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Friday, May 15th Design Notes: Book 2 Reimagined: Master of Puppets & DragonSlayer Rework!

 
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5/15/2026 21:36:40   
Laeon val Observis
Member
 

quote:


Friday, May 15, 2026
Book 2 Reimagined: Master of Puppets & DragonSlayer Rework!
Hey there, heroes!

This week, the Book 2 Reimagined project continues, and the DragonSlayer class has been reworked!


Though The Professor is safe for now, questions about what you saw in his shared dream with Wargoth remain... And Xan may have the answers. But will you and your allies be able to reach him in time?

Head over to Atrea to play the Reimagined quest: Master of Puppets!

Also, DragonSlayer has been completely reworked with new skills and mechanics! Check out the details below!



Also this week, a new cosmetic helm is available for purchase!


The Ancient Ceremonial Helm of Hawks can be purchased from the DC Cosmetics shop for 300 Dragon Coins!



The reworked DragonSlayer class is here!


The new DragonSlayer come with a new widget and a bunch of cool new mechanics!

Once per turn, when you Defend against an attack, you'll gain +1 Analysis and your next skill will automatically be empowered with a Counter, giving you Bonus and Crit, and increasing or adding new effects. Analysis also increases your Crit by +10 per stack, up to 5 stacks, for +50 Crit. The Helm on the widget will light up when your Counter is active.

You can spend 3 Analysis to use some of your most powerful skills, as well!

Once per turn, when you get hit by an attack, you'll gain +1 Instinct, which gives you +3% damage Reduction per stack, up to 5 stacks, for 15% Damage Reduction.

By clicking the DragonSlayer Badge on the class widget, you can spend 3 Instinct to gain Instinctual Counter: +100 Def and -100 Avd for 1 turn, letting you dynamically set up Counters and build Analysis. This can also be toggled off again before you select a skill or attack, in case you change your mind.

DragonSlayer also tries to encourage you to build STR and INT. Some skills do Magic damage and other skills do Melee damage. Not only that, your skills will all gain +50% base damage if your trained STR and INT are >= your Level+10, and the difference between your total STR and INT are within your Level/10.

For example, at level 90, you need to train at least 100 STR and INT, and any other STR and INT you get from gear or effects must stay within 9 points of each other. So 150 STR and 158 INT would give you the extra damage, but 140 STR and 160 INT would not, since they're outside the buffer zone. Try to keep them close!

DragonSlayer also gains passive 10% base damage against Dragons, and 5% base damage against Reptilians. To help emphasize the Defensive nature of the class, it also has a passive -50 Avd and -25 Def.

