View Full Version : Abilities.. you would like to have
Brawlin
02-03-2009, 09:30 AM
try an keep this realistic :)
i dont know how to link the abilities so ill just spell them out
-after critial hit 50% increase to attack speed ( core tactic )
-50% increase to crit damage ( mastery tactic or some requirment )
-charge the current one ( core )
-"frenzied charge" every one within 5ft of you will be knocked down for 2sec as you charge ( mastery )
-immune to cc for 10seconds like the WL has ( core )
-immune to magic for 7 seconds like WH ( mastery )
-"madness" a skill that ... for the next 6 seconds your health cannot drop below 1hp ( core )
or for the next 20 seconds your hp cannot go below 1hp BUT ever second your dps is lowered by 5%... as you find your heroic doom
I know this is alot to ask for but any of them would make me ... OH SO HAPPY
what abilities do you really want to see the slayer have ?
Shadowcreep
02-03-2009, 10:02 AM
Unstoppable Fury - (mastery tactic just like BG's)
Kyrad
02-03-2009, 11:00 AM
-after critial hit 50% increase to attack speed ( core tactic )
I'm not so sure I would want to see that as a ability for slayers. I'd prefer increase attack of course not 50% increased attack, but that's just me.
Unstoppable Fury (http://www.wardb.com/spell.aspx?id=9371) - (mastery tactic just like BG's)
That would be nice tactic for slayers. Though it might be to much combined with our mechanic and a pocket healer. Squishes probably would be afraid since they could not detaunt us.
etalic
02-03-2009, 02:28 PM
I think that just a normal charge wont do. White lions get that charge, and a pounce. Now im not saying gimme what everyone else has but this is what i think we should have ON TOP of the normal charge (movement speed increase) :
Frenzied charge: You violently charge at your current target stunning him for 1(or2) seconds. Everyone in your way will be knockeddown (1 second) OR Knocked back (just enough to be out of your way) OR Dazed (for 1 or 2 secodns)
20s Cooldown
65ft Range
This would really add to the whole furious play style that they should be doing.
Edit: Leme explain why the added stuff would NOT be overpowered. First off it would only be people directly in your way (so even in a pack of people its not like you would hit them all.) And take into consideration of LAGG, Even if someone was trying to use this effect to smack down a group of people, aiming it would be really really hard.
Jrfarrell
02-03-2009, 03:01 PM
copy the charge/intercept from WoW..ino i hate WoW too...but that skill is just fun to use
etalic
02-03-2009, 03:47 PM
I would also like to see a ability or two that have a double attack. Not like windfury in wow, but more for dual wielding slayers. Such as:
Crashing wave (http://www.wardb.com/spell.aspx?id=9028) For swordmaster.
Start with a main hand swing then offhand swing, 1 2 punch
So it would look like this.
Rampage: You swing wildly at your target with your main hand dealing X damage followed by a second identical swing from your offhand weapon. You will also gain Rampage buff, increasing your auto attack speed by X% and your damage by X%. Stacks 3 times.
5 second cooldown
Obviously the %'s would be low, i was thinking about 5% and 5%
Just as long as we get an attack that deals either Corporal, Spirit or Elemental damage, I'll be a happy lil' Slayer.
a more advanced axe throw ability would be handy too (one that does a higher consistent damage/slows the opponent).
A knock down charge would give us the same bonus as a witch elves stealth bonus (element of surprise).
Something akin to Grudge Born Fury that doesn't suck.
Some sort of postpone death ability (or tactic), where you survive 5 or 10 seconds after your hit points reach zero. It'd be handy to take down that one last guy or so you actually survive those massive zergs for some amount of time.
A tactic that gives us a small plus (+3 or +5) to our block rating when using dual weapons.
Some form of headbutt, just because.
Kyrad
02-03-2009, 06:41 PM
Some sort of postpone death ability (or tactic), where you survive 5 or 10 seconds after your hit points reach zero. It'd be handy to take down that one last guy or so you actually survive those massive zergs for some amount of time.
An ability such as that isn't necessary your asking for a 5 - 10 invulnerability despite you still dying at the end of the time limit it will cause problems and will be unfair to other careers.
Brawlin
02-03-2009, 08:22 PM
kyrad- how would it be unfair to other careers...
some careers have stealth, some range, some pets others sheilds... just because youd have 5-10 sec of "not dying" to the mass zerg would not make it OPED.
Especially with all the CC flying around... it would take skill you play .. OH MY WHAT A WORLD THAT WOULD BE!!!
pagz - why in the owrld would we get a +3-5 boost to " block" ??? we dont have a shield... we will get a 10% boost to parry tho
pagz - why in the owrld would we get a +3-5 boost to " block" ??? we dont have a shield... we will get a 10% boost to parry thoI guess I was just aiming for more damage avoidance. Since we get a +10% to parry we're going to max it out pretty easially, it was just an idea to get over the cap. Also to help against them crazy range attacks.
I don't see how a few seconds invulnerability then death is op, as Brawlin said. It'd be a nice little quirk.
