View Full Version : Possible Slayer mechanic?
Wiggletphyre
01-19-2009, 07:30 AM
Anyone got an idea on how the slayer mechanic would work?
My idea would be that the lower his HP gets the harder it gets to kill him (not armor/toughness/resists whise but disrupt/parry wise) and the more damage he will do, from "auch" at full health to like "Wtf did that guy just oneshot me" at 5%
Personally I think this would make sense because a slayer wants to die, but they don't want to be killed. Because there oath requires them to seek out the biggest opponents out there and fight them at there best till one of them dies, and when your fighting at your best your not fighting to get killed ;). Also this would make it a class that needs to be thought about the opposition, and face them for dilemmas like "shall i attack that Slayer thats hitting our healer with the chance that he will get low health and one shots him, or will i just let him hit the healer hopeing the healer can outheal it"
Also the added Parry/Disrup chance would make up for the lack of armor.
Anyone else got an idea on this?
Takauri
01-19-2009, 08:04 AM
I think they should also have some kind of CC immunity and maybe a group shout/command/buff that removes control effects with a suitable cooldown (including disable and disorient) - same goes for Choppa obviously
Gerrok
01-19-2009, 08:09 AM
I think they're going to keep the same mechanic for slayer that they had for hammerer (and the same as the choppa had). You build up a pool of berserk with each attack(it was called momentum with the hammerer), and you do more damage the higher your berserk pool is. You can either stay at that high level to keep your bonuses, or you can spend some of it to use special abilities. It's similar to the grudge/hate mechanic, except you don't build it up for being attacked.
I doubt they'll change the mechanic, I think they just revamped the abilities of the hammerer, and made a new model for the slayer.
Doc Lumbago
01-19-2009, 08:26 AM
BERSERK MECH
when entering a battle a Slayer is driving to ends his opponents life at all cost without regard for himself.
to illustrate this Slayers could have some sort of Rage instead of combustion bar that fills with fighting. Rage filled up your strikes get ultimately powerful, you get armour ignore, finishing moves whatever...
Unlike Combustion a full Rage Bar doesn´t result in a backlash but decreases your defensive stats allowing your opponents to strike you down easily, making you some sort of glass...... chainsaw.
you can use your Rage for special Crits and Finishing Moves which will use up some Rage but to get to the real cool heavy hitters you have to be fueled up high so it takes tactic finesse to get to these leves before you get slain by your opponents.
this Mech would make Slayer+Warrior Priest+a good defense Tank an ideal battle frontline
additionally rune tattooess could give him Nuker resistance.
Rvard
01-19-2009, 10:01 AM
Seeing as all career mirrors also have their mechanics along the same lines, it's pretty much a given that Slayers will have some Berserking mechanic similar to that of the Choppa.
Any sort of "lower HP = more damage" as the mechanic would be awful, that never works. They should have a few tactics/skills that increase damage when under a certain percentage of health and so on, but an entire mechanic around it would outright ruin the career. And we don't want that.
Seeing as all career mirrors also have their mechanics along the same lines, it's pretty much a given that Slayers will have some Berserking mechanic similar to that of the Choppa.
Any sort of "lower HP = more damage" as the mechanic would be awful, that never works. They should have a few tactics/skills that increase damage when under a certain percentage of health and so on, but an entire mechanic around it would outright ruin the career. And we don't want that.
I don't think it would work that well either for an entire mechanic. I believe it looks good in theory but not really when actually implemented.
Seeing as all career mirrors also have their mechanics along the same lines, it's pretty much a given that Slayers will have some Berserking mechanic similar to that of the Choppa.
Any sort of "lower HP = more damage" as the mechanic would be awful, that never works. They should have a few tactics/skills that increase damage when under a certain percentage of health and so on, but an entire mechanic around it would outright ruin the career. And we don't want that.
Yeah I doubt they could realistically balance something like that, I think it would end up being replaced rather quickly even if it did go in initially.
