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Slayers Adjustment: Super Armour Headlong Rush Ability Idea
So I've been playing Slayers for over 2 years now and coming to my 3rd year soon, I've mainly played this class in PvP but I have PvE experiences with him too.
The main focus of this is for PvP, as or been against Slayers some of you may already know are underwhelming when it comes to 1v1's due to their kit. Which part of their kit? Their utility, is something they lack in the most and I'll go into detail why.
When a Slayer tries to get up close and personal, the opposing class generally has some form of ability to escape the Slayers clutches, for example, when a Slayer backstabs you, you can punish him if you're a blocking class. It's easy to block his attacks when he backstabs, as it takes Slayers sometime before they cast their ability on you again, it gives you time to prepare yourself. Now if you're a sorc, you can just shield yourself from his backstab and be completely fine from his follow up stun/stagger, you can even teleport away from it, same with Gunners with their robot stun/pull can easily deny your combo.
So examples like these show that classes have some form of escape, let's talk about Slayers utility, what do they have to prevent combo's? They have Tenacity and that's about it, a few second stun resistant ability which not only the Slayer has, but a few other classes have or very similar ability that acts the same or ARE better, this ability goes on a 30 second cooldown or 21 (standard glyph) you're then vulnerable to everything else, but you may argue that Slayers damage is insane, it is but trying to get into a combo is difficult when up against a good player, infact I doubt you'd even land many combo's let alone hits that will do decent damage, but the problem I find with Slayers is that their chase against ranged classes can be really annoying, you have your backstab which I've explained why can be an issue and you cannot always rely on it and you have your leaping strike which is good for people who don't expect it.
But we need more than Leaping strike, we want something that can help us get into a combo easier against ranged classes who kite a lot or hide behind their traps, so we don't spam our Whirlwind and take free dmg or standing there being wide open, it gives them a chance to gain their distance from you while you're casting slow abilities such as WW.
Headlong rush... Seems good for escapes, which is pretty much what it's used for, if you use it against another player to close them down, you'll soon find out, you will be staggered (stops the dash) or being punished.
I was thinking we could change that ability to make it more useful, this one ability change could make Slayers decent against certain classes and not being helpless, with a bit more utility. I'm talking about giving it super armour.
So what is super armour? Generally it means you can't be staggered or knocked down during the ability, so once the headlong rush dash has ended, you can be staggered/knock down after it but during the ability animation you cannot be staggered/knocked down, this will help against those pesty sorc traps where you got to stand still and use WW, it will also help against their thunder stag and archers pesky stags that always stop your dash. This also gives the player two options, to either use it as an engage or as an escape.
I think this will give Slayers what they are looking for, some form of counter play against ranged classes in particular. I think there can be more adjustments to Slayers in general with glyph's etc, like maybe give ICB glyph options to increase the duration by a certain amount and increase the cooldown, or do the other way round, decrease cooldown and maybe lowering the duration or keep it the same, I'd probably say keep it the same.
There's a few annoying desync bugs with Slayers ability, mostly around KD strike and Heart Thrust, the desync mostly happens more when they're knocked down, standing a further distance somewhat increases the chance but still needs addressing.
What do you think about the idea of having Headlong Rush ability with super armour during animation?
I would personally love to hear your opinions and thoughts on this matter and what you would do in general to fix their problem!
Thanks!
Josh
The main focus of this is for PvP, as or been against Slayers some of you may already know are underwhelming when it comes to 1v1's due to their kit. Which part of their kit? Their utility, is something they lack in the most and I'll go into detail why.
When a Slayer tries to get up close and personal, the opposing class generally has some form of ability to escape the Slayers clutches, for example, when a Slayer backstabs you, you can punish him if you're a blocking class. It's easy to block his attacks when he backstabs, as it takes Slayers sometime before they cast their ability on you again, it gives you time to prepare yourself. Now if you're a sorc, you can just shield yourself from his backstab and be completely fine from his follow up stun/stagger, you can even teleport away from it, same with Gunners with their robot stun/pull can easily deny your combo.