Now, on to the skills!
  • Attack
    • 1 hit x 100% Melee damage
    • Recover 15 MP
    • Counter: Recover 60 MP
  • Counter Stance
    • 1 hit x 100% Melee damage
    • Self: 1 turn of +X Def, -X Avd (This follows the formula of X = 10 * [turns elapsed] ^ 2, or X = [10, 40, 90, 160, 250]
    • This skill starts battle at X = 160
    • Effectiveness increases each turn since this skill was last used (max +250)
    • This skill does not have a Counter effect
  • Draconic Strike/Flurry/Dive
    • Combo skill that transforms after each use. Using a Counter on earlier stages will let you skip a step. However, skipping to Dive does NOT count as a Counter Draconic Dive.
    • 2 hits x 80% Melee damage (160%)
    • Applies -25 Crit for 3 turns, transforms into Draconic Flurry
    • Counter: Automatically skips ahead in the combo, becomes Draconic Flurry
  • Draconic Flurry
    • Combo Part 2
    • 3 hits x 70% Melee damage (210%)
    • Applies -25 Crit for 3 turns, transforms into Draconic Flurry
    • Counter: Automatically skips ahead in the combo, becomes Draconic Dive
  • Draconic Dive
    • Combo Part 3
    • 2 hits x 120% Melee damage (240%)
    • CD: 3 turns
    • Applies -25 Crit for 5 turns
    • Counter: -Crit effect increased to -50
  • Draconic Blaze
    • 5 hits x 30% Magic damage (150%), CD: 7 turns
    • Applies 50% DoT for 5 turns. Against Dragons/Reptilians, becomes a 70% DoT
    • Counter: DoT duration increased to 7 turns
  • Talon Twisting
    • 2 hits x 70% Magic damage (140%)
    • CD: 14 turns
    • Stuns for 3 turns
    • Counter: Automatically inflict -50 Immobility for 1 turn
  • Ire of Scales
    • 1 hit x 150% Magic damage to all targets
    • CD: 1 turn
    • Counter: This attack has +200 Crit
  • Wyvern Scout
    • 2 hits x 70% Magic damage (140%), CD 9 turns
    • Gain +100 Def for 2 turns and Prepared Parry: +25 Boost for 3 turns. If you successfully Defend an attack while affected by Prepared Parry, gain an additional +15 Boost and +100 Crit
    • Counter: Effect durations increased by 1 turn each
  • Phantasm of Akriloth
    • 4 hits x 75% Magic damage (300%) with +100 Bonus and +200 Crit
    • CD 13 turns
    • Costs 3 Analysis to use
    • Applies +50 Health to your target for 4 turns
    • Counter: +Health effect duration increased to 6 turns.
  • Slayer's Stand
    • CD: 7 turns
    • Gain +230 Avd for 2 turns
    • Counter: +Avd effect increased to +270
  • Hone Blade
    • 1 hit x 140% Melee damage with +200 Crit
    • CD: 9 turns
    • Gain +5X% Crit Damage for 8 turns, once per turn, increased by 5% per Crit (max +25%)
    • Counter: Effect duration increased to 10 turns
  • Slayer's Cleave
    • 2 hits x 80% Melee damage (160%)
    • CD: 12 turns
    • Purge external effects, heal 10% max HP per hit
    • Counter: gain 3 turns of immunity from most enemy effects
  • Slayer's Keen Eye
    • 1 hit x 200% Magic damage with +150 Bonus and Crit
    • CD: 9 turns
    • Gain +50 Bonus for 6 turns
    • Counter: +Bonus effect increased to +100
  • Chilling Slash
    • 1 hit x 120% Magic damage
    • CD: 8 turns
    • Gain +100 Def, -100 Avd for 2 turns, apply -60 Crit to target for 2 turns
    • Counter: -Crit effect increases to -90 Crit
  • Dragonbane
    • 2 hits x 90% Melee damage (180%)
    • CD: 8 turns
    • Applies -30 All, +40 Health to target for 4 turns
    • Counter: +Health effect increased to +50, duration increased to 5 turns
  • Dragonslayer
    • 2 hits x 125% Melee damage (250%)
    • CD: 14 turns
    • Costs 3 Analysis to use
    • Gain +150 Def, -150 Avd for 2 turns, Applies -50 Crit to target for 2 turns
    • Counter: Gain 2 turns of Prepared Parry (See Wyvern Scout for details)
DragonSlayer has a lot of moderate defensive options that can be stacked with other effects or paired with gear or the Instinctual Counter to ensure Counters. However, taking hits is part of the class identity as well. With passive Damage Reduction, a strong heal and the introduction of effect immunity with Cleave, DragonSlayer can face its foes head on and come out of the scuffle even stronger! A lot of it might seem complicated, but give it a try in-game and let us know what you think. As always numbers and effects are subject to future change and balance.



Also this week, we have a number of bug fixes and updates!
  • Galanoth's head art in the Cooling Down duel has been updated to reflect his age.
  • HP and Size variance in normal and Doomed mode has been reduced to +/- 2%, down from 5%/10%.
  • Fixed a bug with Dragonslayer's Spear where the +Bonus effect would stack on subsequent hits.
  • Konnan in the Nightmares quest has had damage and effects reduced across the board
  • A number of Arena Challenges have had their races adjusted.
    • Yllmar, Frallmar, Chaos Hydra, Suntouched Viper are now Reptilian
    • Corvak, SMUDD, Draco, Creatioux Ancient, Decadere Ancient, Red Dragon, Your Dragon, Gorgok, Guardian Dragon, Akriloth, Golden Luck Dragon are now Dragon
  • Anti-Dragon and Anti-Reptilian effects have been reduced in the Arena and Challenges
    • DragonKnight: 110% Base, 125% full set
    • DragonBlade: 110% Dragon, 105% Reptilian. 10 Bonus Dragon, 5 Bonus Reptilian
    • Dragonslayer's Spear: 110% Dragon, 110% Reptilian, 15 Bonus
    • DragonBlaser: 110% Dragon, 105% Reptilian
    • Jova's weapons: 110% Reptilian
    • Zardslayer: 110% Reptilian
    • Their numbers have not been reduced outside of challenges.
  • Goose Dragons, Drahr'Hatir and Drahr'Dolaas no longer counter DragonSlayer. Vilmor and Frostscythe have weaker anti-Dragonbane effects.
  • Between the race updates and the (though reduced) new usability of anti-Dragon/Reptilian specials, this overall makes the affected challenges slightly easier. If any are inadvertantly affected to a great degree, scaling adjustments may be applied at a future date. (In other words, this update makes things easier, if they're too easy, we'll try to adjust things to balance out)
    Anything else I may have forgotten!


And that's all for this week!


Still running tests, but so far, the only aspect that I find that may require scrutiny is the Defense (BDP) part of the passive self-nerf. Might be the reason why it's a little unstable with rolling with the punches. Was hoping that the Book 3 (technically inspired by AQ3D) DS skin would be avail for customization.

