Revenant Changes 28/10

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Posted by: Rym.1469

Rym.1469

  • Revenant

Infuse Light: Reduced the duration from 4 seconds to 3 seconds.

Phase Traversal: Added a 5-second recharge.

Crystal Hibernation: Increased the recharge from 20 seconds to 25 seconds.

Soothing Bastion: Increased the recharge from 20 seconds to 25 seconds.

Surge of the Mists: Reduced the damage by 15%.


Quick observations:

On Infuse Light – I’m not sure if that was the right treatment as this kinda affects majority of Revenant builds that didn’t need to be affected (like Support Revenant which already had only this as reliable self-heal), but I’ll have to check it.

On Phase Traversal – Fair change, although I think increasing the range to 1500 along with it wouldn’t hurt.

On Crystal Hibernation – Before the expansion hit I’d say it’s totally fair. After, I’m not sure – there’s so much CC (!!!) and damage that it became really essential.

On Soothing Bastion – I believe that if anything, this trait should be 30s CD. This is essentialy Vampiric Rune 2.0 instead of being a supportive trait. Right now, the boon increase part of this trait doesn’t even work (!) and with introducement of Minstrel amulet and boon duration as stat on it, that 2s boon duration boost is even less valuable.

On Surge of the Mists – Fair. It’s purpose wasn’t damage in the first place.


Now on what is needed:

Inspiring Reinforcement change – It’s been discussed countless times. Out of all Jalis skills, I have least profit from using this one. I use it for stomping and against Mesmers and that would be it.

Mallyx – There’s a lot that could be changed, but what Mallyx needs absolutely ASAP is a stunbreak, same as Ventari. With current state of Dragonhunters, Druids and Chronomancers not having a stunbreak is incredible risk and that’s a part of the reason why Shiro actually works – it has a very good stunbreak.

Specializations – Many traits are leftovers of Pre-Specialization patch, like majority of traits in Invocation (all Masters for example), some in Retribution, a lot in Corruption (I proposed changes for this one in lenghty thread), half of them in Salvation and couple in Devastation (Dismantle Fortifications? Jade Echo?)

Mace – This is only weapon using main hand or two hands that doesn’t have a single block or evade and you can feel it. Yes, technically you can get off-hand with block, but by sacraficing Axe for example you lose a pull that lets you keep someone in fire field and worst of all – a gapcloser. Which for Melee-only set is important.
Adding a short evade or 2 Torment instead of 1 per hit on Mace #3 would help it out.

Sword OH – Sword #5 would feel more natural if first it shadowstepped your character in range for the pull.

Ventari stuff – I wrote a lot about it:


In terms of PvP, not much has changed. It’s just too fast paced and numbers without going yolo for % outgoing allies the healing aren’t quite there. Way too much work for little reward. And Tablet is still being ignored or even avoided (!) by some people I meet in PuGs, because it has no visuals or ground marks that would say ‘Help, here!". Not having visible health bars above heads doesn’t help either.

As I suggested previously…


Ventari feedback was written after BWE3 changes announcement, no edits.

Overview:
Some hate it, some like it. Over Beta Weeked Event 2 I’ve spent most of my time with Ventari Legend in all three game modes and I think that I’m capable of providing some good feedback on it.
Ventari certainly feels like a Legend that takes the most skill, certainly the most skill out of all supports in the entire game. The Tablet mechanic is interesting, but often not intuitive. Before I start with particular skills, here’s my list of Tablet changes:

