Rev weapon issues

Rev weapon issues

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Posted by: Captain Obvious.6951

Captain Obvious.6951

Man I feel like there’s so much I can say about this class compared to the others that I’m trying to just pick my battles here. So here’s some issues and complaints about Rev weapon problems I’ve been having.

Sword main hand:

Slot 1: fine

Slot 2: I don’t like how the bolts go to multiple targets. The importance in almost any situation is to focus fire down your target and not hit multiples. Not to mention in PvP these stupid bolts fire off and hit minions and Ranger pets. I mean how pointless is this.

The skill needs to fire at the same target! My target ONLY.

Slot 3: Same problem as Slot 2. I don’t want to hit 5 different targets! Or 4, or 3, or 2! I just want to hit ONE target! In PvE it’s annoying to dash off and waste one of your attacks on bugs and rats. In PvP it’s super annoying dashing off and hitting minions and pets.

ONE TARGET PLEASE!

Sword offhand:

Slot 1: Fine, though I wish it lasted another second seeing as it only blocks and does not reflect projectiles or stun targets when you block etc..

Slot 2: This is probably one of my least used and most annoying skills. Who the hell wants to dash backwards 600 range? Falling off cliffs, going backwards into peoples fire, having to be sure you’re facing the right way when using it… I mean good lord.

I would redesign this skill to either daze or knock the target down. Granted there are ‘some’ situational uses for dragging people backwards 600 range but mostly it’s just annoying. Especially when targets cannot be dragged and you just end up 600 range away from your target.

Hammer:

Slot 1: fine (People whining about this skill, but it isn’t this skill. It’s the fact Revenent does up to 50% more damage to targets under 50% life, and almost always crits)

Slot 2: This skill is a double edged sword. It isn’t a projectile and goes through bubbles. Great that’s all well and good. But it says the range is 1200, when it fact it is not. If your target is on the other edge of a cliff 5 feet away from you, but that cliff goes 600 range down, 5 feet over, and 600 range up, your target is ACTUALLY 1205 range from you. This is so annoying.

Not only that but the skill gets stuck on so many obstacles it’s incredibly annoying. It sometimes gets stuck on stairs and edges, ledges and almost never hits anyone even 100 range from you if they are on the other side of 2 ledges. In most of the PvP maps I have a very hard time hitting people on the point with this skill because it’s up a little ledge, down a little ledge etc… So I always vote for OPEN MAPS like Coliseum or Forests.

I think slot 2 needs to get redesigned to simply make a b-line straight for your target, and not follow along the ground. It’s a neat concept but I’ve had a LOT of problems with this skill.

Slot 3: Fine. Better than staff block imho cause it’s a pure evade.

Slot 4: Needs to activate faster, instantly. I know Hammers are ‘slow’ skills but this one should be instant activation.

Slot 5: Should grant stability to you and allies for short duration, maybe 2s, when you activate the skill.

Mace main hand:

I don’t play a condi Rev so don’t use this much but what I have noticed:

Slot 1: fine

Slot 2: fine

Slot 3: So annoying you leap forward before you attack. If your target is right in your face it’s possible to leap through them and not even hit them! I would remove the dumb leap forward animation and just make 3 explosions.

Those are my thoughts anyways. Staff and Axe seem OK though I wish there was an Axe main hand as an alternate option for Power Revs. Probably should have added another option for Condi revs too with Scepter or Dagger or something.

I enjoy the class but I just feel like a lot of things were not fully thought through with Rev.

(edited by Captain Obvious.6951)

Rev weapon issues

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Posted by: Garr.1823

Garr.1823

I hope this is a joke.
Cause swords skills (at least for main hand) are fine, and work as they should work.
Hammer is an imba nobrainer at this moment.

If some things need to be fixed – it should be off-hand sword (5th – unblockable maybe? cause it is expensive and usually pointless) and mace is almost useless – too hard to hit anyone who don’t want to stand still (slow skills executions, no target).

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Posted by: Malthurius.6870

Malthurius.6870

I think making sword 5 only teleport you backwards if you actually can pull the target would be a great change. Makes it better suited for break bar stripping and doesn’t punish you for hitting an unmovable target.

and yeah, mace skills need to come out faster.

