Cimba wrote: Thu Feb 21, 2019 8:03 am
Panzerkasper wrote: Thu Feb 21, 2019 6:32 am
Chopa fasta has a 10 sec duration, hence why i said 50sec downtime.
If i remember correctly the choppa has 1 undefendable attack wich is the knockdown and has a 20sec cd and also removes your rage. The WE and the Mara have none I think.
So even in the best case a mdps has maybe 1 attack that is undefendable and the slayer can make EVERY attack undefendable. Who cares right?
Man, I gotta tell you something. I recently found out that you cant parry if you're hit in the back! Crazy isnt it?

That's like rampage for everyone. Initially I was really pissed because I am a slayer I am supposed to be the only one with undefenable attacks

. But I relalized my thats just my slayer privilege speaking and now I'm happy that everyone can enjoy undefenable attacks!
guess what i recently found out too anyone can """turn""" aswell denying the fact that you cannot parry from behind !!!
shame that this part of the gameplay get denyied by a slayer privilege raw stat.... with equal skill no one will get on your back or if happen for very serious short ammount of time mostly post KD (which involve spent a KD on you and giving you immunity after it and not for free as rampage) .....also ramapge cd can be lowered to 22 sec ...and can be 20 sec duration, so it last 20 sec over 22 of CD.....just to put there some more privilege.
idk where the balance lie when 1 skill deny 1 tactic, 20 renown points invested in avoidance and 1 self buff alltogheter with "no drawback" (why you should ignore 70% of parry from a target, with ease? denying point investiment if as said you cna just turn on his back for make thing harder for him? why do it from the front???).
-be yellow with "no rampage" or green "with rampage" give out the same dmg output from hit someone in the front or more depending how much the target is heavily spec into avoidance--->no drawback and can have pro
-rampage can be remove as all other temp buff which increase the dmg output (mara/wl)-->no additional drawback compared to similar skills--->balance itself want that most raw dmg increase or decrease in game can be remove
-the CD is incorrect per other core block/parry debuff on choppa/slayer ( 50% with 1 min cd)
-is not only st buff but aoe aswell so the value is incorrect as it both stack on st debuff and work on aoe so it should not be 100% but likely 25% as in line with other buff of the same kind (half the value of the st core debuff so total of 50+25% on st and 25% on aoe skill)
-rampage is not the only problem shatter liimbs value is incorrect , ST cd increase are 5 sec so aoe cd increase must be half value not the same so 2.5 sec (same squig)(and same correspective problem for cd increase in game)(also these type of debuff dont have immunity and can be only cleanse passing a see of debuff first)
then after fix these flaw you can start fix incommon slayer and choppa core aoe build problems
-not working aoe perma rage build
-not working st perma rage build
-lack of defense in mid mastery
-possible lack of dmg from aoe mastery
-order physical DD problem in mara GoM
->even nerf rampage to 25% mean +str bypass have like 35% raw ignore on block/parry in dual weild
-35% ignore in dual weild mean all dps will see anyway their parry ignored exept dps dok problably (+10 from tactic)
-tank with gear progression will see most of their avoidance ignored but not totaly as per now
-rampage shatterable as said above is not a peculiar drawback which put rampage in line, moreover Ib can buff slayer parry to 70% to further enchant his ability in survive and difficulty to shatter rampage (base slayer avoidance 45% +25% ib buff =70% which is a parry value a chosen ,tank archtype, reach by invest 1 tactic, 1 self buff, 20 renown point invested).
aka
-offensive slayer stacking potential is absurd
-defensive slayer stacking potential is absurd
-debuff slayer potential is absurd
-choppa dont have stacking potential at all with any tank nor dps