Brawlin
02-03-2009, 10:51 PM
true.. having some sort of ranged defense would be nice BUT against lore.. not that im a lore junkie BUT id like to see the slayer as a more anti melle, mdps class
Vulgarism
02-03-2009, 11:30 PM
true.. having some sort of ranged defense would be nice BUT against lore.. not that im a lore junkie BUT id like to see the slayer as a more anti melle, mdps class
Not quite, actually. There are mentions in the lore that the tattoos may include wards that protect the Slayer from magic, as he is supposed to die in close combat.
Brawlin
02-04-2009, 12:41 AM
true... so some form of magical prtection but not physical like balisi and arrows fomr SHers
gotrek always said its not honorable to be pincusioned
Boroming
02-04-2009, 04:56 AM
i only ask per charge/interpect wow style and a healing effectness reduction (ms 50%)
everything else come along with it
The Bard
02-04-2009, 05:12 AM
I can really get behind the wow-style charge. It should have no Y-axis bothers like leap.
But won't it have similar problems with collision detection? Surely that's why leap is the way it is, so it goes over CD. What if interveneing players stops the Charge dead?
I say let it, your Grace. If the enemy can get it together to block a charge, then more credit to them. Having to find a hole in the enemy defenses to your target would add a degree of skill that was lacking from WoW's charge and Intercept.
I reckon i could work.
i only ask per charge/interpect wow style and a healing effectness reduction (ms 50%)
everything else come along with it
That and a headbutt attack. :cool:
etalic
02-05-2009, 01:57 PM
What do you guys think if this one..?
Remember diablo 2? Paladins had that zeal move, it was sick. Id like to see something like that.
Flurry: You quickly attack your target 6 times in 2 seconds dealing 100 damage each hit.
30s cooldown
EDIT: Just thought of another cool idea. They should give us either a timed immunity to aoe damage or a % reduction to all aoe damage.
orderzerg
02-05-2009, 01:59 PM
If Mythic wanted to balance the AOE disables, they would give Slayers a spammable AOE disable similar to Concussive Jolt, and not give Choppas one (but they could get a leap like Pounce or an AOE knockback or something). Of course, it's likely the opposite will happen knowing Mythics history, but whatever.
Thason
02-05-2009, 05:06 PM
If Mythic wanted to balance the AOE disables, they would give Slayers a spammable AOE disable similar to Concussive Jolt, and not give Choppas one (but they could get a leap like Pounce or an AOE knockback or something). Of course, it's likely the opposite will happen knowing Mythics history, but whatever.
More CC doesn't fix the problem of too much CC, all CC should be put on a 40s CD MINIMUM without exception in my opinion.
I would definately like to see slayers with a move that makes them unable to fall below 1hp for 5-10s.
But for the duration they are either rooted or moving very slowly, toward the end of the timer perhaps dps starts to lower as well (representing a last stand against a most worthy adversary.)
Once the ten seconds is over, insta-death (stops it being used as a life saver (ie. pop 'A most worthy death' walk away from your enemy, be saved by allies and be healed up afterwards) A lot can happen in ten seconds.
Ghent
02-05-2009, 05:45 PM
AOE knock down.
Oh wait, Slayers are Order. AOE knockback!!!!!!
Warmaster tibs
02-05-2009, 07:47 PM
Some form of last stand ability or anything that makes them usefull in open rvr large battles/keeps.
Everyone likes leaps! The Choppa and Slayer will have some of the styles of movement that have appeared in a few places already, quick bursts of speed, that kind of thing.
They're also going to have a few unique abilities that will help prevent enemies from running from them. As for the specifics, well, you will just have to wait and see!
Yay!
Source: http://www.eurogamer.net/articles/live-warhammer-online-interview-soon-live-q-and-a
orderzerg
02-05-2009, 11:50 PM
> More CC doesn't fix the problem of too much CC, all CC should be put on a 40s CD MINIMUM without exception in my opinion.
Translation - There's 'too much CC' but you can't give Order the same CC I have or remove mine, cause that would cancel out my unfair advantage! Adding 10 secs to Concussive Jolt cooldown would be such a huge nerf to Marauders. :rolleyes:
Meanwhile I'm sure there will be much snickering in the destro camp when it's revealed choppas have an AOE disable and slayers don't.
ShadyVillian
02-06-2009, 12:08 AM
I'd like a charge that knocks people back a short distance or allows you to run through them.
also some kind of aoe whirlwind attack, and a few more aoe attacks.
And have slayers have a high parry rate.
some kind of small heal ability would be cool too, so you dont have to depend on healers to be efficient.
Angthar
02-06-2009, 02:58 AM
what about a move that knocks your opponents shield off, for those tough fights against tanks?
Thason
02-06-2009, 06:41 AM
> More CC doesn't fix the problem of too much CC, all CC should be put on a 40s CD MINIMUM without exception in my opinion.
Translation - There's 'too much CC' but you can't give Order the same CC I have or remove mine, cause that would cancel out my unfair advantage! Adding 10 secs to Concussive Jolt cooldown would be such a huge nerf to Marauders.
