(edited by Draxx.1520)
[Feedback] Revenant Physical damage gameplay
If you did the math, actually Revenant’s coefficients are about where they should be. The sword auto is rather strong, getting about the same amount of damage as a guardian greatsword hit, maybe a little less. Its biggest issue is with Unrelenting Assault. My solution was to DRAMATICALLY increase the damage per hit based on the number of targets around you within Unrelenting Assasult’s radius. This way, each strike is actually worth it. And the evades honestly is necessary. Why does Riposting Shadows get an evade and Unrelenting Assault doesn’t even though the overall concept of travel is the same? It’s inconsistent.
I would be okay with UA not getting an evade if I could cancel it/dodge out of it. If it doesn’t get an evade, its damage needs to be higher, If it gets an evade, i think the damage is fine.
I only played physical damage Revenant in PvP and I really like the general feel of it excepted how slow it feels.
Just so you know, I main GS/Hammer War but play mostly GS/scepter+focus meditation guard these days. Today I played Shiro/Jarlis with dev/retrib/invoc and sword/sword+staff.
This spec is pretty cool for a heavy marauder character and there are some really cool and fun synergies in it. It feels pretty much like a mix of warrior and thief which is something I really like and didn’t find until I played meditation guardian.
Here I will expose what I find good and what I think should get some little changes to make the revenant (or at least the parts I played of it) nice to use in PvP in addition to just cool as it is now.
Sword:
- Autoattack: Good pressure, nice animations, perfect as is.
- Precision Strike: Lacks a little something, I find myself rarely using it. Other have suggested adding blinds and I think it would make the skill good to use.
- Unrelenting Assault: This is I think the skill with the coolest feel in the game.
That said, in terms of usability, while its single target damage is really good, it becomes bad in group situation where you get hit by every aoe and it’s damage becomes uninteresting.
Other have suggested to add an evade, that would be cool, but maybe too much.
I have the feeling that this skill should be damage against one target like now, but that if you hit more targets, you should get some defensive bonuses like evade, blinds, protection or stability, maybe have more bonuses the more different targets you hit. Of course, these bonuses shouldn’t extend past the skill.
I also think that quickness/slow should affect the skill because I guess that it does nothing right now.
- Duelist’s Preparation: this skill is really good and the only change it may need is being able to use the second part without requirement,
- Grasping Shadow: this skill is nice but there are some terrain bugs making it hard to use consistently.
Staff:
- Autoattack: good and feels good to use, gorgeous animations.
- Punishing Sweep/Debilitating Slam: Nice attacks, good damage if used well.
- Warding Rift: Awesome ability I love it.
- Renewing Wave: Really useful to have condi cleanse because Revenant lacks a bit of this. The healing can also be nice.
- Surge of the Mists: Really nice to use, rewards good positioning, really nice.
Shiro:
- Enchanted Daggers: good idea, but really bad heal. The delay between the dagger strikes really hinders it and make it usable only for the damage boost it provides. I would suggest getting rid of the delay even if it means nerfing the damage of the daggers (the heal should stay as it is now)
- Riposting Shadows: really nice skill, the energy cost could be a tiny bit lower but good anyway.
- Phase Traversal: I feel like the damage and the cast time are not needed. The unblockable part could be cooler if it gave like 2 seconds of being unblockable. If it becomes instant cast/break stun, it’s energy cost should be upped (30 or so) nonetheless.
- Impossible Odds: Really nice access to quickness and superspeed, I think it is well balanced.
- Jade Winds: Really nice and powerful ability, feels elite, acts elite.
Jarlis:
- Soothing Stone: Good heal, brings some desperately needed condi cleanse.
- Inspiring Reinforcement: Stability should get applied as soon as the cast is over. It could pulse short duration weakness to be a bit more intuitive. Also, I’m not sure it needs damage.
- Forced Engagement: Too costly, you always have something better than this skill to use.
- Vengeful Hammers: I love this skill especially in combo with sword 3, however, the hammers shouldn’t disappear near walls or strange terrain. It should get rid of it’s cast time to be usable a bit more defensively and avoid funny things like being able to legend swap mid cast time and having the hammers in another legend. This would also make them usable as offensive defense against CC as those are really powerful against revenant.
- Rite of the Great Dwarf: Really lackluster. When playing, Jarlis is an offensive Stance for me because this is the only skill bringing real sustain and it is just not usable as defense. The cast time is far too long for it’s effect in PvP. I have the feeling that this elite should give the caster damage immunity for the entire cast and the duration of the skill after that but still be interruptable. The group support ability should stay like it is now.
For traits, most of them are pretty well made, however, Invigorating flow in Invocation line should trigger on any breakstun or have an other ability added because right now it is too situational.
Overall, I really love the class and am really looking forward to play it again!
(edited by Zende.1704)
Its biggest issue is with Unrelenting Assault. My solution was to DRAMATICALLY increase the damage per hit based on the number of targets around you within Unrelenting Assasult’s radius. This way, each strike is actually worth it. And the evades honestly is necessary. Why does Riposting Shadows get an evade and Unrelenting Assault doesn’t even though the overall concept of travel is the same? It’s inconsistent.
That is a truly great idea!
I hope we get some info from Roy soon about the evade
I Its biggest issue is with Unrelenting Assault. My solution was to DRAMATICALLY increase the damage per hit based on the number of targets around you within Unrelenting Assasult’s radius. This way, each strike is actually worth it. And the evades honestly is necessary. Why does Riposting Shadows get an evade and Unrelenting Assault doesn’t even though the overall concept of travel is the same? It’s inconsistent.
That is a great idea indeed. I said it should just attack the target at first but this sounds better if it drastic enough.
6k+ PvP games
remove the ability cost seems a fantastic idea, i think it will work so well they can even remove the weapon swap