Recent Topics

Ads

[Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Illuminati
Posts: 427

[Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#1 » Sat Dec 20, 2025 5:32 pm

Suggestion for the removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer.

1. This new reduction in mitigation while Furious results in an ~18% increase in incoming damage for 10 seconds out of the first 15 seconds in every fight. This is observable in any engagement type (WB, small group, or solo). Any enemy dot on approach to an encounter has seen a ~+18% damage increase vs Choppa/Slayer. This has especially increased the efficacy of abilities against Choppa/Slayer:
a. Movement barb-effects (e.g., Sudden Accusation)
b. Spread damage effects (e.g., Broadhead Arrow)
c. Long duration DOT effects (e.g., Law of Conductivity)
d. DOT effects that increase damage over time (e.g., Burn Away Lies). These are timed perfectly to have their final, devastating last tick during the Choppa/Slayer Furious phase.
2. Renders the Off Sov set with the +Armor bonus worthless.
3. Renders ‘Iron’ based jewelry less effective for a large portion of combat.
4. Renders ‘Armor Potions’ less effective for a large portion of combat.
5. Improved the % that a KD will eliminate Choppa/Slayer by a material increase.
6. Effectively turned Choppa/Slayer into light armor classes, AND even less magic mitigation than any light armor class.
7. Has increased the TTK vs Choppa/Slayer, significantly by reducing the amount of time it takes to get a Choppa/Slayer to 30% health, making it more susceptible to:
a. Execution abilities that activate when the Choppa/Slayer has 50% life (e.g., Cull the Weak)
b. Execution abilities that activate when the Choppa/Slayer is at 35% life (e.g., Fell the Weak)
8. Dramatically impacts the survivability when a Choppa/Slayer must join their group. The WH/WE community especially thanks you for the +18% damage bonus they now receive vs Choppa/Slayer.

Please consider hotfix removing this reduction to armor/resistance while Furious (yellow). It has reduced the enjoyment of the positives this patch has created for the Choppa/Slayer players.

Thank you
————————————————
Destro realm pride parade

Ads
User avatar
Wdova
Posts: 770

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#2 » Sat Dec 20, 2025 9:57 pm

Before the patch I was hoping the non stacking rule of rage with damage procs/tactics will be adressed by also reducing the main downside of the class which was armor/resist reduction according to rage level. Compared to live slayer/choppa lost a portion of damage outpoot while they get nothing for compensation.

I was expecting that max armor/resist debuff will be lowered from 50% to 25% while in berserk. Insted 25% debuff was added to furious.

Classes are even squishier than before. Theyr medium armour was basicaly lowered in to light robe level.

I wonder whoever was behind the change even play these 2 classes.
"Quickness is the essence of the war."

Sun Tzu

User avatar
tsyuryu
Posts: 47

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#3 » Sat Dec 20, 2025 11:13 pm

+1

Illuminati
Posts: 427

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#4 » Sun Dec 21, 2025 3:24 pm

I've tested every combination of gear (sov, off sov, WL) and none of the new abilities result in a faster TTK (at least on Choppa). There is essentially an execute now if you use the 30% tactic and have a Bleed Em Out dot tik at the same time. Meaning, the new abilities did not result in enough benefit to justify the additional 'squishyness' of the Choppa/Slayer.

Hopefully, the -armor/-resist while Furious gets removed soon.
————————————————
Destro realm pride parade

Mandodlenn
Posts: 36

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#5 » Sun Dec 21, 2025 3:55 pm

I would prefer to see more damage done by these classes in exchange for the extra squishyness.
Right now you have to juggle around various loops to take advantage of extra bonus in Furious e.g. for Rampage or extra ST damage, but end result is rather meh for the effort required.
Having class mechanics to consider more than before can be OK if it brings something new apart from extra squishyness.

User avatar
Tyrvald
Posts: 34

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#6 » Sun Dec 21, 2025 4:46 pm

+1
No hard CC before berzerk - no grap - no pounce no strong M1/M2
This debuff is just the cherry on the cake to maintain the disbalance between WL nd Slayer😖
Squisher and easy to kill than ever in these blob Times when zerg surfing before Moral push is the law
Sombrefer - Dwarven Clan exiled from the lost Fortress of Karak Varn
Tyrgrim - Slayer - rr87
Dwargrim - Runepriest of Gazul - RR81
Mordengrim - Engineer
Khargrim - Ironbreaker

and (futiles) Umgi who helps sometimes the Dwarves under the Sigmar's Oath

User avatar
Mortgrimm
Posts: 88

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#7 » Sun Dec 21, 2025 4:55 pm

Dear balance team
Maybe u can enlighten us what the plan behind this patch was?
I admit the WL needed to be tuned down a bit in aoe spec. But for sure not in pet spec. It´s hard to play pet anyway cause it´s still glitchy with sometimes really strange behavior. And this after more then 10 years? Maybe time to fix this?
Also the dmg degrease of aoe WL is not really 10%, more like 25-30%. WL will still be top priority in warbands cause all other dps are even worse. I don´t think ppl even wanna play slayer. Does anyone of u play slayer? All of this changes are more then questionably. Someone should listen to ppl who know about their class and try to play it yourself. Those are just random, strange nerfes. Not a patch.
And tbh i don´t looking forward to the ranged dps patch. Just nerf everything and we play with tanks, healer and WE/WH.
And what is with this regen BS? Did someone take a look at this? Regen WE is even stronger now. Please nerf this first. Dunno why it exist in game anyway.
Mortgrimm - IB - guild leader of Thurisaz
Sayalena - WL - Thurisaz
Thorhammer - WP - Thurisaz

Nelly74
Posts: 120

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#8 » Sun Dec 21, 2025 5:04 pm

Indeed, an explanation would be very much appreciated, because honestly this is completely incomprehensible right now.

Ads
Farrul
Posts: 738

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#9 » Sun Dec 21, 2025 5:23 pm

Yes, this nerf seems to only punish these classes, i don't see the logic behind this change or anything for that matter justifying it.

As i wrote in the patch thread this is really bad, i think devs should seriously reconsider this one.

User avatar
ravezaar
Posts: 586

Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer

Post#10 » Sun Dec 21, 2025 5:25 pm

yea I think the Devs done alot of good with this patch, nice , intresting changes overall but they all just take the backseat of this Huge nerf...

- While Frenzied, the Slayer has their Armor and Resistances reduced by 25%

This makes no sense, makes every build u try just a battle for survival and we dont have parry, armor, toughness, resist as it is. We cant survive this amount of incomming dmg. Before when a WE opened on you with stealth + KD u atleast knew u be on your feet fighting back before u took xtra dmg, that isnt the case anymore. So u basicly gave them all 25% xtra dmg to us for what reason ? we dont get any xtra dmg boost to compensate, and NONE of the new skills comes close to make up for this.

As I said Devs doing well this however feels like a change not really tought thro
GAME OVER MAN, GAME OVER
https://imgur.com/a/mlxv1nJ

Who is online

Users browsing this forum: Google [Bot] and 4 guests