CJ has a 20s cooldown... 20+10=30
Nice try though.
Just to clarify, I hope Slayers get some form of AoE KD, to balance the mirrors. Destro has one or two, Order has none. All I can say is, it had better be a mastery or the choppa is my new main.
Choppas really want a form of pounce, because destro doesn't have any, and order has two (WL mastery (I think), SM morale ability) It had better be a mastery (like the WL version) for fairness.
It would be much better to just remove anything that renders another player useless, but it would seem most players love winning solely due to an overused core skill, or easy to obtain mastery too much. Applies to both Order and Destro.
Rauko
02-06-2009, 09:34 AM
Charge with collision detection (have to agree with The Bard).
Berserker rage immunity to all forms of cc once you "rage" pool goes over 50. Or some other form of anti CC ability.
orderzerg
02-06-2009, 11:18 AM
CJ has a 20s cooldown... 20+10=30
Nice try though.
Just to clarify, I hope Slayers get some form of AoE KD, to balance the mirrors. Destro has one or two, Order has none. All I can say is, it had better be a mastery or the choppa is my new main.
Choppas really want a form of pounce, because destro doesn't have any, and order has two (WL mastery (I think), SM morale ability) It had better be a mastery (like the WL version) for fairness.
I forgot it was 20.. that's even worse. Mythic should just flat out increase it to 35-40 secs if Order is getting nothing comparable.
Pounce really isn't that useful.. it can't catch a moving target. Maybe if the coding team actually had a clue..
Slayer really needs both an AOE disorient and disable.
AOE Disable/Disorient
KOTBS - Heaven's Fury
Chosen - Quake/Corrupting Horror
DoK - Universal Confusion (can operate in frontlines or backlines)
BW - Ruin and Destruction (backline squishy caster, can NOT be on the frontline)
Marauder - Concussive Jolt/Energy Ripple/Insane Whispers
WL or Slayer - Probably Nothing.
WE - On Your Knees!
WH - Nothing
BO - Big Brawlin'
IB - Nothing
Redrum772
02-06-2009, 12:28 PM
5-7 second group speed buff.
Brawlin
02-06-2009, 01:13 PM
i absolutely do NOT want the slayer to be CC/disorient AOE class... that would be terrible
this game does not need more.. it needs less
both the slayer and choppa should be anti CC.. i like the idea as your rage goes up the CC has less effect
rage
0-20 -20% in CC duration
21-40 -40%
41-60 -60%
61-80 -80%
81-100 -100% in cc durration
now this might sound OPed BUT remember if you let your rage build that high to be oped your defences are DRAMATICALLY lowered...
also for a class that would have 0 CC besides a snare it would balance out nicely
i want my class to go straight in, go nuts and for that one person i have my eye on to know they are going to die... cry and pee a little
Gormlap
02-06-2009, 03:00 PM
I want the ability to take my mohawk off my head and turn it to steel and throw it like a boomerang so that it hits and kills enemies and when I throw it into the faerie fountain the fairy asks if it's mine and I say yes and she likes honest people so she turns it to a powered-up mohawkerang that I can use to stun an enemy then port to Altdorf and the boomerang is so good it actually follows me all the way to Altdorf from wherever I was killing every enemy it touches along the way.
orderzerg
02-06-2009, 03:38 PM
Either Destro gets less CC, or Order gets more, if Mythic wants to balance things out.
Dwarflord
02-06-2009, 05:01 PM
Either Destro gets less CC, or Order gets more, if Mythic wants to balance things out.
Exactly...you can't keep Destro with AE disorients and disables on multiple powerful careers and have Order with almost none of that. Also, it seems unfair that 2 destruction careers can get immunity to detaunts and none of ours can.
Larlan
02-07-2009, 10:32 PM
http://ca.games-workshop.com/CommunityNew/HOH/Army%20Downloads/SoC_slayerarmy.pdf
Toss this stuff in and I'll be happy.:D
Volumax
02-10-2009, 02:28 PM
Immunity to Detaunts and/or all CC when at maximum Berserk state. :D
Last stand : your health drop to 1hp, and you are immune to all damage and cannot be CCed for 10 seconds. 10 min cooldown.
kingsword
02-10-2009, 07:19 PM
I won't be playing one but I'd like Order to have Demolition (http://www.wardb.com/spell.aspx?id=8409) (has no cooldown, tooltip is wrong) together with Widespread Demolition (http://www.wardb.com/spell.aspx?id=8434), slayers are the best candidate for it.
what about a move that knocks your opponents shield off, for those tough fights against tanks?
Oh and yeah, give slayers Pulverize too please.
Hyperion
02-10-2009, 08:18 PM
BLOODY KILL ME YOU B%"$£&*S! Your slayer goes completely squirrel poo placing a +10% damage debuff on all opponents within 30ft and taunting them. Only usuable at 100 Rage.
vBulletin® v3.8.1, Copyright ©2000-2010, Jelsoft Enterprises Ltd.