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View Full Version : Idea for Slayer/Choppa level 40 MDPS ability.


Cress
01-20-2009, 01:14 AM
WL and Marauders get a pull ability, Witch Hunters and Elves get a self-KB. These both give their respective classes more effectiveness in large scale fights in a very neat way.

So an idea I had (which I suggested for Berserkers in DaoC) was something along the lines of this-

Ignore Pain: self-buff, 30s cooldown. The caster regains 20% of their wounds, and grants a buff for 5 seconds. If the caster's HP falls to 0, death will be delayed until the buff has expired. Exp and RPs would be granted as soon as the Slayer/Choppa's hp goes down to 0 though, instead of when they actually die.

What do you think

Zaagazug
01-20-2009, 03:27 AM
I would actually like a reversed fetch/tentacle: Slayer and Choppa will jump straight at their foes through the air and get a hefty incoming damage reduction debuff for xsec. This would be a good mechanism to catch runners as well as give the possibility of survival if your team plays well (since your team can catch-up during the damage reduction buff). Assuming that Choppa/Slayers get an AE KD this would open up some interesting new WB tactics.

Sarmaul
01-20-2009, 06:51 AM
"To The Death!" - for 10 seconds, the slayer and his target become 100% immune to heals and absorb shields, and any active effects are removed immediately.

Sarmaul
01-20-2009, 06:53 AM
I would actually like a reversed fetch/tentacle: Slayer and Choppa will jump straight at their foes through the air and get a hefty incoming damage reduction debuff for xsec. This would be a good mechanism to catch runners as well as give the possibility of survival if your team plays well (since your team can catch-up during the damage reduction buff). Assuming that Choppa/Slayers get an AE KD this would open up some interesting new WB tactics.

You mean While Lion's Pounce? :) No debuff, but the flinging himself at his target is exactly what you described.

Lauren Love
01-20-2009, 06:54 AM
I would actually like a reversed fetch/tentacle: Slayer and Choppa will jump straight at their foes through the air and get a hefty incoming damage reduction debuff for xsec. This would be a good mechanism to catch runners as well as give the possibility of survival if your team plays well (since your team can catch-up during the damage reduction buff). Assuming that Choppa/Slayers get an AE KD this would open up some interesting new WB tactics.

No. No no no no no no no. No! No no!

We have ENOUGH whining about Fetch/Embrace/Pounce, and healer/caster survivability is terrible as is, and the Damage Reduction Buff means that the caster can't do anything but detaunt if it's off CD and strafe-run away.

No!

Sarmaul
01-20-2009, 06:56 AM
oh good point - this really needs to be the order class who gets the immune to detaunts tactic :D

Zaagazug
01-20-2009, 08:18 AM
You mean While Lion's Pounce? :) No debuff, but the flinging himself at his target is exactly what you described.

Similar - yeah with the buff though and one can discuss LoS requirements and range (Pounce has 65feet).

This obviously needs to be balanced - I made my point more to the fact that Choppas and Slayers are the classes to make suicidal charges. Somewhere that needs to be captured in a class defining ability :)

Gobbie
01-20-2009, 08:51 AM
Actually I'd like to see some kind of Whirl-wind attack, something berserker like.

Tho maybe not the level 40 ability, but instead of a knock-back what about a throw behind.

Your facing the target and you hurl the person behind you towards your group-mates.

Hadokenz
01-20-2009, 12:07 PM
Actually I'd like to see some kind of Whirl-wind attack, something berserker like.

Tho maybe not the level 40 ability, but instead of a knock-back what about a throw behind.

Your facing the target and you hurl the person behind you towards your group-mates.


Isn't that precisely what a single target KB is?

You just need to...get in his face.

I think something more "defining" would be much better.

PootieTang
01-20-2009, 12:17 PM
Id like to see something like

The longer the target is engaged in a fight with ONE person the stronger he gets against that ONE person.

IE: every time you hit a player, you gain 2% more dmg towards that player, untill he is dead or you are dead.

that would be cool

or something nifty with the thrown axes.. Like the ability to knock someone down from range with them.

