Slayer is not a weak character by any means, but his current talent tree is in dire need of attention.
This post aims to explain the problems at hand, as well as suggest possible solutions.
Main goals for the solutions are: simplicity and ease of implementation. The simplier the solution, the less of a balancing headache it is. The easier it to implement, the less time Fatshark needs to add it in.
LvL 10 Talents
A Thousand Cuts/Skull-Splitter
Problem:
Currently, these talents are essentially one talent split in two and taking 2 talent slots. This extremely limits the build variety on Slayer, shoehorning players into specific playstyles, while also leaving very little room for using less popular weapons.
But on top of that, with the release of Chaos Wastes, this problem became even bigger, because these talents can appear as boons and just take a slot with 0 value, depending on Slayer’s weapon choice. This also discourages the usage of Random Boons, since you risk burning 200 coins for a dead weight. Even the detrimental boons like increased barrel damage or “dash forward when pushing the enemy” affect the game in some way and give opportunities to do SOMETHING, but having Skull-Splitter when you don’t have double two-handed weapons is just waste of money and effort.
Solution:
Combine A Thousand Cuts/Skull-Splitter into one talent. This will free an entire talent slot, which can be filled with something else, even as generic as “+15% max health”.
These talents CAN be combined and are NOT mutualy exclusive. I did that on a modded realm relatively easily despite having very limited knowledge. More to say, if I recall correctly, when these talents were put in the game, they WERE one talent and the only reason to split them was the size of the description it had (which can actually be solved by proper wording).
Hack and Slash
Problem:
The talent is boring, feels uninspired and unimpactful, essentially being reserved as “take this if you try to play off-META”. The only reason to pick this talent is because the other two wouldn’t work with non-coresponding weapon combinations like 1h+2h and anything involving the throwing axes.
Solution:
Make Hack and Slash work like Helborg’s Tutelage on Mercenary and Smite on Zealot.
When combined with the fix for other talents, as suggested above, it will make this talent into an actually meaningful choice and open more possibilities to have fun with the unpopular weapons like Pickaxe.
LvL 25
Barge
Problem:
Although a good talent in concept, it doesn’t feel like a very strong talent, especially when forced to compete with Grimnir’s Focus and the defensive capabilities it provides.
Solution:
Give Barge +15/20% dodge distance. It will buff it’s defensive utility and make it a much stronger competitor for Grimnir’s Focus without requiring massive overhauls.
Bonus
LvL 10
Suggestion:
Add a +15% Max HP talent similarly to Handmaiden.
Slayer has low HP pool and this is completely okay. Some people still remember the post-release days when slayer had +25% Max HP talent and Oblivious to Pain worked on ALL damage and not just elites and monsters granting near immortality (when the talent was fixed that is).
BUT
Now the times have changed and Slayer’s survivability is much more dependant on him actively doing something, rather than just being passive tankyness.
With the talent changes that were proposed above, there will be a slot for one new talent.
Making this talent grant Max Health would give choice for both unique (A Thousand Cuts/Skull-Splitter), offensive (Hack and Slash), and defensive (+ Max Health) talent options, complimenting different playstyles while not requiring too much coding (when modding, I just copied Handmaiden talent and called it a day)
Some afterthought
I do not claim to be “top of the line, balance expert”.
These suggestions are based on my personal experience while playing the game and ideas of what would have made the game more enjoyable without turning the character into another Sister of the Thorn.