This picture shows that increasing damage, range and strikethrough on abilities isn't necessarily as bonkers as some ITT may think. I get that slayers are apples and AM's are oranges, but regardless. Rework is coming and everything is subject to change.
I'd like to present this picture of cherry picked archmages dps abilities post rework:
As you can see he got a lot of flat increases in damage, range and strikethrough by using his mechanic as intended, and some additional effects to boot. This is what I wish for slayer - a rewarding mechanic with fluent, flashy and interesting abilities. Maybe the mechanic needs to be refined a bit and the abilities can scale more exactly of that, but the numbers and abilities proposed in OP are all subject to debate. Please argue, but do not say buffs like that are impossible because it just happened last patch to another class.
[Slayer] DPS Rework Wishlist
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- nebelwerfer
- Posts: 703
Re: [Slayer] DPS Rework Wishlist
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- Sinisterror
- Posts: 1218
Re: [Slayer] DPS Rework Wishlist
I really cant say much for Dps Am/Shaman except they got unnecessary buffs with healer patch. But the whole mechanic thing, When healing with either am/Shaman i liked the old mechanic that allowed fodg to be cast while moving, same for I'l take that.
You could make great use for it in scs to quite constantly have 25% increased heal buff on most heal abilities. Also 3s Cleanse Cooldown while Tactics Greener Cleanin/Isha's Encouragement still stacked with itself like it did for 13 yrs or more when it was ninja nerfed, and Even without tactic the cleanse has 200-300 absorb on it as well, so this is huge nerf in my book, never played without the tactic but now it works against itself/erases itself...
and since you could have 2-3 on more 2-3 targets, every one of them applied while the buffed form is active, I feel like heal shammy/am took huge nerfs espesially to flow and how it feels. since fodg is quite bad now and used to be THE MUST HAVE ability for both classes in heal spec because can be moved while casting, and never healed less than 1k.
But both classes still works as healers but i just dont enjoy them nearly the same as before healer patch
You could make great use for it in scs to quite constantly have 25% increased heal buff on most heal abilities. Also 3s Cleanse Cooldown while Tactics Greener Cleanin/Isha's Encouragement still stacked with itself like it did for 13 yrs or more when it was ninja nerfed, and Even without tactic the cleanse has 200-300 absorb on it as well, so this is huge nerf in my book, never played without the tactic but now it works against itself/erases itself...
and since you could have 2-3 on more 2-3 targets, every one of them applied while the buffed form is active, I feel like heal shammy/am took huge nerfs espesially to flow and how it feels. since fodg is quite bad now and used to be THE MUST HAVE ability for both classes in heal spec because can be moved while casting, and never healed less than 1k.
But both classes still works as healers but i just dont enjoy them nearly the same as before healer patch
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Re: [Slayer] DPS Rework Wishlist
Hello All,
I am afraid that this post even it is one of the most interested, will be a spit in the wind..
Even if the SLAYER has been one of the most nerfed classes for a year and a half, it remains my favorite class with which I find pleasure to play. And I continue also to play solo 30% of the time - it's hard most of the time, but that's my drug maybe...
I will not enter deeply in the debate of Tier level ranking for the Slayers.
Yes, in a small scale (premade SC) - on the paper Slayer AoE duo with BW > White Lion duo with BW...
but guys, just think about somes things : Skill of the players ** => a mid average WL will impact and DPS much more than a good Slayer on overall gamestyle.
Is it fair ? don't think so and in the end it's easy to explain why there is so many WL since 2 years... and All good players (except somes in a Dwarf hard style like me) has switched to WL.
Same debate between Engineer and Shadow Warriors.
We can read destro guys = Slayer is right in the place - that the WL which need a nerf.
Don't fully agree because, like rampage before - Destro complain now on WL BECAUSE it is the main class which can be better than DPS Destro in the main gamestyle (WB in open RvR - zerg vs zerrg) and it is jealousy i think
-----------------------------------------------------------
Anyway, Slayer is my Main Character - rr 87 (nearly 88) and here my "2 cent" input....
Somes of them are not agreed by Slayers players themselves I think - but I will explain my reasons.
1) Ban the RETALERT add-on
First of all. Like nerfed button, this add-on kill the gameskill of the players on channelling spells.
For those which have this addon, it is so easy to counter the Slayer (and specially the Retribution/rune of Absorption chan).
2) Make real ST 2h Spec
That's actually simple a joke this spec. Rework the mecha or just diminushing the number of ST exhaustive blow habilities.
The proposal on Deathblow reading above seems very interesting i think.
Switch tactic power throught / violent impact
switch Fierce might instead of determination
Adding the ST Slayers real CC like - add a disarm / Add a strong root
3) transfert Pounce from WL to Slayers
WL has 2 kitting counter tools (lion grap / pounce) and Slayer is the only mDPS of the game with no Kitting counters (Choppa -> GTDC)
And ... Just because, at least, it is more Roleplay
4) Stop the Accuracy dependance
We are the only class which have a tactics whic impact 3 different spells (Flurry - ID - Retrib) and adding a nerf on AA also ..
That's choice explained most of the problem of balance on this class - and it was the most bad idea !
OK to have a tactic whic grant the AoE aera on Flurry instead of Lower dmg (as previously)
but
Suppr Retribution reflect on tactic (let core as before) or add a Grap like GTDC
Suppr AA debuff
and Transform ID to give a systematic 8 sec DoT as proposed if you want to touch ID
(And change ID without accuracy tactic with 10 sec and tick between 4 to 8).
5) Rampage
I am those which understand the Rampage rework - before It was a bit insane yes, but logical to have as the destro have much more tanks than order
and they have strong powerfull ones - We were here to cleanse the line.
more seriously
Maybe a 50% strikethrought would be better with a switch with the ST debuff heal scale level on trollslayer tree that would be better and more useful than a low 20% strikethrought (somes ranged have easily 15% strikethrought by a tactic all the time)
that's I think.
6) Detaunt
with powerthrough tactic - make Detaunt clean the rage and come back to green.
I am not of those which want a berzerk rage all the time - remember that the def (armor / resist) are 50% lower. a Detaunt still in red is simply finally useless when you have all magi / shaman / SH Dots/Sorc sequence on you .... and these guys overrange on your 25ft detaunt
As least, the detaunt is managed like a def buff for a couple of seconds. That will gave a small real chance of survival for the Slayers - compared to a 5 sec loss of dps...
The less dead you are, the stronger you are.
7) M2 morale
Juste have the same than WL -
I am afraid that this post even it is one of the most interested, will be a spit in the wind..
Even if the SLAYER has been one of the most nerfed classes for a year and a half, it remains my favorite class with which I find pleasure to play. And I continue also to play solo 30% of the time - it's hard most of the time, but that's my drug maybe...