Asschen
01-20-2009, 12:23 PM
What I would love to see is a momentum system.

Think of this. you run full speed into an enemy and you just collide, nothing happens. Not really realistic imho.

If an enemy stands on the edge of a keep wall I want to be able to run into him and push him off the wall with the sheer momentum of my speed.

perhaps a special ability that does that would be in order...

PootieTang
01-20-2009, 01:05 PM
What I would love to see is a momentum system.

Think of this. you run full speed into an enemy and you just collide, nothing happens. Not really realistic imho.

If an enemy stands on the edge of a keep wall I want to be able to run into him and push him off the wall with the sheer momentum of my speed.

perhaps a special ability that does that would be in order...

Like a CHARGE + KD/KB

that would be cool, you hit a button and charge to your opponent at 80% speed increase, knocking him down or back.

EDIT: OH SNAP

what if you actually Knocked back anyone you ran into while on a charging path to your target. and than knocked DOWN your target.

so you run a straight line, at a +say 60% movement increase. Invincible and immune to all CC. Knockign anyone you run into aside a medium distance, and than knocking your target down.

MAN I WANT THAT

would be awesome to see a little Stunty coming full boar head down across the battle field, and think to yourself. Ah man, somebody's gonna get it. (you'd be invincible while charging and imune to all CC of course) just a little tiny bullet of death.

Gritty
01-20-2009, 01:15 PM
The above is a really cool idea.

Couple that, and a whirlwind type attack, and now your talking, sure you might die seconds afterward, but charging into and through enemy lines, and causing havoc immediately upon getting there, I can't think of anything more "Slayer"

PootieTang
01-20-2009, 01:26 PM
The above is a really cool idea.

Couple that, and a whirlwind type attack, and now your talking, sure you might die seconds afterward, but charging into and through enemy lines, and causing havoc immediately upon getting there, I can't think of anything more "Slayer"

Heck yeah. Can't you imagine man.

Charge in, throwing all others aside, and than knocking down your target.

Drop the whirlwind, for a Sustained attack like "x" dmg per 1/2 second, to all targets within a 15 foot cone to your front for 3 seconds. and your knockdown lasts 3 seconds.

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHBAMBambambambambamb ambambambam

(looks around) Oh snap.. what did i just do :)

get's jumped by entire team



What if your knockback rushknocked back friendlies too. I mean okay yeah it would be abused by griefers. but would be SO inline with the lore. They don't care, slayers just wanna fight and if your in the way, y our in the way.

Chubbles
01-20-2009, 01:27 PM
Like a CHARGE + KD/KB

that would be cool, you hit a button and charge to your opponent at 80% speed increase, knocking him down or back.

EDIT: OH SNAP

what if you actually Knocked back anyone you ran into while on a charging path to your target. and than knocked DOWN your target.

so you run a straight line, at a +say 60% movement increase. Invincible and immune to all CC. Knockign anyone you run into aside a medium distance, and than knocking your target down.

MAN I WANT THAT

would be awesome to see a little Stunty coming full boar head down across the battle field, and think to yourself. Ah man, somebody's gonna get it. (you'd be invincible while charging and imune to all CC of course) just a little tiny bullet of death.

I had an idea of something similar. I think both sides will agree that nobody wants more pull mechanics.

Im sure this will be an unpopular idea, but I think a ridiculously long knock back ability would be very entertaining. Something on the order of 100-150 ft on a semi long cooldown (1 min or so). You could use it to just knock away a healer or dps to solo somebody down, or you could charge in, punt somebody back to your line and then try to escape the opposition.

The point is, that no MDPs gets a knockback. It wouldnt be overpowered in any way since you cant really attack a person you knocked that far away from yourself, and if you want to knock a target back to your group (aka fetch) you have to sacrifice yourself.

Just a thought.

PootieTang
01-20-2009, 01:33 PM
I had an idea of something similar. I think both sides will agree that nobody wants more pull mechanics.

