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Choppa/Slayer, risk vs reward needs to be fixed

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sighy
Posts: 259

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#11 » Tue Feb 02, 2021 3:32 pm

aa91837 wrote: Tue Feb 02, 2021 11:25 am I think it's obvious that rage mechanic needs to be tweaked, because only + 50% damage while losing all your resists and armor- not good enough.
Slayers still have parry, when it matters. (and Rampage, which needs no introduction ofc)
Why engi/magus have + 40% damage literally with zero penalty :?:
Has to wait for the stacks to build up, while sitting next to a stationary squishy pet. If the pet dies or they move too far they lose said bonus.
Why bw/sorc have +crit damage and crit % with almost zero penalty :?:
Light armor to begin with and they literally kill themselves, if not healed externally.
But Choppa/Slayer suffer with no armor/resist while in red zone and still doing less dmg than Mara/WL :(
That's more of a Mara/WL/mSH problem, than Choppa/Slayer. Where they deal reasonably comparable damage to the Risk&Reward classes, where the only real risk is not dealing as much, if enemy knows how to interrupt.
I think it would be fair increase they dmg in red zone by another +50% and reduce CD on bring it on/retribution from 30 sec >15 sec :!:
If this were a quality of life proposal it'd be better. As is i don't think anyone can unironically get behind a proposal to buff damage of Slayers.

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M0rw47h
Posts: 898

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#12 » Tue Feb 02, 2021 3:56 pm

Maybe, just maybe slayer/choppa isn't for you.

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carlos
Posts: 242

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#13 » Tue Feb 02, 2021 5:46 pm

aa91837 wrote: Tue Feb 02, 2021 11:25 am I think it's obvious that rage mechanic needs to be tweaked, because only + 50% damage while losing all your resists and armor- not good enough.

Why engi/magus have + 40% damage literally with zero penalty :?:

Why bw/sorc have +crit damage and crit % with almost zero penalty :?:

But Choppa/Slayer suffer with no armor/resist while in red zone and still doing less dmg than Mara/WL :(

I think it would be fair increase they dmg in red zone by another +50% and reduce CD on bring it on/retribution from 30 sec >15 sec :!:
Love it - LOVE IT!

Obviously wrong statement by OP but it brought me joy
Starfkr


balvor877
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Posts: 278

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#14 » Tue Feb 02, 2021 7:45 pm

An even stronger melee blob is the last thing we need. The guarded melee dps meta is kind of boring - and is atm still the strongest.

Id love to see some real melee counter classes. How are you killing e.g. a mara that is guarded by a chosen with a healer in their back? Both are super tanky alone and the mara has self heal and both have morals on top of it. What is the counter for that?

emiliorv
Posts: 1341

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#15 » Tue Feb 02, 2021 8:07 pm

balvor877 wrote: Tue Feb 02, 2021 7:45 pm Id love to see some real melee counter classes. How are you killing e.g. a mara that is guarded by a chosen with a healer in their back? Both are super tanky alone and the mara has self heal and both have morals on top of it. What is the counter for that?
A slayer + tank+healer => poping rampage and guard+parry+block+dodge is gone

balvor877
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Posts: 278

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#16 » Tue Feb 02, 2021 8:20 pm

emiliorv wrote: Tue Feb 02, 2021 8:07 pm
balvor877 wrote: Tue Feb 02, 2021 7:45 pm Id love to see some real melee counter classes. How are you killing e.g. a mara that is guarded by a chosen with a healer in their back? Both are super tanky alone and the mara has self heal and both have morals on top of it. What is the counter for that?
A slayer + tank+healer => poping rampage and guard+parry+block+dodge is gone
Yeah, that's probably the best combo but still, I wouldn't say it is a real counter because due to guard, heals and morals it will take some time to kill them and in the meanwhile the slayer could get focused and will die a lot quicker when enraged. If you have no slayer you are screwed?

In every other MMORPG the mages are the counter of the melees - especially tanks, mdps can be killed with rdps as well. In RoR we have a melee/armor heavy meta and nothing really comes close because they nerfed everything else to the ground. Like BW/Sorc bombing.
Last edited by balvor877 on Tue Feb 02, 2021 8:31 pm, edited 1 time in total.

Sulorie
Posts: 7461

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#17 » Tue Feb 02, 2021 8:31 pm

balvor877 wrote: Tue Feb 02, 2021 8:20 pm
emiliorv wrote: Tue Feb 02, 2021 8:07 pm
balvor877 wrote: Tue Feb 02, 2021 7:45 pm Id love to see some real melee counter classes. How are you killing e.g. a mara that is guarded by a chosen with a healer in their back? Both are super tanky alone and the mara has self heal and both have morals on top of it. What is the counter for that?
A slayer + tank+healer => poping rampage and guard+parry+block+dodge is gone
Yeah, that's probably the best combo but still, I wouldn't say it is a real counter because due to guard, heals and morals it will take some time to kill them and in the meanwhile the slayer could get focused and will die a lot quicker when enraged.

Picking your example, who is doing focus pressure on the slayer? The mara in defensive monstro stance?
Who is getting hit harder, the slayers tank or the mara one, which can't avoid guard damage?
Dying is no option.

balvor877
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Posts: 278

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#18 » Tue Feb 02, 2021 8:34 pm

Sulorie wrote: Tue Feb 02, 2021 8:31 pm
balvor877 wrote: Tue Feb 02, 2021 8:20 pm
emiliorv wrote: Tue Feb 02, 2021 8:07 pm

A slayer + tank+healer => poping rampage and guard+parry+block+dodge is gone
Yeah, that's probably the best combo but still, I wouldn't say it is a real counter because due to guard, heals and morals it will take some time to kill them and in the meanwhile the slayer could get focused and will die a lot quicker when enraged.

Picking your example, who is doing focus pressure on the slayer? The mara in defensive monstro stance?
Who is getting hit harder, the slayers tank or the mara one, which can't avoid guard damage?
Well, it's what we can see in ranked scenarios... it's melee vs melee and with some luck a caster/rdps or a healer goes down, but not the mdps or the tank - they have no real counter that can kill them fast enough.

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Ramlaen
Posts: 201

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#19 » Tue Feb 02, 2021 11:01 pm

Slayer/Choppa do not need more damage.
Sundowner wrote: Tue Feb 02, 2021 11:31 am choppa and slayer do not deal less dmg than WL and Mara tho
ST Mara is better ST damage than either slayer or choppa and will put up bigger aoe numbers on the scoreboard cause they are so durable :3
Ramlaen, Longhaul, Wolfnrock, Grashop
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adapter
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Posts: 420

Re: Choppa/Slayer, risk vs reward needs to be fixed

Post#20 » Tue Feb 02, 2021 11:14 pm

Merge tactic Pent Up the Rage with Rage, make Rage a resource like any other class.
Kabuchop / Kabusquig / Kabuterimon / Tentomon

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