< Message edited by Laeon val Observis -- 5/15/2026 23:17:45 >
DF AQW  Post #: 1
5/16/2026 6:17:40   
GodJank
Member

I didn't expect Dragonslayer of all classes to be the STR/INT to fill the slot. Anyways this has been a quite fun rework, but I don't have anything significant or poignant to say for the time being. But it's weird that it has a passive -25 Def.
Post #: 2
5/16/2026 8:40:06   
Cryomancer
Member

Having tested this class a bit, I think it is underpowered and could use some adjustments:

- Firstly and most importantly, the class is too volatile, especially against bosses that do one or two hits per attack. A boss critting an attack or not can mean the difference between having enough Analysis to use Akriloth or Dragonslayer or not which heavily impacts your burst, and it doesn't help that a lot of the harder Inn bosses either have high innate Crit or access to a Crit buff. While the class does have access to -Crit debuffs, only some of the BPD shields comes combined with a -Crit debuff (the ones that do have a long cooldown and even the -50/60 Crit they do inflict are not foolproof - it's not uncommon for Inn bosses to have more than 50-60 Crit) so for most of the time it takes two turns to guarantee a Counter, and as such it eventually becomes more convenient to just try rerolling for Crit RNG. This is the biggest problem by far and it's not something that I think could be easily fixed with a simple numbers adjustment due to the nature of BPD in this game and how the counter mechanic ties into it.

- The class is clearly intended to facetank at least some hits but its defenses aren't particularly impressive, and aren't enough for it to work as a facetank class. Cleave is its only heal, it doesn't heal that much for a defensive class (it heals 20% with 12 CD - if we're looking at other defensive classes we can compare this to Bulwark Dragonlord's Wind Dragon Spirit which heals 35% HP with 12 CD, or Paladin which gets a passive heal and multiple healing skills), and it has a pretty long cooldown. In addition, this class also does not have a -Bonus or -Boost debuff which compounds with one of my later points.

- Some of the empowerments feel pretty underwhelming. In particular, the empowerments for Dive (-25 extra Crit), Blaze (2 extra turns of DoT), Akriloth (2 extra turns of +Health), Hone Blade (2 extra turns of increased Crit damage), Slayer's Keen Eye (+50 extra Bonus, but that only gets the skill up to +100 when most classes have a +100 Bonus buff without any setup required), and Dragonbane (+10 Health and an extra turn for the duration) don't feel impactful.

- The class' damage also feels really low. Dragonslayer and Akriloth are your only particularly strong offensive skills (and they aren't even that strong in the grand scheme of things) and outside of your burst (which has a long cooldown), Dragonslayer's damage output is paltry.

- Your burst requires 4 turns of setup and that’s assuming that you get good Counter RNG, in addition to getting a Counter after Wyvern Scout and Dragonslayer. It's a lot of setup for little payoff - with Bane, Wyvern and Overcharge Dragonslayer is doing around 1.7k damage and Akriloth is doing 2k. Even early Inn bosses which have long since been powercrept take longer to defeat than they should. This would be fine for a class like Paladin whose identity is having outstanding defenses and sustain in exchange for weak offenses, but as mentioned earlier Dragonslayer's defenses aren't impressive enough to warrant such a low damage output.

- Dragonslayer and Akriloth’s cooldowns do not line up with Wyvern and Dragonbane which requires the player to delay their burst rotation, which makes the class feel pretty awkward to use and further weakens the class’ damage output. After your burst rotation which takes a lot of setup and potentially even some RNG, it feels like the class flops around for 10 or so turns without doing much damage at all which would be fine for a class with heavy burst damage such as Corrupted Doom Epoch but as mentioned before Dragonslayer's burst damage isn't nearly as impressive.

- Chilling Slash, Wyvern Scout and Instinctual Counter are only +100 BPD (effectively +75 after the passive is taken into account) which is not enough to consistently guarantee counters against a standard Inn boss with 30-40 base Bonus, even if a player stacks BPD, and this further increases the class’ volatility.


< Message edited by Cryomancer -- 5/16/2026 13:25:13 >
Post #: 3
5/16/2026 11:33:36   
Bluu
Member

Star-Eating Serpent and Hyperhydra B/P/D should be a reptilian.

< Message edited by Bluu -- 5/16/2026 14:31:00 >
Post #: 4
5/16/2026 16:24:51   
ProbablyCallum
Member

I really like the design of the class overall but as others have said the numbers seem a little undertuned. Mechanicswise the -bpd passive could probably just be removed altogether, i understand the implementation of it probably being to avoid another paladin situation but dslayer has very little healing to offset the damage that does come in compared to paladin's truckload of it, or maybe it could have some base amount of damage resist in addition to the 15 it stacks up. Draconic Strike/Flurry/Dive also just feels really bad to use, situations where you get punished for countering on the second step with a worse payoff of the 5 turns of -25 crit instead of -50 feel pretty crappy and it doesnt really feel like the damage spikes that satisfyingly for step 3 either. Overall i really like the concept/niche dslayer is aiming to fill though and i look forward to playing future iterations
DF  Post #: 5
5/16/2026 18:16:07   
GodJank
Member

I'll avoid repeating what Callum and Cryo said, so I'll chime in with some other points.

