A NERF FOR SLAYER. I would like to see some choppa skills redesigned to something more "balanced" between those 2 classes.
I am watching sklil planner and I am wondering how drunk original devs must have been when they created choppa as a mirror to slayer.
Each tree is supperior to choppa one. First tree(savage,trollslayer) both have self heal, both have incoming heal debuff, but while choppa have 75 AP regen exhaustive attack "Keep on chopping"(25 AP cost skill which gives 100 AP back) with 20s cooldown Slayer have" Rampage" self buff all attack undefendable up to 20 seconds with CD 30s 30 AP cost. Uh that must be joke right?
never mind lets see hita/giant slayer trees.
Both have no CD dot. Choppa have cooldown increaser Tired already with 20s CD and 50% outgoing heal debuff "No more helpin" with 30 CD. Slayer have huge wounds debuff(base 100WS full tree 160WS) "devastate" with 10s CD and spamable exhaustive attack(with power thru tactic) Spellbreaker which removes absorbing effect from enemy 0s CD.
One would say choppa has his middle tree better, but considering cooldowns 30/20seconds vs 0/10seconds + huge wounds debuff, slayer has sligh edge here.
Whatever lets see AOE tree.
Both have exhastuive AOE snare. While choppa has cooldown decreaser "Chop fasta" decreases all cooldowns for party for 20seconds by 5 seconds !!!!120seconds cooldown!!!! SLayer has shattered limbs AOE attack which increase enemy cooldowns by 5 seconds last 10seconds with cooldown !!!!20 seconds!!!! What? Like.... What? Really? Were those devs drunk like monkeys when they mirror that?
And here it comes. The edge of comparsion. Yes You know what I am talking about.
While choppa has AOE "vakuum cleaner" Git to da choppa !!!30 seconds cooldown!!! complete untargetable and unpredictable channeled(all channeled abbilities are crap, lets face it- single taunt or interupt sklil is easy for counter it) abbility, Slayer has his "Inevitable doom" targetable single target Dot with its AOE effect(still uncleansble?) with !!!!5 seconds!!!! cooldown.
Original devs were probably drunk and on drugs, because anyone looking at this difference must see the imbalance betwen both characters.
Not even orcs racial 160 wounds racial and 25% crit dmg can compensate this. Dwarf racial is more defensive 660 armor and when choppa has his crit dmg tactic, slayer has his 50% AA haste tactic I call it a Tie here.
This has been discused many times, but I would like to start discussion how this insane class role imbalance can be solved.
Is it even possible to redesign some sklil or are we able only to move skills from position X to position Y in each tree?
And at the end yes I was playing both on live. Choppa pre rr 100 expansion, slayer even after that up to rr 95 or so. I know how insane was spamming AOEs with 20s undefendable buff and watching my IDs ticking on several enemies.
I am watching sklil planner and I am wondering how drunk original devs must have been when they created choppa as a mirror to slayer.
Each tree is supperior to choppa one. First tree(savage,trollslayer) both have self heal, both have incoming heal debuff, but while choppa have 75 AP regen exhaustive attack "Keep on chopping"(25 AP cost skill which gives 100 AP back) with 20s cooldown Slayer have" Rampage" self buff all attack undefendable up to 20 seconds with CD 30s 30 AP cost. Uh that must be joke right?
never mind lets see hita/giant slayer trees.
Both have no CD dot. Choppa have cooldown increaser Tired already with 20s CD and 50% outgoing heal debuff "No more helpin" with 30 CD. Slayer have huge wounds debuff(base 100WS full tree 160WS) "devastate" with 10s CD and spamable exhaustive attack(with power thru tactic) Spellbreaker which removes absorbing effect from enemy 0s CD.
One would say choppa has his middle tree better, but considering cooldowns 30/20seconds vs 0/10seconds + huge wounds debuff, slayer has sligh edge here.
Whatever lets see AOE tree.
Both have exhastuive AOE snare. While choppa has cooldown decreaser "Chop fasta" decreases all cooldowns for party for 20seconds by 5 seconds !!!!120seconds cooldown!!!! SLayer has shattered limbs AOE attack which increase enemy cooldowns by 5 seconds last 10seconds with cooldown !!!!20 seconds!!!! What? Like.... What? Really? Were those devs drunk like monkeys when they mirror that?
And here it comes. The edge of comparsion. Yes You know what I am talking about.
While choppa has AOE "vakuum cleaner" Git to da choppa !!!30 seconds cooldown!!! complete untargetable and unpredictable channeled(all channeled abbilities are crap, lets face it- single taunt or interupt sklil is easy for counter it) abbility, Slayer has his "Inevitable doom" targetable single target Dot with its AOE effect(still uncleansble?) with !!!!5 seconds!!!! cooldown.
Original devs were probably drunk and on drugs, because anyone looking at this difference must see the imbalance betwen both characters.
Not even orcs racial 160 wounds racial and 25% crit dmg can compensate this. Dwarf racial is more defensive 660 armor and when choppa has his crit dmg tactic, slayer has his 50% AA haste tactic I call it a Tie here.
This has been discused many times, but I would like to start discussion how this insane class role imbalance can be solved.
Is it even possible to redesign some sklil or are we able only to move skills from position X to position Y in each tree?
And at the end yes I was playing both on live. Choppa pre rr 100 expansion, slayer even after that up to rr 95 or so. I know how insane was spamming AOEs with 20s undefendable buff and watching my IDs ticking on several enemies.