
2H Choppa and Slayer ideas
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Re: 2H Choppa and Slayer ideas
I had something in my mind like this for a few months, maybe should I make it land in the suggestion section ?
When in Red state :
- resist reduced down to 15% (instead of 50), doesn't affect armor anymore
- dodge chance reduced by 10%
- increase armor penetration by 15% (Invader set bonus will have to be removed/changed) and crit dmg by 15%
- increase auto attack speed by 10%
- increase movement speed by 10%
- guard : efficiency reduced by 50% in Yellow state and 100% in Red state
- rage now becomes a "ressource" and "rage exhaust" skillswill use a given amount of it : by example "Keep On Choppin' " would cost 12rage + 25 Action Point, "No More Helpin' " would cost 20 rage + 15 Action Point
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- Posts: 486
Re: 2H Choppa and Slayer ideas
that would bring so much moreoptions to the tableOrgruk wrote: ↑Mon Jan 04, 2021 4:28 pmI had something in my mind like this for a few months, maybe should I make it land in the suggestion section ?
When in Red state :
- resist reduced down to 15% (instead of 50), doesn't affect armor anymore
- dodge chance reduced by 10%
- increase armor penetration by 15% (Invader set bonus will have to be removed/changed) and crit dmg by 15%
- increase auto attack speed by 10%
- increase movement speed by 10%
- guard : efficiency reduced by 50% in Yellow state and 100% in Red state
- rage now becomes a "ressource" and "rage exhaust" skillswill use a given amount of it : by example "Keep On Choppin' " would cost 12rage + 25 Action Point, "No More Helpin' " would cost 20 rage + 15 Action Point
Re: 2H Choppa and Slayer ideas
I think this idea is a big solution for a lot of things, making rage a resource and each exhaustive ability have a cost. I hope it gets implemented.
Kabuchop / Kabusquig / Kabuterimon / Tentomon
Re: 2H Choppa and Slayer ideas
We dream so much i must say haha... Would be very nice if devs made something like it to SL/CH
A point of consideration...Sl still going to be stronger tha CH cause of unique feature they have. So lets be careful on the wonders =D .
A point of consideration...Sl still going to be stronger tha CH cause of unique feature they have. So lets be careful on the wonders =D .

Re: 2H Choppa and Slayer ideas
So 90% off my time played on slayer i used power through, in my opinion detaunt shoud break rage to green with power through to make rage droping more easy and no more is needed... tink rage is good as it is...
And all 2W and 2H Choppa/slayer need is more mobillity or cc... making em more tanky is outside of slayer/choppa fantasy...
Gona say it again 5sec slow with 10sec cd vs sh shamys... you get to do 2 skills if you lucky and they are out of slow... make it 10sec with 15 sec cd just let me hit em 2 more times xD
And all 2W and 2H Choppa/slayer need is more mobillity or cc... making em more tanky is outside of slayer/choppa fantasy...
Gona say it again 5sec slow with 10sec cd vs sh shamys... you get to do 2 skills if you lucky and they are out of slow... make it 10sec with 15 sec cd just let me hit em 2 more times xD
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- Posts: 486
Re: 2H Choppa and Slayer ideas
yeah thats true hahaha^^^but we came up with a lot of good ideas, but rage is somehow counted in points, i mean holding grudges reduces the cost by 75% right?
- Panzerkasper
- Posts: 582
Re: 2H Choppa and Slayer ideas
What a lot of people forget is, that exhaust do the most damage, when used in furious not in berserk. So Power through/Wot Rules is not really the way to go (No one ever wondered why those tactics are in the dw trees?)
Holding Grudges/Pent up rage are kind of the right way, but it should be a baseline mechanic as soon as you put on a 2h instead of having to sacrifice a valuabe tactic slot just to make a weapon option work.
The mechanic for 2h should be rewarding players for not going red and keeping the balance in yellow. If you stay in yellow you lose out damage by the anytimers/dots/aa, so the mechanic behind 2h should compensate for that by enabling you to constantly drop the exhaustive blows and these should hurt!
So maybe tune the basedamage of these abilities up, make them always crit or give them a constant 25-50% armor ignore. Or a mix of these
Holding Grudges/Pent up rage are kind of the right way, but it should be a baseline mechanic as soon as you put on a 2h instead of having to sacrifice a valuabe tactic slot just to make a weapon option work.
The mechanic for 2h should be rewarding players for not going red and keeping the balance in yellow. If you stay in yellow you lose out damage by the anytimers/dots/aa, so the mechanic behind 2h should compensate for that by enabling you to constantly drop the exhaustive blows and these should hurt!
So maybe tune the basedamage of these abilities up, make them always crit or give them a constant 25-50% armor ignore. Or a mix of these


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Re: 2H Choppa and Slayer ideas
Or maybe Go For Da Soft Spot ignores x percent of armor and when used with a 2H weapons automatically crits ?
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- Posts: 557
Re: 2H Choppa and Slayer ideas
Lots of interesting ideas.
Giantslayer tree is the weakest at the moment. It is plain terrible in regards of slayer main mission - damage dealing. Slayer must deliver damage and damage only. Thus, all trees must have good damage perks. Trollslayer gives good one-vs-one damage, Skavenslayer gives good aoe-damage. Giantslayer does not produce good damage in T4 while it is a good tree for initial tiers. Therefore, the issue is here, address it and 2H slayer will shine for real.
Can't speak for Choppas but I think they are in the same situation.
Giantslayer tree is the weakest at the moment. It is plain terrible in regards of slayer main mission - damage dealing. Slayer must deliver damage and damage only. Thus, all trees must have good damage perks. Trollslayer gives good one-vs-one damage, Skavenslayer gives good aoe-damage. Giantslayer does not produce good damage in T4 while it is a good tree for initial tiers. Therefore, the issue is here, address it and 2H slayer will shine for real.
Can't speak for Choppas but I think they are in the same situation.
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