Im sure this will be an unpopular idea, but I think a ridiculously long knock back ability would be very entertaining. Something on the order of 100-150 ft on a semi long cooldown (1 min or so). You could use it to just knock away a healer or dps to solo somebody down, or you could charge in, punt somebody back to your line and then try to escape the opposition.

The point is, that no MDPs gets a knockback. It wouldnt be overpowered in any way since you cant really attack a person you knocked that far away from yourself, and if you want to knock a target back to your group (aka fetch) you have to sacrifice yourself.

Just a thought.

I personally think that KB is being used badly.

I think only Casters should have a KB at the full distance available. (to include Archers)

Tanks and MDPS should never have it, they can to easily abuse it, especially tanks who can just wade in aim and punt.

They should only have the MEDIUM distance KB's like the ones the Black Orc has. And no one needs a 100+foot one.

Plus they should all be Morale ability ONLY imo.

Just my thoughts on that SUBJECT though.

I also think KD/Disable is out of control though. :) I think snare, root, silence, disorent: is the only CC that should not be MORALE only. KB,KD,Disable,Disarm should be Morale Skills.

Now maybe give him a skill that Punts the enemy 120Feet but lowers his max wounds by X and Snares him.

that might work, but it would need to be something he can't easily pocket healer away from, or it would be abused as heck.

Gritty
01-20-2009, 01:34 PM
I had an idea of something similar. I think both sides will agree that nobody wants more pull mechanics.

Im sure this will be an unpopular idea, but I think a ridiculously long knock back ability would be very entertaining. Something on the order of 100-150 ft on a semi long cooldown (1 min or so). You could use it to just knock away a healer or dps to solo somebody down, or you could charge in, punt somebody back to your line and then try to escape the opposition.

The point is, that no MDPs gets a knockback. It wouldnt be overpowered in any way since you cant really attack a person you knocked that far away from yourself, and if you want to knock a target back to your group (aka fetch) you have to sacrifice yourself.

Just a thought.

I don't very much like that idea, not that its not balanced it just doesn't fit "Slayer" to me, Slayers don't want to send their opponent flying away from them, I don't think Slayers should get KB's at all, KD's sure, but not KB's.

Personally the previous Idea of a "Charge" (ala the WoW Charge) is possibly one of the best idea's I've heard yet, couple that with a Whirlwind (for 3 seconds attack all targets within 20 feet of you for X Amount of dmg every half second) is awesome, and if its too OP, maybe make the Slayer "Dizzy" after and add a disorent debuff to the Slayer after the Whirlwind.

Chubbles
01-20-2009, 01:41 PM
I don't very much like that idea, not that its not balanced it just doesn't fit "Slayer" to me, Slayers don't want to send their opponent flying away from them, I don't think Slayers should get KB's at all, KD's sure, but not KB's.

Personally the previous Idea of a "Charge" (ala the WoW Charge) is possibly one of the best idea's I've heard yet, couple that with a Whirlwind (for 3 seconds attack all targets within 20 feet of you for X Amount of dmg every half second) is awesome, and if its too OP, maybe make the Slayer "Dizzy" after and add a disorent debuff to the Slayer after the Whirlwind.

main reason im opposed to knockdowns is that we are trying to get away from disabling effects. At least if you are knocked back you have control of your character and dont have to sit there being slaughtered with nothing you can do.

Gritty
01-20-2009, 01:45 PM
main reason im opposed to knockdowns is that we are trying to get away from disabling effects. At least if you are knocked back you have control of your character and dont have to sit there being slaughtered with nothing you can do.

then, make the Charge effect have a very minimal KB like 10 foot or less (maybe an AoE) just to be used as an interrupt, I don't like the idea of a Slayer knocking his opponent away from him, I'd think the slayer would want to keep his opponent as close as possible at all times, Slayers are in your face...or faces... they don't want to knock you away from them.

