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[Slayer] DPS Rework Wishlist

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tsyuryu
Posts: 40

Re: [Slayer] DPS Rework Wishlist

Post#41 » Tue Nov 04, 2025 9:21 am

if rampage was still with the same, not nerfed i mean, would it still be broken since there was a patch some time ago about strike trought who cant bypass more than 50% of block parry ?

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Wdova
Posts: 753

Re: [Slayer] DPS Rework Wishlist

Post#42 » Tue Nov 04, 2025 9:40 am

tsyuryu wrote: Tue Nov 04, 2025 9:21 am if rampage was still with the same, not nerfed i mean, would it still be broken since there was a patch some time ago about strike trought who cant bypass more than 50% of block parry ?
It depends if that 50% is multiplicative or additive. Keeping rampage at 100% multiplicative is bad idea in general. 50% is reasonable value to give enemy tanks option to not melt thru direct and guard damage.
"Quickness is the essence of the war."

Sun Tzu

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Ysaran
Posts: 1354

Re: [Slayer] DPS Rework Wishlist

Post#43 » Tue Nov 04, 2025 9:42 am

tsyuryu wrote: Tue Nov 04, 2025 9:21 am if rampage was still with the same, not nerfed i mean, would it still be broken since there was a patch some time ago about strike trought who cant bypass more than 50% of block parry ?
Imo as long as guard is affected by strikethrough then any value higher than 20% would make it virtually indistinguishable from the previous iteration of the skill, and thus broken, yes.
Zputa

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Wdova
Posts: 753

Re: [Slayer] DPS Rework Wishlist

Post#44 » Tue Nov 04, 2025 9:49 am

Ysaran wrote: Tue Nov 04, 2025 9:42 am
tsyuryu wrote: Tue Nov 04, 2025 9:21 am if rampage was still with the same, not nerfed i mean, would it still be broken since there was a patch some time ago about strike trought who cant bypass more than 50% of block parry ?
Imo as long as guard is affected by strikethrough then any value higher than 20% would make it virtually indistinguishable from the previous iteration of the skill, and thus broken, yes.
While I agree that strike thru shouldn´t be caried up to tank ability to block/parry, but only against initial target. Even if this (for me non logic behaviour will be kept), my proposal of reducing it to parry only, 50% parry and block multiplicative or 25% parry and block additive, will still leave the tank with either full of his block or 50% of parry and block(Mostly at 25% block and parry).
You mentioned dps morale 1 - 100% parry for 7s and tanks M2 - 100% block for 10s.These values are aditive. My proposal with 50% reduction multiplicative would leave mdps morale 1 still at 50% and tank m2 50% block against slayer which is still fine. If it would be kept 25% aditive strike thru, M1 parry would still gives 75% parry and M2 would give still 75% block which is even better.
"Quickness is the essence of the war."

Sun Tzu

Alubert
Posts: 586

Re: [Slayer] DPS Rework Wishlist

Post#45 » Tue Nov 04, 2025 1:29 pm

Magusar wrote: Wed Oct 22, 2025 4:34 pm Regarding my wishes for the 2h Slayer rework:
After playing for over a week in a 3/6man party, I can highlight the following pros and cons:
Pros.
- Powerful burst (really powerful). Especially if your target is in a party that uses a variety of buffs to save their members (Thanks, Spellbreaker).
- If you use short temper, you can effectively split your damage across multiple targets, creating pressure.
- Decent CC (Power Trought + Incapacitate).

Cons.
-2h Slayer is slow for this type of damage dealer - it's a burst character who needs to use at least 3 GCDs for an effective burst (Devostate + HD + Relentless, and only then Spellbreaker + Deathblow - the main burst. It's also highly recommended to use Onslaught before all of this). A minimum of 3 GCDs each lasting 1.5 seconds in a normal situation, which precedes you before you deal massive damage. Other burst-based classes typically use 2-3 GCDs maximum (WL - Amordebuff -> Pack Assault/Coordinate Strike + Finisher (if available) - damage starts from the first GCD (Amordebuff hits hard, and then the main damage)). Simply put, targets have a large window for reaction - automatically a hard increase in the window for killing, and the time for this slayer is less than for the others. WL is just an example. WH/WE are about the same. I specifically didn't take into account DoTs for other classes (a Slayer needs them more often, which is ironic), because you don't use a full heavy burst that often.

- Extremely low survivability. So low that the damage and utility from this slayer are barely covered.

The second drawback is key and exacerbates the first. You simply have too little time before you have to ease off your pressure and "get out," or simply before you die, before you can do anything what will have real result sigh "+".

To be fair, it should be noted that the key drawback has become less acute since the patch with stacking damage reduction effects, but it's still very noticeable.

My suggestions for a rework of a 2H slayer:
- Focus on the survivability for a slayer. Give him more time to do something. Additional saves. For example, you could have a % damage reduction save, preferably outside of the GCD/ you could also add -crit/ Disrupt/Dodge/Parry... You could still give them control over the rage—for example, one ability would still drop rage bypassing rage tactic, except for Flee. There are many options. Just direction - survivability.

- An option to increase damage and the speed of its application. Less conditioning, more results. A dangerous option because there's a high probability that one will be too strong or too weak. Finding the right balance can be difficult, plus there's a chance it will turn into a "tier" with very quick destruction for both sides. Didn't manage to kill that slayer in 1 second (exaggerating)? Die in 1 second (also exaggerating).
How could this be implemented? For example, in the Giant tree there's a very strange thing called "cleft in twain"—I don't know why "it" is there, but it clearly doesn't deserve to be there. For example, make it a "long relentless" option.
You can implement short temper when using two-handed weapons and add spellbreaker and deathblow to the ignore list for other reducers like WW or short temper itself (to avoid the effect of them not having a cooldown).

Personally, I think the best option is improving survivability (1) or a mix of 1 and 2.
Interesting ideas.
2h definitely needs to be changed for SL/choppa.

Dual wield is currently very well balanced in my opinion.

I would only add to the ID component that the skill is not affected by CD shortening and lengthening effects such as WP/DoK ap heal. However, the ID would have a 5 sec CD, always without accuracy tactics.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+

piratx2
Posts: 3

Re: [Slayer] DPS Rework Wishlist

Post#46 » Tue Nov 04, 2025 4:43 pm

Dual wield is currently very well balanced in my opinion.

I would only add to the ID component that the skill is not affected by CD shortening and lengthening effects such as WP/DoK ap heal. However, the ID would have a 5 sec CD, always without accuracy tactics.
Could you please explain to me, how do you come to the conclusion that this is at all warrented?

ID is already an expensive skill with 45 AP cost, only 5 feet appliance range, 10 feet conduit effect, where the inital application is able to be parried/blocked, the DOT being able to be removed, has a 4-8 sec duration rng mechanic, and to top it off needs either the presents of a SM with winds, or the use of an additional tactic slot and being in red stage?

best regards,
Xuexuexue, biased ID spam enjoyer, who hates mSH using bad gas on me.

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