I think the Draconic combo should either have stronger, longer lasting -Crit buffs, have other effects alongside -Crit, or generally just do more damage. Having used the class a bit more now, it feels pretty cumbersome having to click the skill 3 times just to get -50 Crit, which isn't even particularly high all things considered. And if the heal is going to be on the weaker side, and the other numbers aren't working out, I think DS should have more damage reduction, maybe 5% per stack instead of 3%. I am generally okay with Akriloth and Dragonslayer being weaker burst skills, as long as the other skills do higher damage to compensate.
Post #: 6
5/16/2026 20:43:42   
Deni3000
Member

Haven't had a chance to give the class a proper spin yet, but I wanted to comment that I like the fact our player character is a bit more aggressive in this rework. It makes sense to hold a grudge, especially after the events of the last rework quest.
Post #: 7
5/16/2026 20:49:00   
MGVoltJesk
Member

I'm gonna give my opinion on the reworked dragonslayer.

In summary, Dragonslayer feels underwhelming for a variety of reasons

The -25 bpd from weighted armor is bad, the class demands that you constantly apply bpd to parry attacks, but the -25 BPD makes using BPD + all gearsets impractical

Draco shield does not synergize well with class's -MPM, I suppose it's intended to encourage different draco builds, but it just makes using a crucial scales harder.

The burst rotation cd's don't seem to line up, it seems the intended order is
bane -> scout -> slay -> Akri but the analysis counter makes it very impractical to do.

The cooldown's for it don't match, if you stance -> hone after Phantasm of Akriloth, it and Slay won't be available for the next bane window

The -crit skills feel fine, but certain enemies can still overwhelm you with their crit, like IE with hatir getting +400 crit on their attacks, those attacks just can't be parried by dragonslayer and it's part of their rotation, it makes using dragonslayer against those fights feel clunky.

I feel like a good way to buff the class is adding a -bonus skill and make counters obtainable from avoidance? So we can counteract those skills with high bonus that makes activating a counter unlikely, and it just makes you feel underpowered when there's not much you can do.

Spending 3 analysis for +100 bpd feels pretty bad considering the opportunity cost, I would prefer if it gave a counter empowerment, instead of having +100 bpd and potentially missing out on a counter next turn just because you were unlucky.

I feel like the damage reduction from the class isn't enough, it's obvious the class was made with the idea that you'll facetank attacks occasionally, but the damage reduction is too underpowered for that, compare that to Paladin who also gets damage reduction and BPD sources, but it also goes above with a passive heal that greatly helps it's survivability, I feel like dragonslayer lacks something to compete.

Also the class's MP costs feel too high, while the %heal from the class itself feels too weak, you run out of MP quite quickly on longer fights.

The class has really, really low damage, this wouldn't be a problem on a defensive class, but it seems that the parry mechanic is intended for this class to deal decent damage? All of the values feel undertuned to be honest.

Generally it feels like there's an identity dissonance, the class wants to be a mix of defense and offense, but excels at neither.

PSA: Counter triggers termination and Leorilla, is this intended?
DF  Post #: 8
5/18/2026 7:06:19   
Laeon val Observis
Member
 

Using the "gate" that is Konnan of Nightmares, pretty much DS is only a matter of consistency issue than genuine mess-up. To assess claims of mana guzzler, had to conduct a comparison between it (stat: 100 STR/INT, 200 END, 45 WIS) and Ranger (stat build only replaces INT with DEX, otherwise same numerical distribution of points), another defensive class that burns MP like wildfire and one of the faster killers for the defense team.

Using the Endgame Wiki recommended STR/DEX rotation of Ranger, foregoing the shield generation could yield me a 7-turn kill (becomes 8 if the recommended rotation is followed by the letter with the Turn 1 Shield, filler moves being Dual and Power for maximum damage potential). DS can perform an 8-turn kill with the rotation:

Chill>Flurry>Scout>Bane>Hone>Dragonslayer>Akriloth>Dive (Hone and Bane can be inverted based on their current CDs, now that I realized it)

In terms of MP consumption, Ranger burned 25% of my MP reserves by the time of victory. DS, on the other hand, only burnt 18%, therefore reinforcing the current major flaw of DS being Weighted Armor destabilizing BDP along with the possibility of giving the class a blinding power and/or skills that generate BDP gaining more points on that defense. The weak points of the 8-turn kill is that the opponent has to make DS generate a Counter for both Scout and DS skill to maintain Prepared Parry long enough to be destructive. If anything, I noted that that offensive skill is only one of three that is worth any Counter empowerment (the others being Scout and Strike). Every other offensive empowerment is a cherry topper. Probably because of my attunement to defensive classes, I never really saw them with the appeal of "unga bunga big damage = neuron activation". The point was to endure, not to blitz.

