Suggestion for the removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer.
1. This new reduction in mitigation while Furious results in an ~18% increase in incoming damage for 10 seconds out of the first 15 seconds in every fight. This is observable in any engagement type (WB, small group, or solo). Any enemy dot on approach to an encounter has seen a ~+18% damage increase vs Choppa/Slayer. This has especially increased the efficacy of abilities against Choppa/Slayer:
a. Movement barb-effects (e.g., Sudden Accusation)
b. Spread damage effects (e.g., Broadhead Arrow)
c. Long duration DOT effects (e.g., Law of Conductivity)
d. DOT effects that increase damage over time (e.g., Burn Away Lies). These are timed perfectly to have their final, devastating last tick during the Choppa/Slayer Furious phase.
2. Renders the Off Sov set with the +Armor bonus worthless.
3. Renders ‘Iron’ based jewelry less effective for a large portion of combat.
4. Renders ‘Armor Potions’ less effective for a large portion of combat.
5. Improved the % that a KD will eliminate Choppa/Slayer by a material increase.
6. Effectively turned Choppa/Slayer into light armor classes, AND even less magic mitigation than any light armor class.
7. Has increased the TTK vs Choppa/Slayer, significantly by reducing the amount of time it takes to get a Choppa/Slayer to 30% health, making it more susceptible to:
a. Execution abilities that activate when the Choppa/Slayer has 50% life (e.g., Cull the Weak)
b. Execution abilities that activate when the Choppa/Slayer is at 35% life (e.g., Fell the Weak)
8. Dramatically impacts the survivability when a Choppa/Slayer must join their group. The WH/WE community especially thanks you for the +18% damage bonus they now receive vs Choppa/Slayer.
Please consider hotfix removing this reduction to armor/resistance while Furious (yellow). It has reduced the enjoyment of the positives this patch has created for the Choppa/Slayer players.
Thank you
[Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
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Illuminati
- Posts: 427
[Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
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Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
Before the patch I was hoping the non stacking rule of rage with damage procs/tactics will be adressed by also reducing the main downside of the class which was armor/resist reduction according to rage level. Compared to live slayer/choppa lost a portion of damage outpoot while they get nothing for compensation.
I was expecting that max armor/resist debuff will be lowered from 50% to 25% while in berserk. Insted 25% debuff was added to furious.
Classes are even squishier than before. Theyr medium armour was basicaly lowered in to light robe level.
I wonder whoever was behind the change even play these 2 classes.
I was expecting that max armor/resist debuff will be lowered from 50% to 25% while in berserk. Insted 25% debuff was added to furious.
Classes are even squishier than before. Theyr medium armour was basicaly lowered in to light robe level.
I wonder whoever was behind the change even play these 2 classes.
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
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Illuminati
- Posts: 427
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
I've tested every combination of gear (sov, off sov, WL) and none of the new abilities result in a faster TTK (at least on Choppa). There is essentially an execute now if you use the 30% tactic and have a Bleed Em Out dot tik at the same time. Meaning, the new abilities did not result in enough benefit to justify the additional 'squishyness' of the Choppa/Slayer.
Hopefully, the -armor/-resist while Furious gets removed soon.
Hopefully, the -armor/-resist while Furious gets removed soon.
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Mandodlenn
- Posts: 36
Re: [Suggestion] removal of the recent damage reduction mechanic while ‘Furious’ for Choppa/Slayer
I would prefer to see more damage done by these classes in exchange for the extra squishyness.
Right now you have to juggle around various loops to take advantage of extra bonus in Furious e.g. for Rampage or extra ST damage, but end result is rather meh for the effort required.
Having class mechanics to consider more than before can be OK if it brings something new apart from extra squishyness.
Right now you have to juggle around various loops to take advantage of extra bonus in Furious e.g. for Rampage or extra ST damage, but end result is rather meh for the effort required.
Having class mechanics to consider more than before can be OK if it brings something new apart from extra squishyness.
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