SLAYER after patch 18/12/2025

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Sofong
Posts: 555

Re: SLAYER after patch 18/12/2025

Post#11 » Wed Dec 24, 2025 5:26 am

its utter garbage, something like the 2018 marauder

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Farrul
Posts: 744

Re: SLAYER after patch 18/12/2025

Post#12 » Wed Dec 24, 2025 6:27 am

I saw someone express this appropriately yesterday in the game chat;

'' So basically they gave a survivability nerf to the least survivable class in the game''. :)


I think devs should really reconsider this, feels awful to play with.

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Scragmuncher
Posts: 160

Re: SLAYER after patch 18/12/2025

Post#13 » Wed Dec 24, 2025 6:53 am

This is the second thread on the topic and many people talking about this in the patch notes section. Would be lovely to get some dev input on why this choice was made.
I really don't want to have another few years where Order only really has 1 strong aoe mdps.
Knutkrusher - The man, the myth, the dead body on the floor.

Nelly74
Posts: 128

Re: SLAYER after patch 18/12/2025

Post#14 » Wed Dec 24, 2025 9:19 am

The worst part is that there were some genuinely good ideas in the Slayer rework, but they’re all made obsolete by this arbitrary nerf. How are we supposed to properly play such a fragile class, whose power scaling relies heavily on time, if you make it even more fragile?! Honestly, this completely baffles me. I really hope the devs will address this quickly

geezereur
Posts: 692

Re: SLAYER after patch 18/12/2025

Post#15 » Wed Dec 24, 2025 5:16 pm

even more squishy now........ and nerf to ID for single target.

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ravezaar
Posts: 591

Re: SLAYER after patch 18/12/2025

Post#16 » Thu Dec 25, 2025 3:51 pm

more or less unplayable atm, Iv bin testing alot since the Patch and sry to say its really really bad starting to take 25% xtra dmg from all sources after just a few seconds.

a rework me and many with me hoped would waken it up again actually just ended it
GAME OVER MAN, GAME OVER
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Illuminati
Posts: 434

Re: SLAYER after patch 18/12/2025

Post#17 » Thu Dec 25, 2025 4:35 pm

ravezaar wrote: Thu Dec 25, 2025 3:51 pm more or less unplayable atm, Iv bin testing alot since the Patch and sry to say its really really bad starting to take 25% xtra dmg from all sources after just a few seconds.

a rework me and many with me hoped would waken it up again actually just ended it
Agreement. Even with the new exhaust rage amounts, it's purposely been modified to NOT improve ST play for 2H. For example, you can't use the 13 point ability in the middle tree for Choppa, then the KD, to get the Channeled Heal (with +2 SOV) still requires filler spam to get your rage up again to KD (unless you get lucky with the Bleed Em Out final tick at +20 rage).

There are no great combos. Even using the CD reduction tactic results in an equal or longer TTK. You are basically in the 'execution race' pool with other classes (SW/WL) when an opponent gets to <30/50% hp.

What they should have considered is making the Furious (Yellow) phase the best one to be in for the class survivability, etc. instead of weakening WB play, ruining solo play, and gimping small group play. The trick that Wild Choppin' at 25' is going to hit 9 opponents (with collision, snares, etc.) to get you to Berserk faster will be such a rarity it should provide an achievement.

Summary: (Choppa / Slayer)

1. WB play weaker with Furious Stompin requiring Berserk / ID damage reduction on main target. Damage mitigation reduction requires more attention to Choppa/Slayer. I wouldn't even use Rampage since the re-ramp up = time
2. ST play weaker as a result of the dmg reduction to ST abilities, less survivability, and combos with net result in a higher or equal ttk.
3. Solo play wrecked with the reduced mitigation (armor/resis).

It's also sad that when they did the Tank changes, a few forum comments about Relentless being too strong made the Devs immediately react and nerf the damage down but we have multiple threads, with dozens of feedback posts, and not even an acknowledgement to 'take a look' at the Choppa/Slayer mechanic change.
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CountTalabecland
Posts: 1042

Re: SLAYER after patch 18/12/2025

Post#18 » Thu Dec 25, 2025 7:56 pm

The class is truly dead now.

The few tactics that could be used to make its dmg better are gone or nerfed and it is weaker than glass to boot.

The replacement of rampage is an empty victory because you will be dead before it really helps you.

I can’t imagine how fast a new player choosing this class will rage quit due to the sheer masochism of trying to find a way to survive for more than three seconds. I feel like there needs to be a warning on the character creation screen.

The devs seem to be deathly afraid of this class being any good. They have taken what was the best, most flavorful class when they got this sever and have turned it into pure unfiltered garbage.

Revert the changes and go back to the drawing board for this rework.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.

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Alubert
Posts: 651

Re: SLAYER after patch 18/12/2025

Post#19 » Thu Dec 25, 2025 9:04 pm

Numbing strike + Rampage gives my 90%+ parry BG 20-30%.
Don't look at skill/tact in isolation from the broader view of the class.
I don't understand the crying over the 25% armor/resist debuff on yellow.
Anyway, 95% of SLs aim to stay on red and possibly drop rage if necessary (maybe not everyone noticed, but SL/Choppa detaunt now removes rage even with PT/WR tactics, which is extremely OP).
After playing many scenarios against SL, I rate it as very strong. Of course, I'm not talking about solo qq SLs who are surprised that they die without a tank and heal within 3 seconds.
In good hands, it's a machine.
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+

Nelly74
Posts: 128

Re: SLAYER after patch 18/12/2025

Post#20 » Thu Dec 25, 2025 9:18 pm

Honestly, I’ve given up on the class, even though it’s my favorite. At this point, it’s just not possible. After multiple attempts, the results are clear, and yet I was motivated despite this monstrous debuff. Now, what I want to know is: why? Is it possible to get an explanation for this choice? Maybe the devs responsible for these changes could explain their reasoning?

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