More Threshold in all Rev Design
it’s true, that’s another reason for weaponswap
Apologies for general vagueness. This is a conceptual critique rather than a “Adjust these numbers” sort of feedback.
I think Revenant’s rotation isn’t fun for a single-weapon class and I have serious misgivings that Shiro/Glint will actually make it better. The problem is that, unlike the other single weapon classes, rev does not constantly cycle through its abilities. It doesn’t have enough cooldowns to facilitate an active rotation that busies your fingers. Granted, it doesn’t have to be an engineer rotation, but I felt Rev just didn’t press a lot of buttons.
The trick here is that we don’t have to have a lot of button presses, but we do need more variables to decide upon. This is where the Equilibrium trait made the idea clear.
Energy provides multiple unique phases and it needs to be more than just a chokepoint. Using abilities at high and low energy should change their effects more drastically than they do now. Having pre-emptive, decision-based cooldowns would help the class without compromising their unique on-the-fly abilities. For example, Inspiring Reinforcement should have an empowered effect if it’s used above 75% energy because it gives players the choice for a 5 second wait upon switching. On the other hand, there should be a trait/built in perk to Mallyx for skills used in the negative threshold.
More importantly than utilities, weapon skills definitely need the threshold treatment. It would act like a soft-weapon swap and gives the variety the class desperately needs. However, instead of just empowered, the weapon skills need to take on different characteristics rather than just being objectively worse at a specific threshold. For example, mace 1 would apply a different condition at>50% than it would at <50%. Stuff like that.
We learned from warrior that full class resource parking is a bad thing. Consider the 25%-50% and the 75-99% range for Rev parking traits. Heck, you could put both of the traits in the same trait class and make the player choose between playing energy spendy or thirfty. Playstyles, playstyles everywhere!
it’s true, that’s another reason for weaponswap
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