Here is my personal Revenant feedback after the last beta weekend.
First of all, thank you for your work on this class. The general feeling is that it feels much better then before. This thread is meant as constructive criticism.
Every class has issues, so I’m not going to address small things like 12k dps of the Revenant vs 17k dps of the Elementalist. That’s small balancing that will be figured out eventually.
The purpose of this thread is to address some serious issues about Revenant mechanics and lacks.
However, again, this is intended as constructive criticism. The dev team is doing a great job listening to the feedbacks, and I hope they keep doing it.
- Overall
As I said, the general feeling of the class has improved. Shiro added some nice and cool tricks, and sword is by far the best weapon out there, but the other weapons are still good after the buff, with hammer being the ranged one, staff being the tanky/support one and mace providing fire field and blast (it wouldn’t hurt making it a mid-range weapon however, just for some more variety).
Some of the new traits are really good and impactful, but only on damage.
Revenant still has no tanking legend basically (how is Jalis supposed to be tanky? I don’t really know), and Mallyx and Ventari are a mess.
tl;dr: Revenant needs more survivability for PvE and WvW (impossible to go frontline atm).
Also energy seems too low on Revenant, many skills should have a reduced cost, as I said. On Shiro all the starting energy is gone with just the healing and 3 weaponskills. It’s a waste since the legend has such great mobility skills, but many times it’s just better to avoid using them have Impossible Odds and Jade Winds ready. And that’s true even if we just auto-attack.
I’ll get into detail for each legend/issue.
- Legendary Assassin Stance
This is great. Only problem is the heal, that is simply too slow. I get it should be used offensively, but 1500 base heal with 1s cooldown between siphoning hits is not really helpful (most of the times some stacks even go wasted). I’m currently using it mainly for Fury trait, resorting on Jalis for real heal. If 1s icd has to stay, then please make it 2500 base heal with less heal on hits.
- Legendary Demon Stance
Some serious issues here. Most important: conditions from opponents destroy us. We get no resistance or cleanse from multiple stacks, so we are forced to equip Jalis that has the only fast cleanse of the class.
It was impossible to deal with conditions absorbed from NPCs or big groups, I had like 4 hours of cripple from surrounding allies and 2s of resistance from it. This legend doesn’t seem designed for pve, or it’s designed to go along with Jalis. It may be intended, so no big deal.
Intensity stacking conditions are also a mess. You get no benefits from extra stacks on you, since you only copy 1 stack and the 3% boost from trait lines applies only to different conditions.
Possible solution: set a limit to the conditions transferred from allies, so that if you already have that condi, you don’t get another stack (or you can make extra stacks useful, even duration stacking).
Cleansing Channel is 1 condition every 10 seconds, and forces to give up to Fierce Infusion, that is amazing with Shiro’s healing skill, and gives Fury, that is needed to trigger a 7% damage bonus. Fierce Infusion is the only reliable source of Fury.
Mallyx should be able to manage condition without forcing to give up a lot of damage for an insgnificant boost.
Same for the trait line. 3% damage for each condition means that if we get 10 stacks of burning we still get only 3% damage boost and only 1 stack of burning transferred.
- Legendary Dwarf Stance
50 energy on Forced Engagement makes no sense, as well kitten on Rite of the Great Dwarf, and Vengeful Hammers should help to tank (a defensive boon on activation maybe?) and should not explode on walls or hills.
Rite of the Great Dwarf could benefit from a cast time reduction and/or a longer duration.
At the moment I’m only using it as emergency stunbreak, then i cancel the skill because it’s too long, and then I’m forced to legendswap because it took too much energy. I won’t mind an effect reduction in exchange for less cast time and maybe less energy consumed.
Vengeful Hammers is a little bit misplaced on Dwarf as it is now. It’s only a damaging melee upkeep. It needs some defensive boon, like Protection or Aegis (only on activation or every x seconds, otherwise it can become OP). So that hammers are really protecting, not just “scaring”.
end of part 1
(edited by Kidel.2057)