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[Slayer] DPS Rework Wishlist

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
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billyk
Posts: 170

Re: [Slayer] DPS Rework Wishlist

Post#51 » Wed Nov 12, 2025 8:33 am

Two ideas.

1. Tactic: Legbreaker
Flurry now gains a 20% chance to snare any opponent it hits, reducing the victim's run speed by 20% for 5 seconds.
Basically, a weaker version of DoK's covenant of celerity skill to give SL better utility. This could replace Rampage, which is a useless skill anyway. Yes, it's a spammable snare but it's still much weaker than CoC and occupies a tactic slot.

2. Skill: No Escape rework
You frantically lash out at everything nearby for up to 6 seconds, dealing 207 damage every 2 seconds to all enemies within 25 feet. Each time you deal damage, you'll randomly pull one of the victims in towards you.
GTTC, without the speed buff to make it palatable to the devs. Because SL needs more battlefield control, but a pounce wouldn't fit dwarves. Balance-wise it should be fine because it's still weaker than the Destro version.

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JohnnyWayne
Posts: 41

Re: [Slayer] DPS Rework Wishlist

Post#52 » Wed Nov 12, 2025 10:27 am

I have been thinking about this for a while. I think, there are two issues here. First, slayer and choppa take too long to be effective in a fight with the rage mechanic. I also think, the debuffs through red rage are too strong. Moreover, slayer lacks flavor, since the constant nerf bats hit him.

Therefore, I suggest a symmetric change (=> choppa and slayer) to the class mechanic. Half the effect of everything, damage buffs and debuffs, but instead increase the base damage done by 25%. So yellow still gives you 12.5% more damage, red 25% and only half the debuffs.

On the asymmetric side of things, I'd suggest to give the slayer more slayer flavor. Rework deathblow (something dw can't use) to not be exhaust and do 25-50% more crit damage if the target is below 50% hp (so an actual finisher to slay enemies). No more damage buff for being in yellow. Usable for dw and 2h.

Why this change? Choppa is chopping. He gets people to the choppa. The slayer is.... slaying? Is he? Also rampage might should make immune to being interrupted, a major drawback of slayers (and choppas, but they have two channels). Rampage itself is under performing overall and this would make it more relevant again.

Also rework the randomness in the class(es). Really not required, especially with ID. Adjust accuracy, so that it fixates ID duration to 8 seconds. Also, I'm not ok with the current implementation of accuracy, something has to be done about that.

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