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2H Choppa and Slayer ideas

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Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
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Asherdoom
Posts: 661

Re: 2H Choppa and Slayer ideas

Post#51 » Sun Jan 10, 2021 9:05 am

Orgruk wrote: Sun Jan 10, 2021 8:40 am If the bleed can't be removed that could be a good solution but -50% is too much for this low dmg ability. 15~20% would be better.
you compensate the initial damage loss with the fact that bleed will not be removed /dispeled and will ignore armor (same concept of feral druids dps in wow wotlk basically)
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Orgruk
Posts: 251

Re: 2H Choppa and Slayer ideas

Post#52 » Mon Jan 11, 2021 7:24 am

Asherdoom wrote: Sun Jan 10, 2021 9:05 am you compensate the initial damage loss with the fact that bleed will not be removed /dispeled and will ignore armor (same concept of feral druids dps in wow wotlk basically)
This way it sounds good. :mrgreen:
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My Choppa/Slayer proposals : Better Rage > GTDC replacement > Balance

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Wdova
Posts: 682
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Re: 2H Choppa and Slayer ideas

Post#53 » Mon Jan 11, 2021 1:51 pm

Asherdoom wrote: Sat Jan 09, 2021 9:28 am how about make the aoe spec of both slayers and choppas "bleed based"? For example choppa lotsa chopping damage reduced by 50% but add a bleeding over 10 seconds to whoever is hitted by such ability stacking up to 4 times. (same for slayer ofc being mirror classes) In that way you "ramp up" bleed damage and create pressure over time.
But If You want use Flury/Lotsa choppin, at full potential in warband You slot tacfic to hit 24 targets insted of 3, but deal 20% less damage. You can slot jagged edge tactic to spread the dots.
Pigbutcher - Choppa RR80+
Cyplenkov - Marauder RR80+
Vdova - Witch elf RR80+

Hajzl - Swordmaster RR80+
Roznetka - Engineer RR70+

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Bowldancer
Posts: 293

Re: 2H Choppa and Slayer ideas

Post#54 » Mon Jan 11, 2021 3:44 pm

I play Slayer exclusively 2H as I did on live till 100. (I don't have sufficient playtime on my 40 2H Choppa).

I think we should keep it simple.
There are two main issues in my humble opinion:
(1) You loose 1 tactic slot just to use a 2H weapon. That is rather simple to fix - e.g. give the two respective tactics a secondary effect.
(2) Lack of a proper finisher (Deathblow/ Weaklin' Killa are obvious candidates). There are several ways how to do it : 30% treatment, auto crit, armor bypass ... I would prefer the first one.

I also would love to see 2H weapons get a more useful bonus instead of 10% block-strikethrough - like Armor penetration. I am aware this has a global effect as it also effects other classes.

Holding Grudges/ Pent Up Rage were really good ideas. I find they still feel a bit clunky and they could use some adjustments with stacks/%.

Power through/ Wot Rules? need a very strong secondary effect. There is no sufficient return for giving up so much survivability.
Grimmsch Grimnirsson (2H Giantslayer, 40/85)
Spoiler:
40+: 2H-CHOPPA, AM, RP, WP, SM, IB, KotBS, WL, WH, BW, ENG, SW
Alts in T4: SHA, SH, BO, BG, CHO, MAR, WE

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oaliaen
Posts: 1202

Re: 2H Choppa and Slayer ideas

Post#55 » Mon Jan 11, 2021 4:29 pm

Lets be real in here...2h Sl/CH need different aspect of changes, cause if you give armor pen to a parry/block bypass it will be broken asf.. Devs need to be very careful on the changes and pls dont giv the same bonus to both classes.
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Asherdoom
Posts: 661

Re: 2H Choppa and Slayer ideas

Post#56 » Mon Jan 11, 2021 4:32 pm

simply make those 2 specs more "bleed"based. that way ws is meaningless and they can focus full strenght while having the disadvantage of slower attack speed
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Whyumadbro
Posts: 485

Re: 2H Choppa and Slayer ideas

Post#57 » Mon Jan 11, 2021 5:09 pm

Bowldancer wrote: Mon Jan 11, 2021 3:44 pm I play Slayer exclusively 2H as I did on live till 100. (I don't have sufficient playtime on my 40 2H Choppa).

I think we should keep it simple.
There are two main issues in my humble opinion:
(1) You loose 1 tactic slot just to use a 2H weapon. That is rather simple to fix - e.g. give the two respective tactics a secondary effect.
(2) Lack of a proper finisher (Deathblow/ Weaklin' Killa are obvious candidates). There are several ways how to do it : 30% treatment, auto crit, armor bypass ... I would prefer the first one.

I also would love to see 2H weapons get a more useful bonus instead of 10% block-strikethrough - like Armor penetration. I am aware this has a global effect as it also effects other classes.

Holding Grudges/ Pent Up Rage were really good ideas. I find they still feel a bit clunky and they could use some adjustments with stacks/%.

Power through/ Wot Rules? need a very strong secondary effect. There is no sufficient return for giving up so much survivability.
This is truly one of the best idea i´ve read!

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