I'd expect it to be more some sort of berserking mechanic with power from time in battle, or damage taken or given (a bit too IB perhaps).
Haggis
01-19-2009, 11:44 AM
I think they're going to keep the same mechanic for slayer that they had for hammerer (and the same as the choppa had). You build up a pool of berserk with each attack(it was called momentum with the hammerer), and you do more damage the higher your berserk pool is. You can either stay at that high level to keep your bonuses, or you can spend some of it to use special abilities. It's similar to the grudge/hate mechanic, except you don't build it up for being attacked.
I doubt they'll change the mechanic, I think they just revamped the abilities of the hammerer, and made a new model for the slayer.
Actually momentum worked differently, It was more like morale with you building it up for new attacks.
I do hope for something based on the choppa's berersk. Prehaps they could call it something like doomseeking.
Killien
01-19-2009, 12:00 PM
Doomseeking.
Bingo!
/10char
Stuntie
01-19-2009, 12:24 PM
Bingo!
/10char
Oh yes!
I can see it being a build up mechanism, like We/WH to release specials.
I hope it is not a Grudge like mechanism that leaves us weak to start with.
One option would be to front load our Doomseeking bezerk rage - Like Righteous Power for Warrior Priests to allow for an initial frothing rage, followed by having to build them back up.
I would prefer a WE/WH system with overall good DPS and specials when you build em up, as it seems to fit better than a slow start grudge, or a run of steam RP approach.
KatzenKratzen
01-19-2009, 12:45 PM
I hope it is not a Grudge like mechanism that leaves us weak to start with.
One option would be to front load our Doomseeking bezerk rage - Like Righteous Power for Warrior Priests to allow for an initial frothing rage, followed by having to build them back up.
Hmm, that sounds like Rage from WoW to me. Would you build it from 0 or like RF you would have 100 of it from the start? Don't think its a good mechanic though, doubling micromanagement for melee character is quite tedious.
Sarmaul
01-19-2009, 04:59 PM
Please not a rubbish build-up mechanic. We already have one of those with the IB. I wouldn't mind having a class that can actually do it's top DPS straight out the box like the other MDPS.
What I would like to see:
Very low armour (you're wearing clothes), but has a vastly improved chance to parry/dodge/disrupt. that would go with the lore side of slayers being utterly awesome fighters who defeat their opponents through pure skill. then, lots of abilities that activate when a dodge/disrupt/parry proc (like counter-attacks). The counter-attacks would be suitable for the class you are facing, so parry procs trigger melee counters (disarm, knock-down, armour debuff, strength debuff, etc) , dodge procs trigger range counters (disarm, range-decrease, ballastic skill debuff, cast time debuff etc), and disrupt procs trigger magic counters (silence, intel, range, cast time, reflection?). I realise magic and ranged a pretty much identical so you could combine them into the same tree.
Tree 1: counter-melee (single knock-down, punt, disarm, strength/ws debuff, armour debuff)
Tree 2: counter-ranged (silence, range-debuff, intel/bs debuff, cast-time debuff, etc)
Tree 3: fighting lots of people at once (cone knock-down please and other Marauder brutality goodness).
Obviously needs a LOT of work on it, but it would be a pretty sweet class to play.
edit: actually no, this leads to respec hell. have the buffs in one tree (that trigger from any dodge/parry/disrupt), the debuffs in another tree (same) and then I have no idea for the final tree.
DukeRustfield
01-19-2009, 06:36 PM
I think you want to look at the Marauder if you don't want to have to build up dmg as you fight. But WE/WH build up to their finishers.
But what would be more interesting to me would be choosing their slayer type. I could see their 3 mastery paths based on Greenskin/Dark Elves/Chaos. Maybe with corresponding PvE mob help on each path. Figure the Greenskin stuff would be more anti-melee, Dark Elf stuff would be more anti-magic, Chaos a mix.
Jasta
01-19-2009, 08:01 PM
Actually the Sacred Warrior in DotA had a pretty good "less health/more damage" mechanic going.