I will not enter deeply in the debate of Tier level ranking for the Slayers.
Yes, in a small scale (premade SC) - on the paper Slayer AoE duo with BW > White Lion duo with BW...
but guys, just think about somes things : Skill of the players ** => a mid average WL will impact and DPS much more than a good Slayer on overall gamestyle.
Is it fair ? don't think so and in the end it's easy to explain why there is so many WL since 2 years... and All good players (except somes in a Dwarf hard style like me) has switched to WL.
Same debate between Engineer and Shadow Warriors.
We can read destro guys = Slayer is right in the place - that the WL which need a nerf.
Don't fully agree because, like rampage before - Destro complain now on WL BECAUSE it is the main class which can be better than DPS Destro in the main gamestyle (WB in open RvR - zerg vs zerrg) and it is jealousy i think

-----------------------------------------------------------
Anyway, Slayer is my Main Character - rr 87 (nearly 88) and here my "2 cent" input....
Somes of them are not agreed by Slayers players themselves I think - but I will explain my reasons.
1) Ban the RETALERT add-on
First of all. Like nerfed button, this add-on kill the gameskill of the players on channelling spells.
For those which have this addon, it is so easy to counter the Slayer (and specially the Retribution/rune of Absorption chan).
2) Make real ST 2h Spec
That's actually simple a joke this spec. Rework the mecha or just diminushing the number of ST exhaustive blow habilities.
The proposal on Deathblow reading above seems very interesting i think.
Switch tactic power throught / violent impact
switch Fierce might instead of determination
Adding the ST Slayers real CC like - add a disarm / Add a strong root
3) transfert Pounce from WL to Slayers
WL has 2 kitting counter tools (lion grap / pounce) and Slayer is the only mDPS of the game with no Kitting counters (Choppa -> GTDC)
And ... Just because, at least, it is more Roleplay

4) Stop the Accuracy dependance
We are the only class which have a tactics whic impact 3 different spells (Flurry - ID - Retrib) and adding a nerf on AA also ..
That's choice explained most of the problem of balance on this class - and it was the most bad idea !
OK to have a tactic whic grant the AoE aera on Flurry instead of Lower dmg (as previously)
but
Suppr Retribution reflect on tactic (let core as before) or add a Grap like GTDC
Suppr AA debuff
and Transform ID to give a systematic 8 sec DoT as proposed if you want to touch ID
(And change ID without accuracy tactic with 10 sec and tick between 4 to 8).
5) Rampage
I am those which understand the Rampage rework - before It was a bit insane yes, but logical to have as the destro have much more tanks than order

more seriously
Maybe a 50% strikethrought would be better with a switch with the ST debuff heal scale level on trollslayer tree that would be better and more useful than a low 20% strikethrought (somes ranged have easily 15% strikethrought by a tactic all the time)
that's I think.
6) Detaunt
with powerthrough tactic - make Detaunt clean the rage and come back to green.
I am not of those which want a berzerk rage all the time - remember that the def (armor / resist) are 50% lower. a Detaunt still in red is simply finally useless when you have all magi / shaman / SH Dots/Sorc sequence on you .... and these guys overrange on your 25ft detaunt

As least, the detaunt is managed like a def buff for a couple of seconds. That will gave a small real chance of survival for the Slayers - compared to a 5 sec loss of dps...
The less dead you are, the stronger you are.
7) M2 morale
Juste have the same than WL -
Sombrefer - Dwarven Clan exiled from the lost Fortress of Karak Varn
Tyrgrim - Slayer - rr87
Dwargrim - Runepriest of Gazul - RR81
Mordengrim - Engineer
Khargrim - Ironbreaker
and (futiles) Umgi who helps sometimes the Dwarves under the Sigmar's Oath
Tyrgrim - Slayer - rr87
Dwargrim - Runepriest of Gazul - RR81
Mordengrim - Engineer
Khargrim - Ironbreaker
and (futiles) Umgi who helps sometimes the Dwarves under the Sigmar's Oath
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