Chubbles
01-20-2009, 01:46 PM
Another thing to consider would be some kind of "dauntless" ability where the more the slayer is overwhelmed the more powerful he becomes. This falls in line with the class lore a little bit. Perhaps the more opponents within melee range the more str he gets or an increase in dps/crit/bonus damage of some kind. Or it could be included as some kind of buff as his hp gets lower.

The slayer essentially rises to the challenge of a worthy foe in order to fulfill his vows.

Gritty
01-20-2009, 01:49 PM
Another thing to consider would be some kind of "dauntless" ability where the more the slayer is overwhelmed the more powerful he becomes. This falls in line with the class lore a little bit. Perhaps the more opponents within melee range the more str he gets or an increase in dps/crit/bonus damage of some kind. Or it could be included as some kind of buff as his hp gets lower.

The slayer essentially rises to the challenge of a worthy foe in order to fulfill his vows.


This.
http://www.wardb.com/spell.aspx?id=8442

Chubbles
01-20-2009, 01:52 PM
This.
http://www.wardb.com/spell.aspx?id=8442

aye, something similar. Although, i think that tactic is currently broken in the live game. Possibly because it is too powerful

PootieTang
01-20-2009, 02:05 PM
I want to see

1) Charge in, knocking all people in your path aside a short distance, Knocking Down target for 1/4 second, target is snared for 4 seconds

2) Slayer deals "x" dmg per 1/2 second for 3 second, to all targets in a 30 foot radius. Once finished, Slayer is disoriented and snared for 3 or 4 seconds.

3) Tactic in the Single target OFFENSE Tree that does this. (every time Slayer hits a specific Player, slayer gains 2% bonus dmg to that Player untill the slayer dies or that target dies, Effect fades after 10 seconds without touching that player.

4) tactic in the AOE Tree that does this. All slayer attacks now have a 15% chance to also hit up to 2 targets within 15 feet of his target.

Durendal
01-20-2009, 03:14 PM
hmm
because of the slayer nature... being the kind of character that goes up against formidable creatures... mostly a loner... I think this guy should be specialized as a single target DPS... the slayer anyways... maybe the choppa too.

Maybe instead of an AoE detaunt he gets a single target detaunt that doesn't get removed while he (and only he cause otherwise it would stack and would just be generally too good) attacks a target directly.

Basically he could do his own single target tanking, to a certain extent.

Gritty
01-20-2009, 03:17 PM
hmm
because of the slayer nature... being the kind of character that goes up against formidable creatures... mostly a loner... I think this guy should be specialized as a single target DPS... the slayer anyways... maybe the choppa too.

Maybe instead of an AoE detaunt he gets a single target detaunt that doesn't get removed while he (and only he cause otherwise it would stack and would just be too good) attacks a target directly.

Basically he could do his own single target tanking.

if its 25% ok, I think its a good idea, but, 1v1 ( I KNOW ITS NOT A 1v! GAME) its simply OP to decrease the enemy opponents dmg by 50% while not decreasing your own at all and it not disappearing when you attack them.. just seems a tad OP...but I like the idea.

Durendal
01-20-2009, 03:48 PM
I agree... 50% in PvP could be a lot.
25% seems a little low though.

I think this guy should be able to go around and take on champions solo.
Generally be a tank buster.

Phmud
01-20-2009, 04:46 PM
Like a CHARGE + KD/KB
so you run a straight line, at a +say 60% movement increase. Invincible and immune to all CC. Knockign anyone you run into aside a medium distance, and than knocking your target down.

Can you imagine Tor Anroc with that ability? I know, it would be rank 40 but it would be AWESOME.

Aeron Dyl
01-20-2009, 06:40 PM
A little off topic, but...

I bet the choppa gets a pounce like ability, if just for the sake of balance. ( No destruction class gets a pounce ability)

Lauren Love
01-21-2009, 06:42 AM
A little off topic, but...

I bet the choppa gets a pounce like ability, if just for the sake of balance. ( No destruction class gets a pounce ability)

The problem is, we don't need any more of those abilities. They cause too much whining.

Haggis
01-21-2009, 12:41 PM
I remember a slayer in the book oathbreaker had his axe attached to a chain. I would love to see something like that.

