You read the title, now let me explain the reasons on why and what are the things that might have caused this, and the impact this will have
Why are Warp and Slayer nerfs harsh?
- These nerfs are NOT a blanket nerf, a lot of people might believe that these nerfs were a result of the blanket hpr changes that are occuring, you'd be wrong on this end however. Why is that? Well,
for slayer
Raw Health Regeneration: -270 -> -400
and for warp
Raw Health Regeneration: -450 -> -650
This is much higher than the 25% maximum range we were given in the patch notes, in fact, this is a 48% nerf and a 44% nerf respectively to their health regen raw
That is huge - These changes make it impossible for a to cancel the health regen from warp and slayer. An argument could be made that the intended way to play these two items is to loose hp and not cancel at all, which is.... very disconnected from the actual player experience to say the least. The game becomes much more unfun and difficult when you are slowly loosing your hp every so often and have no way of gaining it back.
- Casual players are affected in a much much MUCH worse manner than a competitive player, it was already difficult for them to cancel out the hpr for warp and slayer, but with this change, it will be nigh impossible to use slayer and warp for a casual player in general, due to the extremely high investment that's gonna be needed (hpr tomes, good rolls on both, which is already extremely difficult, and ofcourse calcing the exact hpr is not easy for a casual player)
- Slayer in particular is not that deserved especially, power wise it was already not the strongest but it was a fun and popular option, this sort of just showed that popularity is a bigger factor in balance, which is not a good look in my opinion.





-- i don't think these were smart changes. warp i'm more okay with because you can just recraft your rings and lose some spell damage on them but slayer wasn't something that i felt was too overtuned. it was great in non-meta builds and currently none of the builds that used it are super good (rest in peace fallen, may you rise again [but weaker] one of these days) and whacking the QoL stats instead of other parameters you can mess around with -- base dps and other rolls besides mainstats like how slayer has walk speed as well that could be tuned -- comes off the wrong way