While it might be excess, tested Ninja and Pirate on similar conditions (200 DEX/END, 45 WIS for Ninja, replace DEX with STR for Pirate) for both kill speed and MP expenditure. Omitted Paladin and EPL because they are quite slower.
Ninja: 8-turn kill, 12% MP expended, omitted the use of Vanish during the Venom>Catalytic setup
Pirate: 8-turn kill, 16% MP expended



While the Akriloth skill's CD can be up to debate, I feel that it is more of a panic button that is more practical than Seal of Salvation in terms of anti-Heal. Even then, the only class that has that kind of potential is Ninja due to it being tied to the benefits of Lotus. Had it been anybody more complex than the flaming lancer, I could've had the choice to swap it with Blaze for sustained destruction rather than short damage spikes, saving up the heal suppression when it most matters.

On the context of anti-Crit, Ninja and Paladin have shown how dangerous that is. While DS' anti-Crit powers may be worthy of some revision, it is equally possible to also complement it with Spare Hammer. In terms of blind, Opal geode weapons, EUD, and Destiny Blaster could offer some relief until otherwise the devs consider giving DS a built-in -Bonus effect.

Apart from what was already said on this thread, the only other recomm that I could think of is giving DS the Turn 1 gimmick of Pirate and Ninja. That is, Instinctual Parry and Counter are complimentarily applied to the class at the onset of battle.


< Message edited by Laeon val Observis -- 5/18/2026 7:15:30 >
DF AQW  Post #: 9
5/18/2026 12:26:28   
Deurzz
Member
 

Overall agree with the general sentiment that DS underperforms, and agree with some of the feedback,
but I also genuinely disagree with a lot of the current feedback and I think it would be weird if those points get changed because that is the only feedback given, so I'll start off with those.

Disagreements/different feedback:
CDs not lining up perfectly: Friction within cds that can still function as standalone buttons/rotations is fine for me, and is already the case for a lot of classes that play well, and gives some meaningful choice in situations -
WDL - vast majority of water/energy/dark/fire/heart/wings don't line up perfectly, and this then forces you to choose - do I do a full eWater combo, or a shortened combo without water/heart/wings?
Doomknight - Void Barrier/Carve/Drain Essence/Corruption - Do I stall corruption so it perfectly aligns to buff Drain Essence, so it in turn makes VB/Carve better? Do I wait with carve until I have used Drain essence? Do I value the immediate healing and more flexibility in my next corruption?
Ninja - Seeker/Flow: Do I fit in a worse flow rotation without Seeker to get better uptime on poisons & deal extra damage, or am I certain I can kill the boss if I had seeker, so do I stall out with my other great defensives without flow and reduce the CD for seeker with Rapid strikes?
Same for Vanish/Shadowstrike cooldowns not lining up
Pirate - Sealegs/Backstab/Fury all have differing cds and are integral to the main rotation
BDL - Fire/Energy, list goes on, etc.

In short, cds not perfectly aligning can make gameplay more interesting, because if everything lined up perfectly, you don't have to make a choice for your rotation - the game already made it for you.
If anything, it is more of a symptom than an actual problem - people just really like following specific rotations, and some classes do great with those! (including some on the above list!)

I think DS is an opportunity to have a defensive class with a less static rotation due to its multitude of smaller/weaker shields, as opposed to Ninja/Pirate which both have more obvious buttons to press, which gives them have less choice in the sense that if you want a defensive, you just click the strong shield button and it's done and dusted.
If instead every skill changed according to the current feedback, i.e. aligning cds, buffs to slash/scout/instinct, the class would feel very static with probably insanely high cds, as else this class would have 9(!) turns of shielding with just its main skills, without considering on-demands like Instinct Counter & Counter Stance, it'd take away some interesting things that can happen -
do I stack multiple weaker shields for better odds, or do I spread them out for higher uptime and better average damage reduction, and purge eventual unlucky hits?

The issue with that right now, is that the highroll situation when the stars align feels alright, slightly worse than pirate/ninja but not too far off, but the average and unlucky situations just feels way worse.
My main gripe is the consistency, requiring rerolling for DS to feel good.

Enough yapping about cds, flexibility and rotations, some quickfire disagreements:
- Damage: When rolling well this feels fine, pretty close to Pirate both on paper calcs and in actual hard challenges and vastly superior to Paladin. (matches close with Pirate in the 60s for SSEX with similar timings for each Darkon Phase, way faster than 80+ for Paladin, where each Darkon phase also took way longer)
Issue might be trying to follow a rotation that is either bugged or missing tooltips (the one MGVoltjesk posted, slay & scout use the same boost buff, Prepared Parry, so they don't even stack), actual issue is the average scenario while using a non-bugged rotation, which is more a consistency issue than a raw DPT issue imo.
- MP: Similarly seems fine, both the raw values on paper/short tests like Laeon showed, but also in actual fights - can easily clear 60+ turn fights with spare mp left by using 2 mp pots, without needing extra mp specials or whatever.
- Bonus/Crit bosses counter a BPD class - similar issue with Ninja & Pirate, some matchups will simply be worse, the game should allow for different solutions to clear your bad matchups instead of just blanket buffing existing solutions so the class can spam the same rotation over and over even in its counters.