Cress
01-21-2009, 04:33 PM
Would be cool if the class got everything order was missing. I.e AE Disorients (order 0 destro 3), Anti-Detaunt tactic (order 0 destro 2), double crit damage tactic (order 1 destro 2), 75% armor debuff (order 1 destro 3), AP drains, etc.

Then it would just be like all those overpowered Destruction classes though :D

Oakarrow
01-21-2009, 04:45 PM
Slayer Skill:

Slayer matches the toughness, armor and resists of target he is attacking in close combat provided such stats are higher than his base stats. In short, he is one tough cookie versus big strong and heavily armored tanks. Limits for T1 players not to get T4 stats etc (hard cap based on level until 40). Card caps in PvE versus hero and champion mobs.


To balance Slayer Skill: *very low armor outside melee with tanks*

Magical Wards:

Increases magic resist rates as character levels to a base of 1 times level. Yeah, they are a bit harder to kill with range. Of course, they get no other magical resists to stack save equipment (and they have fewer slots).

To balance Magical Wards: *Can't buff a slayer.*


Level 40 Skill To the Death.
Neither Slayer nor target can flee or move outside melee range for the next 10 seconds. Players may not be attacked by anyone else during this time. If the slayer does not kill the target within those 10 seconds, he will lose 20% morale due to shame at the end of the skill.

Stingray
01-21-2009, 05:07 PM
Berserk- The Slayer ignores all forms of CC for 10 seconds, moves at 110% speed, increases autoattack speed and crit chance by 10%, but can no longer evade, parry, and loses 10% resists and armor.

basicly the Slayer goes into a killing rage not caring if he dies or not, but is determined to kill his oppoenant.

Quick thing to think about... wouldn't increasing the Slayer's survivability be against the lore of a suicidal class?

Varking
01-21-2009, 06:13 PM
Quick thing to think about... wouldn't increasing the Slayer's survivability be against the lore of a suicidal class?
No because Slayers are the toughest of Dwarfs, so tough most believe in going to battle without armor. And they are crazy, not suicidal. Suicidal would imply they go into battle deliberately to die and this is impossible for a Dwarf.

An excerpt from the Dwarf Army Book in the Slayer section;

Although they seek death, Dwarfs are incapable of deliberately fighting to lose, and so always enter the fray to win.
As for the rest of your mechanic, I actually like it.

Stingray
01-21-2009, 07:17 PM
No because Slayers are the toughest of Dwarfs, so tough most believe in going to battle without armor. And they are crazy, not suicidal. Suicidal would imply they go into battle deliberately to die and this is impossible for a Dwarf.

An excerpt from the Dwarf Army Book in the Slayer section;


As for the rest of your mechanic, I actually like it.

Ok thank you my knowledge of Warhammer lore is rather lacking and I know basicly nothing about Dwarves. Of coarse another way to work this into a Mechanic type deal is to have it build like Hatred (hitting your enemy), but you have no way to get rid of it without disengaging from battle for a while or going into a Berserk fury.

Basicly you built from 0 to 100 ... you lose defense (not much) closer to 100, but at the same time CC gets weaker on you, and Autoattack speed increases.

Once you are at 100 you can use all 100 to go into a pure berserk fury where you are completely Immune to all CC, increase speed, crit and autoattack jump up, most(all) attacks gain CAOE (Cone Area of effect) for a few seconds, but lose all defense.

Basicly you have a choice to just keep the long benefits, or just gain a nice burst for a while before going back to square one.

wHyTeCoUnTrY
01-21-2009, 07:24 PM
I would actually like a reversed fetch/tentacle: Slayer and Choppa will jump straight at their foes through the air and get a hefty incoming damage reduction debuff for xsec. This would be a good mechanism to catch runners as well as give the possibility of survival if your team plays well (since your team can catch-up during the damage reduction buff). Assuming that Choppa/Slayers get an AE KD this would open up some interesting new WB tactics.

...Pounce...

