i totaly agree with this idea, that would open up a spot for another tactic slot wich could improve quality of slayin and choppin by a lotOrgruk wrote: Thu Dec 31, 2020 7:39 amRegardless of the spec : yes.Whyumadbro wrote: Sun Dec 27, 2020 9:10 pm deathblow should also get a little dmg boost, it just does not feel like a deathblow
Another thing could be merging Brute Force with Don't Wanna Live Foreva to allow more variety with tactics and change the passive bonuses tied to the weapon you use.
2H Choppa and Slayer ideas
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- Posts: 486
Re: 2H Choppa and Slayer ideas
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- nebelwerfer
- Posts: 684
Re: 2H Choppa and Slayer ideas
For these classes simply equipping a greatweapon should increase their base cleave ability to 9 target cap
Cleft In Twain should be changed and be inspired by the bright wizards Boiling Blood with tactic attatched. Mirror ability might need attention aswell, not so sure.
The amount of exhaustive abilities in mid tree (5 out of 8) should be reduced, this is too much. I am even counting the passive toggle ability there.
Perhaps treating deathblow as a regular execute with good damage / great damage depending on the hp status of your target would be enough.
Otherwise I agree with a lot of what was posted already
Lots of potential with these guys
Cleft In Twain should be changed and be inspired by the bright wizards Boiling Blood with tactic attatched. Mirror ability might need attention aswell, not so sure.
The amount of exhaustive abilities in mid tree (5 out of 8) should be reduced, this is too much. I am even counting the passive toggle ability there.
Perhaps treating deathblow as a regular execute with good damage / great damage depending on the hp status of your target would be enough.
Otherwise I agree with a lot of what was posted already
Lots of potential with these guys

- Sinisterror
- Posts: 1142
Re: 2H Choppa and Slayer ideas
I think 2h slayer/choppa should automatically have 3 stacks of pent up rage even without the tactic. If you take the tactic increase to 4 stacks and 3 seconds instead of 4 to get 1 stack and mechanic build up is 25% faster. Also that when you use exhaust your next AA hit would do 30% - 65 % extra dmg depending on furious or berserk. Change bleed em out to 6 seconds and keep same dmg amount as 10 seconds one. Add effect to tired already? When using tired already choppa gets 10 second long buff that makes him ignore 25 % of all armour. These would be a start. Add also to deathblow up to 50 % crit dmg increase depending how much health you have and to no more helpin add to it small self heal 25%-100% of dmg heals you and 1 another ally close to choppa. when under 50 % health it heals 75 % of the dmg and when under 35 % 100 % of the dmg.Whyumadbro wrote: Sun Dec 27, 2020 12:23 pmThe Autoattack Idea is amazing! Maybe even the next Autoattack hits twice for more style or better feel of the class.Sinisterror wrote: Sun Dec 27, 2020 4:32 am Give pent up rage tactic passive effect and make it 4 stacks to both slayer and choppa when using 2h and everytime you use finisher next auto attack will do 25-50% more dmg depending if you are furious or berserk. This would be a good start. Also aoe cap back to 6-9 max. Everybody wins and now 2h slayer and choppa would actually be a threat you cant ignore.
I think the Key to make 2h Slayer/Choppa a actual in pvp playable class is in power through/ wot rules?. Imagine one exhaustive Blow that spends your rage, only one, this wouldnt force you to flee to exhaust your rage and the slayer/choppa would not fall dead in 2 seconds even with heal/absorb potions plus detaunt.
The second thing wich would improve the play of 2hslayer/choppa would be bleed them out and cleft in twain should stack 2 or 3 times
The third possible thing to change would be holding grudges and pent up rage to reduce the ragecost by 75% instead of 25%
Last edited by Sinisterror on Thu Dec 31, 2020 1:24 pm, edited 1 time in total.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Re: 2H Choppa and Slayer ideas
As Nebelwerfer said;
Make autoattacks cleave damaging nearby enemies.
Increase Natural Resistances in Red rage.
Also, Increase Stats and AS++ on Red
Make autoattacks cleave damaging nearby enemies.
Increase Natural Resistances in Red rage.
Also, Increase Stats and AS++ on Red

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- Posts: 486
Re: 2H Choppa and Slayer ideas
all the ideas are pretty good imo, lets see if the devs reract to this 