Some mixed feelings:
- BPD values: Agreed that the passive -25 BPD and Slay +150 feel off, mixed feelings with 100 for instinct/scout/chill if the passive gets changed - to me it seemed as if you can either use a single one of those 3 and gamble but can potentially have way higher uptime, or stack them for better consistency. I think those 3 are fine if the passive -25 and some of the -crit stuff gets changed.
Again, probably more of a consistency issue because even stacking them has issues in its current state.
- Overall survivability: Again mostly a consistency issue, runs where most rolls go in your favour feel comparable to pirate in terms of damage taken, but on average or if you are unlucky, you just have less consistent tools to get back on track (20% Heal, awkward purge, passive DR but less "chip dodges" vs ~35% heal, easier to use purge, strong debuffs)
Depends largely on how next week's changes go, if everything gets buffed at once as suggested earlier in the thread it'll likely be way tankier than every other defensive class considering its high end is already close to Pirate.

Hard agreed:
- Volatility/inconsistency: Even when using the tools to make shielding more consistent (stacking instinct/scout/chill, using slay mostly for defensive purposes, frequent usage of 160+ BPD counter stance), the class can feel very volatile.
One big issue I personally had was the short duration & mediocre values of -crit on most skills (Pirate gets a better -crit button in locker than everything except 3rd combo step & chill, on a button it already wants to click for damage! While also having better hitcount to make better use of Cysero's hammer)

The unlucky scenario on pirate is also way less debilitating - you just lose some damage from the lost opening, but your overall rotation stays the same.
On DS, losing -1 uptime from empowered scout means less dodges in the future, which means the rest of your rotation also get hit because they won't be empowered, which could mean less uptime on bane/hone or whatever, which cascades further.
Furthermore, to actually make this consistent you needed to use instincts, which means they are not available later on in the rotation, which again, cascades further if you get unlucky.
In short, to get consistent dodges you first need to dodge, which can just feel terrible when you're unlucky.

- Empowerments: Empowerments on defensive skills (Slay & Scout in particular) feel too important where if you get unlucky (even while trying to mitigate unlucky situations!) and can't empower those your entire rotation just falls apart and it keeps cascading further, while other empowerments feel clunky, gimmicky or just aren't that useful.

With some adjustments I could see it carving its own niche as a dodge tank with a harder learning curve than Pirate/Ninja, but it could feel very satisfying to correctly make use of its multiple defensive options depending on the right situation. It mostly needs better ways to mitigate its unlucky/average situations, and a slight buff to it's high-end would be nice!
Post #: 10
5/18/2026 18:07:27   
TFS
Helpful!


I really dislike a lot of things about this class.

In short, I think the issue with DragonSlayer is that the class requires a lot of favorable RNG just to have baseline functionality, and then even with perfect RNG the class underperforms compared to nearly every other defensive class in the game (which come with the added bonus of their buttons actually working when you press them). There are already responses discussing the class's tuning, but that isn't really something that matters to me for as long as the class just isn't fun to play.

The core of the issue is that hit roll RNG impacts your defensive functionality (instead of something like Pirate, where hit roll RNG just gives you a bit of extra damage), so getting unlucky once will snowball into you being drastically disadvantaged or outright losing the fight. This is not a good place to be in if you both fish for RNG every single turn, and have low damage so fights last for a large number of turns.

I'm also not going to discuss the class outside the context of boss fights at level 90 because it is unusably bad outside of this context - ignoring things like upfront damage, mana costs, or how it performs versus classes obtained earlier in the game, DragonSlayer seems to assume that the player has at least 40-45 BPD from their gear, and is even worse otherwise.

First, let's talk about all the issues with hit roll RNG that this class faces, ignoring everything else. It debuffs its own BPD and then only applies weak BPD shields like +100 or +150 to itself, so you only have about a ~46% to ~71% chance to block a hit versus the average boss, assuming no buffs to bonus. However, you only need to only actually BPD past one hit in order to get an empowerment, so in actuality the odds of success can suddenly become much higher versus bosses that are animated in such a way that their attacks have many hit frames, or quite volatile versus bosses that are only animated to have one hit frame per attack. This is also made worse by the fact that DragonSlayer completely lacks any way to lower its opponent's Bonus - the only defensive class in the game with this distinction - despite being foundationally reliant on blocking opponents' attacks.

I can kind of see the vision that you're supposed to be layering these weaker shields together for more consistency, but this is unappealing for multiple reasons. First, the chance to even GET a shield is itself RNG reliant, with Instinctual Counter's accessibility, Dragonslayer's accessibility, and Wyvern Scout's duration both being dependent on your hit roll RNG on the prior turn - leading to horrible snowball situations where you need to defend yourself because you got unlucky but the ability to defend yourself has also been removed or reduced because you got unlucky. Second, because these defensive effects are reliant on hit roll RNG, you don't want to 'waste' them with downtime - in order to perform optimally, the class needs to be spreading its +100 BPD shields out across different turns, so that it is still able to have access to -Crit or status immunity or another shield, which means more gambling. And, finally, there's the issue where layering shields still isn't actually enough to make fights consistent; either due to enemies getting +Bonus buffs that you can't counteract because you don't have a -Bonus skill, or simply because of getting crit.