I also think staff 2 should have a daze on the first skill, not the turnover. Makes it too hard to actually use it as an interrupt when you have to hit an opponent while they’re casting, and then wait for the turnover. So, staff 2 daze, interrupt turnover to damage.

sword 3… wish they’d fix it so that doing it against an enemy near a wall doesn’t break it.

I think axe 5 comes out a bit slow too… but this isn’t as bad as mace, imo.

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Posted by: Justine.6351

Justine.6351

Hammer is fine except 2,

Needs higher cost, higher recharge, improved cascade pathing.

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Posted by: Kain Francois.4328

Kain Francois.4328

Sword MH: It’s working as intended. The whole idea of it from a design standpoint is to 1v1 foes. Do you ever wonder why Sword Offhand has a pull? Because you are supposed to isolate them from the group and pick them.

If anything, the problem with Sword is the autoattack. It creates a rift for each foe struck, doing max damage when fighting multiple foes. This, I think, is very counter to its design of devastating an isolated opponent.

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Posted by: Datenshi.2765

Datenshi.2765

Just an fyi OP none of the mainhand sword skills are worth using unless..

1. You use #2 “inside” the enemy forcing all 3 projectiles to hit him(workaround to your issue).
2. You need the evade frames of #3.

Everything else is a damage loss.

and the reason that the range of Hammer #2 works out like that is because it follows the ground. Which is entirely intentional and I can almost certainly guarantee that you’ll never be able to CoR people on opposite sides of a cliff.

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Posted by: Euthymias.7984

Euthymias.7984

>Sword
-AA is fine
-Sword 2 should only focus your target. It will still keep the benefit of singling out a foe, but will at least give you some control over who to focus when there are other objects/minions/enemies around. If they really want it to hit more than one thing, just make it “Pierce” anything within range between you and the target if needed. You shouldn’t need OH Sword just to make MH Sword work better.

-Sword 3 should only focus your target, but maybe make it “cleave” anything close (like 180 radius) to them to punish stacking up. It also needs to be affected by Quickness.

>OH Sword
Sword 4 is perfect as is.
Sword 5: Redesign it. Stab and mark your target. The skill then flips to a 600 pull towards you that can be delayed up to 5 seconds before going into Cooldown.

>OH Axe
Perfect.

>Staff
Mostly fine…

>Mace
Just make Skill 3 a skillshot.

>Hammer
CoR does its damage in pulses, crippling and doing half of it on the first and doing the final half on the second

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Posted by: akaCryptic.2389

akaCryptic.2389

Mace 3: should work like warrior mace 5 or torch 5, the leap makes it clunky.

Staff 4: Lower cast time

Sword 4: It has a 1/4s cast time before blocking and is thus rarely interrupted, no other block skill (except dh f3) has a cast time afaik. Should be fixed.

Sword 5: It’s weird but an okay skill. After the minor buffs to it I highly doubt they’d consider a rework.But if it was on the table i’d say either make it a ranged pull like ranger axe/chieftan throw or engi tool kit. Or make it port us back even if it misses, which would boost mobility with about face. Esentially its half phase traversal and would make sense after they increased its energy cost by 75%. Even without a rework, this skill can be of more use to renegade. i.e sword 5 > weapon swap right after shadowstep to cancel pull > shortbow 3 (7x torment) you also now have 600 range between you and the enemy which you otherwise couldnt gain without riposting shadows.

(edited by akaCryptic.2389)

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Posted by: Captain Obvious.6951

Captain Obvious.6951

and the reason that the range of Hammer #2 works out like that is because it follows the ground. Which is entirely intentional and I can almost certainly guarantee that you’ll never be able to CoR people on opposite sides of a cliff.

So if I’m on the Battle of Kylo map in PvP and I’m standing on the ledge facing mid cap point where my target is only maybe 400 range away from me…. you’re saying it’s INTENTIONAL that my Hammer 2 ability is unable to hit him?

Is that supposed to be a joke? Even if you measured the distance of the ledge down, the distance across, the ledge up and the final range to the center it wouldn’t even come CLOSE to be 1200 range.

