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[choppa & slayer] flat dmg nonsense

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Alubert
Posts: 511

[choppa & slayer] flat dmg nonsense

Post#1 » Sat Jul 03, 2021 6:29 am

SL and Choppa have too effective flat dmg compared to crit dmg effectiveness.
There is nothing more primitive than being able to kill an opponent without investing in critical chance. Unfortunately both classes thanks to dev's changes do this successfully and this should never be the case.
Stacking armor penetration (high WS) has become a determinant of sl/chopp dmg.
Now sl/choppa can achieve huge armor penetration.
A class built this way ignores TB completely. To a large extent FS and armor, (SL also ignore parry/block). Definitely most defensive capabilities of healers and DDs.
Keep in mind the massive armor talismans nerf.
What could be done with this?
1. replace all weapon skill set bonuses with crit dmg bonus.
Van - 10% critical dmg instead of WS bonus.
Warlord - 15% critical dmg instead of WS bonus.
Triumphat - 25% critical dmg instead of bonus to WS.

This would force people to invest in more than one stat.


2. add (as on original server) 3%-4% crit talismans in shoulder pads.

You have to remember constantly that TB is in the game.
This would bring the dmg of these two classes back on track.
There should never be a situation where primitive flat dmg can dominate over crit build.

BTW i have choppa/sl.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+

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Kereloth
Posts: 4

Re: [choppa & slayer] flat dmg nonsense

Post#2 » Sat Jul 03, 2021 7:04 am

Nice try Alubert;)
Kereloth - Slayer RR83

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nebelwerfer
Posts: 684

Re: [choppa & slayer] flat dmg nonsense

Post#3 » Sat Jul 03, 2021 10:24 am

I concur, nerfing the armor talis was a mistake. For nothing else it was hilarious to see 3+ people tryin theirr damn best to kill a shaman but not quite managing their cc right so he skitters away :lol: lots of charm/uniqueness lost for the sake of balance and i am never a fan of that

I also agree the career mechanic could be adjusted considering how well it scales with gear - it could be different, and it's not one of those unique interesting things it's just raw damage.

This would need to be compensated by giving the sl/ ch more autonomy and carry potential without relaying on their team though, perhaps by enchancing their morales, abilities or class mechanic. Idk. Balancing is never easy, they might they have something coming soon'tm curtesy of the balance champions. just gotta hope it's decent

Auzor
Posts: 46

Re: [choppa & slayer] flat dmg nonsense

Post#4 » Sat Jul 03, 2021 10:40 am

You risk buffing the slayer even more over the Choppa.

Choppa IIRC, already has a +25% crit dmg tactic.
Thus it follows, that he'd benefit relatively less than Slayer from additive + crit damage.

Then, there's the tiny-winy little detail called Rampage that Slayer has.

Lastly: when was the last time you say 2-hander Choppa around?
If anything, a change should involve:
- rebalancing Rampage (Slayer gets 50% parry/block ignore, loses 50% of own defenses)
- rebalancing dual wield tree's, vs 2-handed tree's. (Choppa & Slayer). (admittedly, + critical dmg, could buff the left & middle tree a bit, but not sufficiently so I think)

As well as perhaps some other tweaks.

Also, this risks nerfing Destro:
thanks to last Dev shenanigans, SM now has the order CD reduction.
But for Destro, it's on a melee DPS class, that has a mechanic that lowers his own dmg mitigation.
Last edited by Auzor on Sat Jul 03, 2021 12:49 pm, edited 1 time in total.

Misaji
Posts: 24

Re: [choppa & slayer] flat dmg nonsense

Post#5 » Sat Jul 03, 2021 12:23 pm

Imagine that.
Bashmasta
Grobarsh

Alubert
Posts: 511

Re: [choppa & slayer] flat dmg nonsense

Post#6 » Sat Jul 03, 2021 12:38 pm

Well.

CHoppa will have still +25% more crit dmg and SL AA haste tact + ID + rampage.

Can you imagine that WS stacking choppas dont even slot "stab u godder"?

If u speak about balance i know difference sl vs choppa. CHoppas just need eqivalent of ID not this funny free immun giver GTDC. Enough look at ranked scoreboar and u will know.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+

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phononHYPE
Posts: 569

Re: [choppa & slayer] flat dmg nonsense

Post#7 » Sat Jul 03, 2021 1:28 pm

Ugggg, really? We have to the most group dependant classes in the game in a fight longer than 10s, with arguably the worst penalty for class mechanic, and you want to lower our damage on top? If anything needs tweeking, its the scaleability of Initiative. Yeah, go harp on that or something.
Chasing the golden carrot that is my alts.

my 2h choppa ideas
learn about Initiative

Mergrim
Posts: 253

Re: [choppa & slayer] flat dmg nonsense

Post#8 » Sat Jul 03, 2021 1:39 pm

Alubert wrote: Sat Jul 03, 2021 6:29 am SL and Choppa have too effective flat dmg compared to crit dmg effectiveness.
Not gonna talk about Slayer due he have ID.
But Choppa have too efeective flat dmg? where?

Just tested choppa 10skill use on full red(full crit mode) vs Mara rend spam without mutated aggresor, the results are sad.

On target dummy Marauder deal between 20-25% more dmg than choppa using just Rend

On training construct Marader deal between 17-20% more dmg than choppa using just Rend.

Choppa now is on bottom in melle class, the only thing he bring is chop fasta. Mostly good to stomp pugs but usseless vs any smart team.
by far the worst class to play ranked.

The changes you want on sets will make it even weaker.

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