The next layer of RNG is that your shields/counters hinge on BPD instead of MPM, which means they automatically get pierced by opponents rolling natural crits (this is just bad RNG you have tools to counteract but cannot always due to rotation rigidity, or necessitate you to use Cysero's Hammer which is more RNG reliance), or buffed crits (your tools to counteract this are reliant on... hitroll RNG, which includes not getting Crit in the first place). This is just a second layer of frustation that can disable your counters, disabling further chances to defend or protect yourself from statuses, again snowballing into a loss state. There's also the obvious issue of the fact that critical hits lower your HP bar and can inflict you with debuffs - perhaps even those that will also prevent you from countering - but DragonSlayer is very far past the point of that being the primary issue.

There's also, of course, the issue of autohit and autocrit moves. Either one of these will also disable your ability to counter, causing you to get snowballed, but there's nothing that can actually be done about them - even with favorable RNG. Autohit moves are few and far between, due to how frustrating it is to not be able to defend enemy attacks when you press your shield (imagine that!), but nearly every boss of the past 10 years has an autocrit move. Again, I hate to belabor the point, but because something as foundational as your defensive skill effects hinge on you being able to BPD roll incoming attacks, actually getting hit is something that disadvantages you way more than it does to every other class.

Also, to add insult to injury, DragonSlayer just permanently debuffs its own BPD. Why are we doing this? It's not like this is some obscenely strong behemoth that needs to be kept in check by a passive debuff, this class is frankly terrible and its own self-debuff makes it even worse. I kind of understand the -50 MPM - the point is to get glanced, not to get missed - but why is there also a -25 BPD here? This should be a +25 BPD if anything, to shore up the issues of the shields being so weak.
The -MPM also serves to take the reliability off of pet dragon's Scales skill, which is a foundational tool used by every class. Like again, I hate to keep repeating myself, but this is just inserting more hit roll RNG and unreliability into something that every other class is capable of using with no issue. Like, your BPD skills all come with -MPM and you can't -Bonus so why is the -MPM even here? Maybe this is like an intentional hit to pet dragon's effectiveness, for the sake of flavor compliance with being a dragon slayer?

DragonSlayer's healing is also quite bad, which is very unfortunate when you're a low-damage defensive class that keeps getting chipped down through BPD reliance. Cleave's status immunity is huge for DragonSlayer - you badly need it due to how unreliably your defenses are and how long fights take to finish - but because this is a counter skill you need to actually get glanced in order to activate armor coating. Which means you can't use Slayer's Stand and then swap to -Health gear before using Cleave. Which means this actually represents a heal half as effective as it would be for any other class. Why not just make armor coating the default effect and then have the counter effect just be a bigger heal - more than you'd get from -healthswap? Also the heal has hit check because of course it does, so you can't even use it if you're trying to recover while the enemy is shielded.

Another drawback to constantly having to defend attacks in order to function is that DragonSlayer will be spending most of its turns putting up short shields, inserting a lot of rigidity into its rotation. This isn't something that's inherently bad or automatically counts the class out or whatever, but the lack of flexibility is another thing that just makes the class weaker when it already isn't great.

Finally, once you resolve all of the above issues - you fought a boss with enough hits per turn and low enough bonus to reliably counter it, your bad RNG was minimal and you were able to avoid getting snowballed (or recover from it), and the boss didn't deal enough damage to take you down in 80 turns - DragonSlayer is just worse than every other defensive class. Its healing and defenses are worse than Pirate, Ninja, Paladin, Kathool, Pyromancer, DragonLord, Necromancer, SnugglePanda, and even defensive DeathKnight. It not only takes longer to finish fights than Pirate, Ninja, Kathool, Pyromancer, or DragonLord, it takes five frustrating attempts to do so because of all the RNG. Why would you ever use this? I think many of the above complaints about the cooldowns and damage are a little exaggerated (though I understand wanting more damage - if every turn is a gamble of course you want there to be fewer turns), but the class fundamentally having an ineffective playstyle and being unfun to play are things that I think are far more fundamental than tuning.

So that's a lot of issues, but what about the class should actually be changed to improve it? I think first and foremost, the counter system should only be linked to offensive effects and not defensive ones (Armor Coating, Draconic Chill, 3-turn Wyvern Stance should just be default). I also think the low shield strengths are something that inspires frustration more often than it encourages players to layer them, and a good first step towards adjusting this could be changing the passive -25 BPD to +25 BPD. I also think Counter Stance and Wyvern Scout should inflict -Crit on the target. These would all be good steps towards reducing RNG reliance, and rewarding the player for good RNG rather than punishing them for bad RNG which is less frustrating to play.