So it’s INTENTIONAL that my skill is broken and doesn’t work? Really? You sure about that?

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Posted by: Datenshi.2765

Datenshi.2765

and the reason that the range of Hammer #2 works out like that is because it follows the ground. Which is entirely intentional and I can almost certainly guarantee that you’ll never be able to CoR people on opposite sides of a cliff.

So if I’m on the Battle of Kylo map in PvP and I’m standing on the ledge facing mid cap point where my target is only maybe 400 range away from me…. you’re saying it’s INTENTIONAL that my Hammer 2 ability is unable to hit him?

Is that supposed to be a joke? Even if you measured the distance of the ledge down, the distance across, the ledge up and the final range to the center it wouldn’t even come CLOSE to be 1200 range.

So it’s INTENTIONAL that my skill is broken and doesn’t work? Really? You sure about that?

I mean…what are you suggesting? That it should dive down the cliffs/ledges or whatever and then climb back up some other mountain again? As you stated yourself its not a projectile. Should it work on things like ramps,
stairs and whatever objects are suppose to be walked on..probably. And i agree that this is wonky for a lot of ground moving skills. Even mob skills behave this way(Trashers in SW). However you’re asking for way too much if you think it should chase your target down cliffs and ledges, good luck getting that changed. Just look at the skill animation and the tooltip, it seems quite logical to me that its cancelled if it reaches a cliff/ledge.

“Slam the ground with your hammer, creating a cascading eruption of energy”, you’re not casting Artificially Intelligent Heat-Seeking Torpedoes. More like a wave/burst of energy which happens to travel just beneath the ground.

You’re ofc entitled to your own opinion. All I’m saying is that i disagree with your logic if you believe it should climb up and down mountains for you.

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Posted by: Captain Obvious.6951

Captain Obvious.6951

and the reason that the range of Hammer #2 works out like that is because it follows the ground. Which is entirely intentional and I can almost certainly guarantee that you’ll never be able to CoR people on opposite sides of a cliff.

So if I’m on the Battle of Kylo map in PvP and I’m standing on the ledge facing mid cap point where my target is only maybe 400 range away from me…. you’re saying it’s INTENTIONAL that my Hammer 2 ability is unable to hit him?

Is that supposed to be a joke? Even if you measured the distance of the ledge down, the distance across, the ledge up and the final range to the center it wouldn’t even come CLOSE to be 1200 range.

So it’s INTENTIONAL that my skill is broken and doesn’t work? Really? You sure about that?

I mean…what are you suggesting? That it should dive down the cliffs/ledges or whatever and then climb back up some other mountain again?

What I’m suggestion is that the skill actually travel 1200 range like it says. That means if it goes down a cliff, up ledge, over a mount, through a river and over a hill then so be it. The thing should travel 1200 range regardless of what is in the way!

I think it’s more of a game bug that it is not doing this and it constantly gets stuck on ledges and stairs. Which is why I said just make it so it ‘creates a mist opening’ and makes a b-line straight for your target and hits everything in its path instead so the skill is actually useful on more than 5% of the points in PvP, and doesn’t keep getting stuck on stairs and edges in PvE.

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Posted by: Lanhelin.3480

Lanhelin.3480

What I’m suggestion is that the skill actually travel 1200 range like it says. That means if it goes down a cliff, up ledge, over a mount, through a river and over a hill then so be it. The thing should travel 1200 range regardless of what is in the way!

Rev is not the only one with this problem. Guardian also suffers from this issue with Sword #2. The teleport works if in its range one also could run to the target. If this path is discontinuos or even non-existent at all, also the teleport doesn’t work, despite the target is in range. Mesmer probably has this problem too (not with Portal but with Blink).

E.g. I can teleport upstairs on bandit’s treehouses, because there also are winding stairs I could run up instead. But I cannot teleport to the ghosts on top of the JP in Diessa even if (and because) we are separated by just one few feet jump distance only.

It’s how teleports work in this game, so it’s not a bug, it’s a feature.

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Posted by: Garr.1823

Garr.1823

Please – fix the mace.

  1. is awfull… no auto target, slow execution, and step forward… That just destroys the idea of condi melee weapon…