He maxed out his DPS when he was on about %50 health and could actually 'spend' health to power some of his abilities. Then he had a really nice heal he could use to keep himself alive. Was quite a good system to juggle your health at that %50 level.
I could see a Slayer mechanic where they had quite a lot of HP but very little armor and could hurt themselves to do more damage or use special abilities. Then give them a good health regen based on their damage so while they're hitting people they're gaining health.
Makes them susceptible to massive burst damage but able to keep on swinging in close combat as long as they can keep hacking away.
Aakthur
01-19-2009, 08:49 PM
It was proposed in an other thread but i think something like the savage in DAoC would be great. Cone AoE attacks highly reliant on reactionary attacks that chain together kind of like black orcs. They could also sacrifice health in order to buff various melee stats.
Grayle
01-19-2009, 09:01 PM
Actually the Sacred Warrior in DotA had a pretty good "less health/more damage" mechanic going.
He maxed out his DPS when he was on about %50 health and could actually 'spend' health to power some of his abilities. Then he had a really nice heal he could use to keep himself alive. Was quite a good system to juggle your health at that %50 level.
Except in WAR there are only two states of being: full health or dead.
KatzenKratzen
01-19-2009, 11:17 PM
Actually the Sacred Warrior in DotA had a pretty good "less health/more damage" mechanic going.
Except that in DotA you have 5 opponents max and in WAR - over 9000. Meaning Slayer will either get bursted down or ignored rendering ineffective. I rarely see people running around with 50% or so. If I do - I heal them right away and they are no longer with 50%.
Meanbeard
01-20-2009, 12:57 AM
If Slayers are so suicidal maybe they should have a debuff that makes them heal immune until they actually kill the target they first hit, then there might be a window where they can pot or be healed then bam the debuff kicks in again.
That way they definitely cant be tanks and kinda keeps to their lore.
Just a thought.:D
Sarmaul
01-20-2009, 06:55 AM
If Slayers are so suicidal maybe they should have a debuff that makes them heal immune until they actually kill the target they first hit, then there might be a window where they can pot or be healed then bam the debuff kicks in again.
That way they definitely cant be tanks and kinda keeps to their lore.
Just a thought.:D
great minds - I just suggested something similar in the R40 ability thread
Varking
01-21-2009, 06:51 PM
great minds - I just suggested something similar in the R40 ability thread
How well do you think the general public would accept a mechanic that makes you debuff yourself to the point where you can not be healed?
Aerziel
01-21-2009, 08:37 PM
how about a aoe buff/debuff when slayers dies?
Demmo
01-21-2009, 09:04 PM
I totaly though the savage mechanic
hate/grudge has already been done so it would be an easy copy.. so they might do it
for those fo you who arent familiar with daoc the savage mechanic was that there spells/skills cost hp's but were very powerful
so 25% parry took 4% hps and lasted 15seconds or so. It took the hps at the end of the durration and if you didnt have enough it would leave u at 1
very power full when u can have 25% parry 25% combat speed 25% resists for melle and magic and other stuff all up at the same time
they also dual weilded ( is that a word? )
I would rather have this sort of mechanic... good balance and needs skill... and i love positionals.. alot of ppl tihnk there lame ( the ppl who are nubs ) it adds alot of fun and skill also
my 2c
Dwarflord
01-21-2009, 09:43 PM
I totaly though the savage mechanic
hate/grudge has already been done so it would be an easy copy.. so they might do it
for those fo you who arent familiar with daoc the savage mechanic was that there spells/skills cost hp's but were very powerful
so 25% parry took 4% hps and lasted 15seconds or so. It took the hps at the end of the durration and if you didnt have enough it would leave u at 1
very power full when u can have 25% parry 25% combat speed 25% resists for melle and magic and other stuff all up at the same time
they also dual weilded ( is that a word? )
I would rather have this sort of mechanic... good balance and needs skill... and i love positionals.. alot of ppl tihnk there lame ( the ppl who are nubs ) it adds alot of fun and skill also
my 2c
Except that Heals are so powerful in this game that you would either be massively overpowered in a group with good healing or if the health cost was made high to compensate for healing, then you'd have to totally suck solo. I don't think either option is a good one for the game or the career. Savages are best left in DAoC.