Some other, smaller things:
-I wish Instinctual Counter updated your stats panel when you click the widget and not once you click a skill.
-Is it intentional that Dragonslayer and Counter Stance give you the same shield? Because the status refresh bug means you can use them to get 1 turn of +150 BPD and then 2 turns of +250 BPD, instead of the expected 2 turns of +150 BPD and then 1 turn of +250 BPD.
-DragonSlayer is kind of in a weird place because you get it at level 30 and it's a convoluted, ineffective version of Pirate that has unreasonably high mana costs and is only good for Level 90 content. Pirate itself is easy to understand, good at questing, better for bosses, and is a good investment as soon as you get it at Level 20. Not sure how much the Book 1 / reimagined playthrough experience is taken into account when these classes are designed but it's not nothing.
-Similarly, I feel like the widget, Attack tooltip, and status panel blurbs vomit a ton of information at you in a way that's overwhelming and difficult to parse, and is definitely going to be a player repellant in its current state. I feel like DragonSlayer is designed to have a sort of playstyle or character archetype that's foreign to DragonFable's combat system, which is why it so heavily modifies the player's stats every turn; as a result, the game should probably go a little bit further to try and communicate this information to players in a more digestible way.
-I don't like how the multi only shoots one projectile and that somehow damages all three enemies; this doesn't make a lot of visual sense. It's also kind of weird that Combo3 and the final have the same animation; maybe Akriloth should be the rightmost skill?



These race and racial changes were all pretty good. Yllmar is now a less annoying farm and some time-wastey challenges now waste less time, while IE, Vath, and Triple Trouble got some badly needed buffs. Most importantly, some of the flavor fails of monsters not having the correct race for balance reasons were fixed, which is great for presentation!
Ice and Dragons got a pretty significant buff, which might lead to frustration in the future since the opening phase of this fight is very RNG heavy and you now have to spend more time in it. However, these are already dragons with less than 10,000 HP and I think lowering them further would be a flavor violation lol.
Void Reunion and Willowshire Burns are also on the harder difficulty end (and WB even has a meta-relevant reward) but were made slightly easier by this change; if any fight does get adjusted it would probably be these two that 'need' it. However, it's only a 10% damage differential, which isn't very much lol.



The new scene with Konnan was a good inclusion. His motives are something that definitely needed to be better explained (and not with a cheesy tattoo like in the original quests) and this did a good job of doing that. Also like how the protag showed a little bit of backbone.

< Message edited by TFS -- 5/18/2026 18:12:34 >
DF  Post #: 11
5/18/2026 20:09:54   
Aura Knight
Member

The class might be better if counter was a toggle than a conditional activation. You can be glass cannon or tank. Tank sacrifices damage and the other defense. Shield values, buffs and debuffs vary depending on mode. The existing passive changes too. In tank mode it remains as current but in the other it turns positive. Instinct should be offered to only one mode and have some form of permanence.
AQ DF AQW  Post #: 12
5/19/2026 6:53:52   
Laeon val Observis
Member
 

On TFS' crash out against current DragonSlayer: it's one thing to go the "boss when you unlock him" meme, and there's this.

quote:

I think first and foremost, the counter system should only be linked to offensive effects and not defensive ones

No. Just. NO. Screw logic/gameplay segregation on this. That'll cause more issues (Sounds wrong? How about work?) than it solves. Let's keep the shindig simple and just try to do a portion. I mean, I get it, the childish urge to do big damage lololol isn't leaving the room anytime soon, otherwise Paladin's Smite can go. Part of the nutty damage of DS is dependent on Prepared Parry in getting refreshed. How about just minimize the ouch of losing out on the refresh by amping the Boost? That way, there's still some big damage fun time if things are sideways, real party good if it goes off. Hone Blade and Eye? Seems fine as is on their part.

There's also the part that is tinged with trying to clear the fight in a highly scripted manner. If anything, I find Deurzz's perspectives a good read. It's about time we add some friends to BDL when it comes to situational awareness-driven defense plays instead of saturating Catalytic Radiance robotics.

I ain't even gonna steer into discussing the defense stabilization part of the argument. I believe there's sufficient recomms already here. Even I was personally pushing myself on that battle onset Instinctual Parry+Counter. At least, it's not as absurd as, say, "Since base MPM is already noobed, how about we give it an 'equivalent' exchange that DS' BDP defense calculation get altered from 2:1 to 1:1?"

quote:

Not sure how much the Book 1 / reimagined playthrough experience is taken into account when these classes are designed but it's not nothing.

I'm pretty sure SoulWeaver would like to have a word with you.

On another note, I find it ironic that endgamers can have the gall to excuse EPL on getting supplemented by ODSs when I could sense some of that aspect in DS regardless of how unrefined it is in its current state.


< Message edited by Laeon val Observis -- 5/19/2026 6:58:24 >
DF AQW  Post #: 13
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