I wish to make my thoughts known on the changes to the slayer's talent tree in the winds of magic beta, as well as input some of my ideas for a new slayer talent tree.
Buff maximum health to 150
- Slayer currently is very squishy without the old Oblivious to pain, as an almost exclusively melee only class he is extremely easy to down. I believe he requires a small buffer to damage.
Tier 1 |
- Interesting choice to move temp health here not much to say on this.
- Fine as is.
Tier 2 |
I love the distinct roles of 2 one-handed (pick 1) and 2 two-handed (pick 2) weapons but at the same time I feel railroaded to only using these choices.
The 5% crit chance is very weak, I would never take this when compared to pick 1 and pick 2.
i. Increased chance is weak compared to the other talent choices, increased heavy attack charge speed is a better alternative to those choices.
ii. Now there is 3 distinct paths instead of being railroaded into one of the other talent choices.
Tier 3 |
While the extra stack of Trophy Hunter could lead to new breakpoints it completely ruins builds that rely on Implacable (Trophy Hunter stacks now last 5 seconds instead of 2). For example: Warpick with 20% chaos and 2 Trophy Hunter stacks can kill a chaos warrior in 1 hit if you headshot, Implacable made this build possible due to the increased time to charge your Warpick, without it, it is a VERY small window of opportunity, making this build useless.
A great choice if you want to chose a different tier 5 talent or just want more defense (movement speed increases with trophy hunter stacks).
i. Implacable allows for interesting build options than just raw increased damage.
Tier 4 |
Completely useless most damage taken is from horde and not elites/monsters.
While great on paper in practice terrible, while you charge a heavy attack if a enemy hits you, you immediately stop charging the attack and have to start over, You only take the reduced damage on the first hit and leaves you wide open for subsequent attacks which you cant defend yourself because of the interuption. If you let this happen during a horde the rest of the enemies will attack you for massive damage which isn't reduced where you most likey die.Загрузка...
Very situational, but not a bad idea could use a slight buff (dodge through small enemies).4
i. This version of Oblivious to pain is now no-longer outright useless, while being a small defense buff, we don't want slayer to become another ironbreaker.
ii. This also makes Implacable more worthwhile choice.
i. Now instead of tanking 1 hit and losing a charge attack we can use this as a viable option for great hammer/axe users.
i. Instead of being only a situational choice, we now have an active effect making it a more temping choice for avoiding damage.
Tier 5 |
Why would you EVER take this, completely worthless (increased leap range).
Fun idea but this is shade's thing and should not be slayer's (increased damage while airborne).
i. The crowd control option, while not a quick fix solution it does offer a different style of slayer, great for cataclysm's giant amounts of horde enemies.
i. With the changes to stagger increasing damage in the beta this could be a fun alternative and is a lot faster to implement than shockwave.
i. The boss slaying option, instead of a 1 time hit in mid air, this encourages you to keep on attacking a boss to make it continually bleed.
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© Post "Slayer in the winds of magic beta" for game Warhammer: Vermintide.
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