KatzenKratzen
01-22-2009, 02:18 AM
Except that Heals are so powerful in this game that you would either be massively overpowered in a group with good healing or if the health cost was made high to compensate for healing, then you'd have to totally suck solo. I don't think either option is a good one for the game or the career. Savages are best left in DAoC.
Actually healing is not overpowered at all. However having a career that basically is something like Combustion for Melee DPS will lead to enormous whine and then in a nerf beyond retardition.
Quixote
01-23-2009, 10:40 AM
What Order needs is a straight up killer. Think about the RDPS classes - You've got the Engie, AoE DoTs, turrets as a mechanic, the Shadow Warrior, half melee as his mechanic, then the Bright Wizard. HE is a straight up killer.
But Quixote, how could that work for melee DPS? Two ways.
1) I think someone mentioned earlier low armor/high mitigation skills. That is a very good idea. Give slayers a 60 minute defense buff that gives them about 20% more durability.
2) They would have much more control than Bright Wizards have. Instead of a X% chance to damage yourself for X% more chance to crit and more crit damage, they get straight up X% more damage taken for X% more damage done. You get three flavors of attacks, + mechanic, = mechanic, and - mechanic. + builds it, = doesn't affect it, - sheds it. It gives player skill greater import because you have to effectively read the battlefield to know when to go slaughter stuff and when to shed it so you won't be one shotted. At full mechanic they'd do damage in between a WL and a WH, because ideally they'd be about as durable as a WH but they'd have more utility (c'mon AoE KD or Dis). When they backed off they'd do about equal to a WL, but without the WL's amazing mobility.
Tharg
01-25-2009, 04:00 PM
The more damage they dish out the less their defensive stats come into play, ie after the first 10 seconds of continuous combat they have lost a good portion of their Armor, Toughness and Wounds through an increase of rage. Say they can only ever end up at 25% of their original stats after 30 seconds of continuous combat (which is basically with only a few gaps of a couple of seconds between targets or attacks) otherwise it would become a little rough but they gain a significant (thats the kicker since if its not significant the mechanic will gimp em) boost to their DPS in this trade off.
Kill em early but find it harder, or let em get into their swing and kill em alot easier, BUT in doing so their basically running around 3-4 shotting everyone by that time. Might not work and it is a little to similar to the IB mech :(
basically, a slider, longer they fight the stronger they get offensively but the weaker defensively they become... a slayer at the end of a long rumble is a easy target to take out from range.
Darkane
01-25-2009, 07:53 PM
What Order needs is a straight up killer. Think about the RDPS classes - You've got the Engie, AoE DoTs, turrets as a mechanic, the Shadow Warrior, half melee as his mechanic, then the Bright Wizard. HE is a straight up killer.
But Quixote, how could that work for melee DPS? Two ways.
1) I think someone mentioned earlier low armor/high mitigation skills. That is a very good idea. Give slayers a 60 minute defense buff that gives them about 20% more durability.
2) They would have much more control than Bright Wizards have. Instead of a X% chance to damage yourself for X% more chance to crit and more crit damage, they get straight up X% more damage taken for X% more damage done. You get three flavors of attacks, + mechanic, = mechanic, and - mechanic. + builds it, = doesn't affect it, - sheds it. It gives player skill greater import because you have to effectively read the battlefield to know when to go slaughter stuff and when to shed it so you won't be one shotted. At full mechanic they'd do damage in between a WL and a WH, because ideally they'd be about as durable as a WH but they'd have more utility (c'mon AoE KD or Dis). When they backed off they'd do about equal to a WL, but without the WL's amazing mobility.
I like where your going....
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