Recent Topics

Ads

Choppa weapon requirment

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
trebla
Banned
Posts: 87
Contact:

Choppa weapon requirment

Post#1 » Thu Jan 18, 2018 12:47 pm

I won't dress this post with to much jibber jabber designed to lull my audience into agreement.
Problem: choppa and slayer more so the choppa due to spec viability abilty ties to thier weapons. This takes away from class viabilty and almost always limits on tree out of builds. For example choppa runs Hitta tree he then is very limited in Wrecka tree as every ability in that tree requires dual wield except for a long CD party buff midway to tree.
This design hurts flexibilty and build diversity forcing choppa to spec savage for most all situations.

Alot has been expressed how choppa needs buffs or lacks a place in setups. I for one feel it needs a slight revamp. Nothing crazy.

proposal: remove weapon requirment from rage exhausting abilities. This promotes diversity in builds and allows the 2hand choppa/slayer to compete with dual wield while not forcing one weapon choice to be more desirable than the other.

I would have like to go more in depth but im at work and for the sake of limiting wall of text I followed the KISS rules. Would like to see what others think about this small but possible classs defining change that keeps the core design of the class intact without changing its role in grp or WBs.

Ads
User avatar
Panzerkasper
Posts: 604

Re: Choppa weapon requirment

Post#2 » Thu Jan 18, 2018 12:53 pm

This will change nothing but to make dualwield even more common since 10% parry > 10% block strikethrough.
Image

User avatar
trebla
Banned
Posts: 87
Contact:

Re: Choppa weapon requirment

Post#3 » Thu Jan 18, 2018 1:04 pm

you belive so? i would take 2 hand burst over parry. in grp play 10% is miniscule and easily bypassed by position. Burst is better in all situation versus parry. Unless Pug or solo which does not require any mentioning when looking for class balance.

User avatar
Darosh
Banned
Posts: 1197

Re: Choppa weapon requirment

Post#4 » Thu Jan 18, 2018 1:04 pm

trebla wrote: proposal: remove weapon requirment from rage exhausting abilities. This promotes diversity in builds and allows the 2hand choppa/slayer to compete with dual wield while not forcing one weapon choice to be more desirable than the other.
So that a dual wield CH/SL can use 2H finisher and become even more potent compared to 2H? 10/10

User avatar
trebla
Banned
Posts: 87
Contact:

Re: Choppa weapon requirment

Post#5 » Thu Jan 18, 2018 1:12 pm

the finisher base damage doesnt change if dual wield specs into another tree he could not before he loses point in his current tree making it weaker by default so in essence it equals out. look at all the pros and cons that why iwanted to go more in depth.

User avatar
ragafury
Posts: 684

Re: Choppa weapon requirment

Post#6 » Thu Jan 18, 2018 1:41 pm

trebla wrote:without changing its role in grp or WBs.
What role in warbands? Kappa

Think DW is fine. (about the same as slayers)

2hd performs under right conditions too. (much better than slayers) (more than enough vs unorganized enemies) (my unpopular opinion)

AoE tree is garbage compared to slayers aoe and slayers class tools + utility which he can bring in.

My choppa though is 40/42. So my class experience is fairly limited. But you can simply check it by comparing skill trees.

Changing abilities so they don't require specific gear seems bit broken and also weakens the skill trees heritage / original design imo.
--- inactive ---
---guildless---

User avatar
wargrimnir
Head Game Master
Posts: 8467
Contact:

Re: Choppa weapon requirment

Post#7 » Thu Jan 18, 2018 1:52 pm

Did you stop to consider that the animations of certain abilities only really work with DW or 2h? Not just in the sense that the ability effects fire from certain directions, but the ability animation will not care whether your one arm is holding a weapon or not when it flails both of them around. Or the big overhand double gripping chop might look odd with two cleavers.

Will pass on this suggestion. Limitations to skills in general are to make players suffer, which is clearly a guiding development principle on this server.
Image
[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

Esperflame
Posts: 184

Re: Choppa weapon requirment

Post#8 » Thu Jan 18, 2018 2:09 pm

I just wanted to add that using a 2h also grants some parry strike-through as well. I don't know how much but they did add that like months ago.
Karnak (Ironbreaker), Hadebrandt (KotBS), Quigon (Swordmaster), Rakthraka (Black Orc), Thulza (Chosen), Braerithryn (Blackguard)

"Yeah, I play all the tanks. I've got beef!" - Me

Ads
User avatar
TenTonHammer
Posts: 3806

Re: Choppa weapon requirment

Post#9 » Thu Jan 18, 2018 2:30 pm

ragafury wrote:
2hd performs under right conditions too. (much better than slayers) (more than enough vs unorganized enemies) (my unpopular opinion)

Thinking that something "performs well" vs unorganized players dosnt mean its good in the slightest sense, case and point is choppas joke AoE tree

2H choppa is not better than 2h slayer at all, devastate wounds debuff alone is superior to both no more helpin and tired already since it let you kill people though guard and still has the same wounds debuff value as pre nerfed TB

and the previously mentioned abilites already have better alternatives to choppa's
Image

User avatar
Toshutkidup
Posts: 859
Contact:

Re: Choppa weapon requirment

Post#10 » Thu Jan 18, 2018 3:40 pm

I would love to have a choice if it was as simple to pick DW or 2h, however I can see issues. If both weapons gave 10% parry for slayer, I would rock 2H spec if nothing else for the looks at that point. But losing the 10% parry, isn't worth it to me.
First RR90 Slayer working towards the top of the mountain.I still solo, still run riposte.

Twitch:https://www.twitch.tv/toshutkidup
My Youtube http://www.youtube.com/c/Toshutkidup

Who is online

Users browsing this forum: Ahrefs [Bot] and 9 guests