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Slayer/Chopper post mdps patch adjustment proposal

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Gunlinger
Posts: 149

Slayer/Chopper post mdps patch adjustment proposal

Post#1 » Sat Jan 10, 2026 1:59 am

Slayer/Chopper melee dps patch changed the way the rage mechanic and the Exhaustive attacks harmonize with each other by not having every Exhaustive Attack have the full 100 rage depletion effect.
The attempt on that was all nice and shiny on the first glance. Sadly it was done by totally ignoring all the proposals and pleas for that classes main problems in the current ORvR meta. Additionally the change made to the tactics Short Temper and Red goes faster! erased the Wild Swings/Wild Choppin' builds, lowering the build diversity even further.

The main complaint from Slayer and Chopper players before the patch was that it takes to long to be able to participate in a suddenly starting warband fight without time to ramp up and by that not being able to take part in them before they are mostly over already. Before the Patch the Chopper was able to use Furious Stompin' to compensate the rage gap in those sudden fights. After the patch Choppa players had to adapt to pre clash Fling Choppa tossing. The Throw Axe ramp up Slayers already had to do all the years before to get their rage start filling.
The WB ORvR environment is played by Slayer and Chopper in the right skill tree setup and in dual wield. Because of that the introduced rage gain from Cleft In Twain and Bleed Em Out has no effect on them.


Proposal for WB ORvR ramp up:
Give Slayer/Chopper right tree base abilitys Even the Odds / Come and Git it! (60s CD For the next 5 seconds, you cannot deal or receive critical damage)
the addition ''instantly gain 100 rage''

Proposal for getting back build diversity:
Put Runic Blessings / Keep It Comin' tactics into base tactics (can obviously not be recreated into original version and is not used at all anyway)
On their place put old version of Short Temper / Red goes faster! (reduce all Cooldowns by 5 sec in Berserk) with the additions
- ''reduction on Inevitable Doom is reduced by 50%''
- ''reduction on Furious Stompin' is reduced by 50%''


- Lower AP cost of Wild Swings / Wild Choppin' from 55 AP to 40 AP
55 AP cost on an Attack with 5 sec cooldown is a way to high cost considering the change to the old determination tactic


Bonus Proposal:
Revert/delete:
- While Frenzied, the Slayer has their Armor and Resistances reduced by 25%. ( btw it is called furious on the slayer ;-) )
- While Frenzied, the Choppa has their Armor and Resistances reduced by 25%.

To justify such a reduction in sustainability to classes that already have the 50% reduction in Berserk, you would have had to add the ''75% damage bonus instead of the 25%'' addition to all dmg, that the Exhaustive Attacks have.

OR: Add to it that the 25% reduction while furious/frenzied only applies when wielding a great weapon!
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