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Was Slayer Actually Reworked or Just Nerfed?

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CountTalabecland
Posts: 1097

Was Slayer Actually Reworked or Just Nerfed?

Post#1 » Tue Jul 28, 2026 7:09 pm

The alleged rework of this class was just a plain old nerf bat and it has been left in the dust.

AOE Tree:

Let's look at the AoE tree. ID remained an oddball ability bc of random duration and the change to Short Temper removed the ability to spam it. Furious Choppin was introduced and is just a better version of ID and lower in the skill tree to boot.

No Escape remains what it is, a range snare that now synergizes with bonuses to furious rage and exhaust bonuses.

Now for tactics. 3 pt Takin Chances remained untouched and useless. Why is this in the AoE tree? The heal value is low, even for small scale, and you would never ever use this as part of an AoE wb build. So what is it doing in the AoE tree and why was that no addressed? The channeled heal is in Troll and the new exhaust heal is core. There is no build that would use Takin Chances with either of the two other heals because you would lose a critical tactic slot of skill points to unlock it.

Next is Accuracy at 7 points. Why on Sigmar's green earth is Flurry still a baseline 3 target ability? Does any of MDPS have to have this disability to its basic AoE spam? Baseline that's not particularly good for anything as again it synergizes with neither grp play or wb. Flurry can kind of be interesting in fighting solo against 2-3 opponents with no healer because you can dmg more than one target, but that's really not optimal compared to ST burst in that scale and any other AoE is probably a better use of the GCD.

Target cap used to be 9 opponents, then was increased to 24. Flurry hit 1/3 of cap and then 1/8. Why? Shouldn't it still be 1/3 at 8 targets?

Even worse, Slayer/Choppa has to burn a tactic slot to have a baseline anytimer AoE that WL, Mara, etc. get for free. Slayer doesn't even get a flat armor pen increase tactic or the like that could be used to avoid having to invest so heavily in WS like other DPS classes do. Only thing close is investing in midtree to get Violent Impacts but even then that's only on exhausts. The already squishy Slayer has to take Wild Gambit and lower toughness, again something that WL/Mara/ETC don't have to do. On top of that, Slayer/Choppa have reduced armor from class mechanic. Why so punishing?

Even worse still, Accuracy reduced the already not spectacular baseline dmg of Flurry. Again, a unique issue with Slayer/Choppa that other DPS don't have to pay for. Even MSH has a baseline 24 cap AoE anytimer. Again, why does Slayer/Choppa have to pay a tactic slot for this?

Finally you have Runic Blessings at 11 points. A fluffy and pointless tactic that takes way too much investment for too little reward, kind of a representation of the class as a whole. This should really go core and be replaced with a tactic that benefits the class.

In sum, AoE lost potency on THE AoE class and the class got squishier as a whole. Major nerf.

Trollslayer Tree:

Power Through Tactic: This is in a good place. It unlocks certain builds, is reward vs risk, and is low enough on the tree to be combined with other abilities.

Rampage is useless, this was the class defining ability of Slayer and now it might as well not exist. I don't understand how that can be described as a rework? This would be equivalent to removing guard from a tank class and then just leaving it and saying, rework completed. With Rampage being subject to Strikethrough cap and not bypassing guard (not saying it should bypass guard) you are getting very little net increase in dmg for popping it. It is simply overnerfed for what the ability is supposed to be.

Order as a whole lost a very strong counter to all of Destros pulls/CC when Rampage was removed and has gotten nothing to make up for it.

Slayer needs some kind of strong ability to give it an identity. Choppa suvived the rework here because it has GTDC as its class defining ability.

Deep Wound and the heal channel are fine.

Short Temper was the 2nd most ridiculous change of the "rework." Was good and is now absolutely F tier useless. Removes only 1 second of cooldown and ONLY for Trollslayer abilities. What was the thought here? There are no TrollSlayer abilties that have less than a 10 second cooldown to decrease. Why would anyone burn a tactic slot for firing an ability after 9 seconds rather than 10? This feels like the devs just said screw Slayer for having old Short Temper/ID build and then left the class with nothing in this tactic slot.

Slayer and Choppa are identified as the berserker melee class. They both have that plus Slayer had Rampage to distinguish it and Choppa had GTDC. Now Choppa has ID and GTDC, and Slayer has nothing.

Fierce Might: This is in a good place for what it is. Fluffy for the class and pretty random, but you work a build around it and it gives good benefit to dmg for spending a tactic slot, so this is good. Not sure if this is really better than the old version though.

Morales:

Simply put, SL needs an AoE dmg Morale 2, preferably core. Not having this is another nail in the coffin for SL/CH compared to other MDPS.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.

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borc1
Posts: 35

Re: Was Slayer Actually Reworked or Just Nerfed?

Post#2 » Tue Jul 28, 2026 8:32 pm

one class fetishists are tiresome asf

Hienzwar
Posts: 186

Re: Was Slayer Actually Reworked or Just Nerfed?

Post#3 » Tue Jul 28, 2026 10:21 pm

:!:
borc1 wrote: Tue Jul 28, 2026 8:32 pm one class fetishists are tiresome asf
Edgy.

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tjalfe
Posts: 42

Re: Was Slayer Actually Reworked or Just Nerfed?

Post#4 » Tue Jul 28, 2026 10:38 pm

What a sad comment

Least played mdps class needs to be addressed soon

The longevity of this game depends on balanced classes, otherwise new players choose without knowing the consequence and leave soon after.

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