So examples like these show that classes have some form of escape, let's talk about Slayers utility, what do they have to prevent combo's? They have Tenacity and that's about it, a few second stun resistant ability which not only the Slayer has, but a few other classes have or very similar ability that acts the same or ARE better, this ability goes on a 30 second cooldown or 21 (standard glyph) you're then vulnerable to everything else, but you may argue that Slayers damage is insane, it is but trying to get into a combo is difficult when up against a good player, infact I doubt you'd even land many combo's let alone hits that will do decent damage, but the problem I find with Slayers is that their chase against ranged classes can be really annoying, you have your backstab which I've explained why can be an issue and you cannot always rely on it and you have your leaping strike which is good for people who don't expect it.
But we need more than Leaping strike, we want something that can help us get into a combo easier against ranged classes who kite a lot or hide behind their traps, so we don't spam our Whirlwind and take free dmg or standing there being wide open, it gives them a chance to gain their distance from you while you're casting slow abilities such as WW.
Headlong rush... Seems good for escapes, which is pretty much what it's used for, if you use it against another player to close them down, you'll soon find out, you will be staggered (stops the dash) or being punished.
I was thinking we could change that ability to make it more useful, this one ability change could make Slayers decent against certain classes and not being helpless, with a bit more utility. I'm talking about giving it super armour.
So what is super armour? Generally it means you can't be staggered or knocked down during the ability, so once the headlong rush dash has ended, you can be staggered/knock down after it but during the ability animation you cannot be staggered/knocked down, this will help against those pesty sorc traps where you got to stand still and use WW, it will also help against their thunder stag and archers pesky stags that always stop your dash. This also gives the player two options, to either use it as an engage or as an escape.
I think this will give Slayers what they are looking for, some form of counter play against ranged classes in particular. I think there can be more adjustments to Slayers in general with glyph's etc, like maybe give ICB glyph options to increase the duration by a certain amount and increase the cooldown, or do the other way round, decrease cooldown and maybe lowering the duration or keep it the same, I'd probably say keep it the same.
There's a few annoying desync bugs with Slayers ability, mostly around KD strike and Heart Thrust, the desync mostly happens more when they're knocked down, standing a further distance somewhat increases the chance but still needs addressing.
What do you think about the idea of having Headlong Rush ability with super armour during animation?
I would personally love to hear your opinions and thoughts on this matter and what you would do in general to fix their problem!
Thanks!
Josh
0
Comments
Anything else is kind of pointless since we're up against that constantly.
-More pvp damage on all your skills
-ultimate skill
-increase a duration of your stuns, which last very little. If the opponent is wearing earrings with -20% stun it is virtually impossible to perform any combo.
Some nice suggestions, but I do agree that Slayers in equalised are really good, you can easily one combo people in the right condition.
I'm not too sure about a damage buff though, they can do silly amounts of damage, it's just they get countered by players with high resist, as Slayers have a really high scaling with crit power, you can tell just by sticking on Nostrums or crit scrolls!
Also about the ultimate skill suggestion, ICB is their "Ultimate skill" it's a ridiculous buff, I'd say it should be glyphed like I've suggested, it's crazy strong if you manage to overwhelm them.
Personally because of how face-tanky Slayers can be, I've always been of the preference that KDS or Whirlwind receive iFrames. It wouldn't give them better stun potential but it would make initiating a combo less punishable. Without the long stuns of Warrior, the hyper stuns of Ninjas and Reapers, the ultimate skills of Brawler, you're kind of just a missile the target can easily sidestep.
Like I said their utility is the biggest reason why Slayers are lacking, nothing to defend against those easy stun lock combo's those classes can easily pull as you've said.
But WW or KD Strike receiving iframes would make no sense, I mean how would that work? You're standing still, atm they give quite a bit of knockdown resistance and knockups, what they could do is, is perhaps maybe make it so WW or KD Strike have complete stun resistence during animation like how brawlers turn yellow/orange while using certain abilities, so for example WW should make it so you're completely orange as you're spinning, while KD Strike should only make the front part orange while you're in the animation, this also adds more viability, making it more diverse. Because atm these skills are "situational" atm, and sometimes not even useful, especially KD Strike. That skill is just bad, especially with its desyncs.
What do you think about that idea?