Demmo
01-21-2009, 09:12 PM
the purpose of stealth and punce is to get within range before getting mowed down.. tanks dont have one because of there armour and shields/hold the line

what slayer needs is a mechanic to get them close

i propose

- Battlerage
5ap per second 30sec cool down
You are immune to all forms of CC and your dodge/parry/disrupt are increased by 50%.

NOTE- you cannot end your battle rage until you attack an enemy player and your initiall attack will have a 50% increased chance to crit.

thoughts ?????

Gobbie
01-22-2009, 12:50 PM
the purpose of stealth and punce is to get within range before getting mowed down.. tanks dont have one because of there armour and shields/hold the line

what slayer needs is a mechanic to get them close

i propose

- Battlerage
5ap per second 30sec cool down
You are immune to all forms of CC and your dodge/parry/disrupt are increased by 50%.

NOTE- you cannot end your battle rage until you attack an enemy player and your initiall attack will have a 50% increased chance to crit.

thoughts ?????

I'd rather see it a a one hit AP like 50-60 AP - also since they are a melee dps class shouldn't there be some form of damage increase. Immunity to CC is not maybe increase parry/dodge with increase damage or crit chance.

-shrug- Just ideas

Demmo
01-22-2009, 01:06 PM
- Battlerage
5ap per second 30sec cool down
You are immune to all forms of CC and your dodge/parry/disrupt are increased by 50%.

----------------------------------------> NOTE- you cannot end your battle rage until you attack an enemy player and your initiall attack will have a 50% increased chance to crit. < -------------------------

did you not see that part

you could also add diffirent tactics to make the ability more powerful like you crit damabe is boosted by 100% for 5seconds after your battle rage

or things like that

Cythas
01-22-2009, 10:29 PM
I'd like to see a punt and pounce move. Punt the enemy far away from help, then jump after him to finish him off. The Slayer would have to be in melee range to initiate the move, but can safely finish off the target away from his friends.

It won't just 'just another knockback', can't be used to punt people into dangerous terrain without sacrificing yourself and since the Slayer would have to be in melee first, it's not exactly another Fetch/Pounce.

But I'm just dreaming.. :D

Lustful
01-23-2009, 06:21 AM
Some type of Kamikaze style ability would be nice.

Seeing Red - You sacrifice 30% of your health for enhanced melee damage (or 30% strength?) for 15 seconds. All targets within a 30yrd radius are snared by 40% and all healing effects are 50% less effective on you for the duration of this ability.

Something like this would be great when you are trying to focus down a target, Increased damage with the ae snare to hinder the opposition that try to peel you off the squishy types at the cost of reduced survivability. Possibly throw a cc immunity in there aswell.

Thason
01-23-2009, 07:48 AM
Maybe;

Smashum! - You leap forward at an opponent doing (undefendable damage) and knocking them to the ground for 2s. You gain % of your strength, and steal % of your targets toughness, untill either of you die.
Buff will not last more than 60s, as you lose interest in that target and move on to find someone else to smash.

Differently worded for slayers too of course.

Quixote
01-23-2009, 10:46 AM
Slayer Skill:

Slayer matches the toughness, armor and resists of target he is attacking in close combat provided such stats are higher than his base stats. In short, he is one tough cookie versus big strong and heavily armored tanks. Limits for T1 players not to get T4 stats etc (hard cap based on level until 40). Card caps in PvE versus hero and champion mobs.


To balance Slayer Skill: *very low armor outside melee with tanks*



I like the concept, it just seems overpowered. MDPS and the durability of a tank? The only way I could see it not being terribly overpowered is if you restrict it so that the instant you change targets you loose the boost. Would definately help order, as their MDPS is lacking a straight up tank-killer.

Malester
01-24-2009, 12:26 PM
40 ability, one of thoes maybe:
1. Immunity to all spells for 10 seconds
2. Slayer choose 'the strongest' target from the group of enemy and rush in rage to take him down ignoring every dmg except the dmg of the chosen target for 15 seconds. (CC still work, so I guess tanks will have some work to do here), some speed buff would be great here too.