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Re: 2H Choppa and Slayer ideas
Generally, what Slayers and Choppas need more than anything is a way to build rage back up after dumping it. I believe this would alleviate a lot of the problems the class has in all of its specs with mobility, survivability, and ST damage.
A 10 second buff on a 60second cooldown similar to Mutated Aggressor or Feinted Positioning would be nice. Now given how Retribution/Bring it on work with the Rage mechanic, a flat damage boost would probably be too good so I'm in favor of an ability that restores Max Rage and grants some kind of CC immunity. I think on live Sword Master Crashing Wave granted a 2 second cc immunity, so giving Slayers/Choppas, literal unstoppable berserkers, CC immunity for 2s on a 60s cd isn't the end of the world.
Why such a short CC immunity? Because then you want it to be strong enough in the hands of skilled players but not strong enough that its turning Choppas and Slayers into CC debuff Machines. Slayers and Choppas can now then get off more channels and probably the most important part to Slayer/Choppa players, a way to stick with ranged classes and punish them while they kite you.
A 10 second buff on a 60second cooldown similar to Mutated Aggressor or Feinted Positioning would be nice. Now given how Retribution/Bring it on work with the Rage mechanic, a flat damage boost would probably be too good so I'm in favor of an ability that restores Max Rage and grants some kind of CC immunity. I think on live Sword Master Crashing Wave granted a 2 second cc immunity, so giving Slayers/Choppas, literal unstoppable berserkers, CC immunity for 2s on a 60s cd isn't the end of the world.
Why such a short CC immunity? Because then you want it to be strong enough in the hands of skilled players but not strong enough that its turning Choppas and Slayers into CC debuff Machines. Slayers and Choppas can now then get off more channels and probably the most important part to Slayer/Choppa players, a way to stick with ranged classes and punish them while they kite you.

[Hemingway Daiquiri(s)]
Re: 2H Choppa and Slayer ideas
Make a Tactic to 30% Parry Convert to dodge for physikal Ranged attacks. Thats i do in first place when on sw....Choppa are First targets why? Not good Utility do protect herself, Rage Mechanik in its current status extremely ****. Aoe Skilltree beat all other and thats sad....
Re: 2H Choppa and Slayer ideas
I think tweaking the 2h options of slayer/choppa they should be also fun in some way, I have the following ideas in mind (using the slayer equivalents cause thats what I play):
- Deathblow - this should truly be a deathblow: do huge damage like 5k one hit but at the same time cause an 5k damage hit for the slayer itself as well (eye for an eye, like a last heroic deathblow, but only usable above 50% health)
- Devastate - it should provide some mechanic ignore effect for the slayer, like no penalties in red rage for 10 seconds
- Spellbreaker - on top of it's current effect, it should also place a debuff on the target that would damage the target for 100 damage the next 5 seconds every time a spell is casted on it (damaging or healing or buffing, etc..)
- Breaking Point tactic - instead of 15% crit it should provide 12% armor pen
- Holding Grudges tactic - would allow you to use Retribution with your 2h weapon
These changes would provide some extra fun, not touching the basic concept/mechanic of the class and what is most important that they would provide various options (both for tactics and which exhaustive skills to use in which situation).
- Deathblow - this should truly be a deathblow: do huge damage like 5k one hit but at the same time cause an 5k damage hit for the slayer itself as well (eye for an eye, like a last heroic deathblow, but only usable above 50% health)
- Devastate - it should provide some mechanic ignore effect for the slayer, like no penalties in red rage for 10 seconds
- Spellbreaker - on top of it's current effect, it should also place a debuff on the target that would damage the target for 100 damage the next 5 seconds every time a spell is casted on it (damaging or healing or buffing, etc..)
- Breaking Point tactic - instead of 15% crit it should provide 12% armor pen
- Holding Grudges tactic - would allow you to use Retribution with your 2h weapon
These changes would provide some extra fun, not touching the basic concept/mechanic of the class and what is most important that they would provide various options (both for tactics and which exhaustive skills to use in which situation).
Gryyw - Ironbreaker
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Re: 2H Choppa and Slayer ideas
Maybe the Deathblow should do a little more dmg and ignore 20% armour?kmark101 wrote: Thu Dec 31, 2020 6:38 pm I think tweaking the 2h options of slayer/choppa they should be also fun in some way, I have the following ideas in mind (using the slayer equivalents cause thats what I play):
- Deathblow - this should truly be a deathblow: do huge damage like 5k one hit but at the same time cause an 5k damage hit for the slayer itself as well (eye for an eye, like a last heroic deathblow, but only usable above 50% health)
- Devastate - it should provide some mechanic ignore effect for the slayer, like no penalties in red rage for 10 seconds
- Spellbreaker - on top of it's current effect, it should also place a debuff on the target that would damage the target for 100 damage the next 5 seconds every time a spell is casted on it (damaging or healing or buffing, etc..)
- Breaking Point tactic - instead of 15% crit it should provide 12% armor pen
- Holding Grudges tactic - would allow you to use Retribution with your 2h weapon
These changes would provide some extra fun, not touching the basic concept/mechanic of the class and what is most important that they would provide various options (both for tactics and which exhaustive skills to use in which situation).

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