  • When using Ventari’s Will, there should be an UI line for the caster between the Tablet current location and Ground-targeted area. This way, caster can see the line Tablet will pass through and adjust it with better idea. (Similar line to ones created by Shovel #2 in Silverwastes when searching for chests). EDIT: After Revenant commands the Tablet, the line should appear for allies, too.
  • EDIT: Healing should’ve been more visible. Give Fragments some bonus visual like green “+” above them, and let both Revenant and his allies see the radius in which Tablet healing is effective.
  • Ventari’s Will should have 1500 range. Period. Having to click two times just to get your Tablet back is horrible.
  • Both Ventari’s Will and Project Tranquility have to be instant cast. Cast time on those is the main reason why Tablet feels clunky to use in my opinion.
  • Tablet’s travel speed should be increased. By the time it travels 900 units, you might be dead already.
  • Radius of Tablet has to be increased to 300. Healing anyone who’s more mobile than Necromancer or Guardian is terrible experience. The radius is simply not large enough. I often miss the heal by couple units, swearing, because my ally moves too quickly.
  • As mentioned, remove the cast times from Tablet management, but add cast times to Natural Harmony and Purifiying Essence. The counterplay is currently in wrong place – you can counter Tablet positioning, but not healing cast.

Now, the skills

6. Project Tranquility - Increase Healing Power scalling on this one. It’s barely noticeable even with full Cleric’s gear. Rest was mentioned above.

7. Protective Solace - It’s a good skill when there are projectiles. It is absolutely terrible and useless skill if there are no projectiles. Yes, it’s Light Combo Field and it helps sometimes, but wouldn’t say no to some bonus effect. Suggestions for bonus effect:

  • When Protective Solace is up, the passive healing of Project Tranquility is increased by 200%/300%.
  • Protective Solace pulses Protection/Vigor
  • Protective Solace increases Revive Speed by 30%.
  • Foes crossing Protective Solace are Blinded (3s)

8. Natural Harmony - Annoying. Really annoying. Remove that delay on healing, it’s completly unecessary, add 1/4s or 1/2s cast time for proper counterplay. When I need healing, I need it when I finish the cast, not 2s later.
Increase either Healing Power scalling or base healing to compensate. Or both. As mentioned in “General” – majority of healing I was able to output was from spreading Regeneration, weapon skills, sigils, picking up healing orbs and fragments. Not from Natural Harmony. I checked combat logs. It might be that after lowering Energy cost a bit the numbers are little better, but the healing from this particular skill was insignificant in PvP.

9. Purifying Essence - Adding cooldown to it does nothing but bad things. Same as with Natural Harmony, add cast time of 1/4 or 1/2s for proper counterplay, erase the freshly added cooldown. Seriously, playing Ventari I couldn’t cast too often, but there were times when I knew I had to save up energy and cleanse conditions with it two times in a row to help my team. Addition of cooldown is a huge nerf to this one.

0. Energy Expulsion - I think that after announced BWE3 change this Elite will be fine.


Overview:
This is our “Healing” traitline. I liked it, but I believe it could’ve been “split” into three “ways” – “Selfless healing”, “Support”, “Peacemaker”. So by going into Specialization, you may not only act as “healer”, but also pick traits which will prevent damage, instead of helping allies recover. Here are my suggestions:

1. Hardened Foundation replaced with Eluding Nullification. Currently, this minor will do nothing if you don’t have Healing Power and is boring conversion trait. Even with Cleric’s, gained Toughness is nothing. Insignificant either way. By replacing it with cleansing we free up one Master trait and give Salvation very helpful condition cleanse.

2. Nourishing Roots into Nourishing Waters.

  • Nourishing Waters
    Create a Water Field when you swap weapons. Duration: 2s. 240 Radius.
    Now that we have couple Blast Finishers, it’s time to make use of them. Water Field was a thing many people requested. Such simple trait would allow us to make use of our well-timed Blasts on low cooldown (maybe even push people to pick Runes of Warrior?) and give us more group-wide synergy while not being over the top. Such trait would be worthy competitor for other two strong Adept traits.

3. Tranquil Benediction - After BWE2 when I looked at Salvation line I thought “why do we have two traits in one specialization that provide Regeneration?”. Exactly, why? Let’s boundle them into one.

  • Tranquil Benediction
    Healing Orbs spawned by you and your Ventari’s Tablet provide Regeneration (2s) and Swiftness (2s).

This would require some good wording and tooltip magic, but I think the idea is solid. Yet another good trait to pick up when going through the “support path”. To be honest, Tablet part isn’t even necessary I believe with further changes to Invocation.

4. Selfless Amplification - This trait is nice, but could maybe give some bonus:

  • +150 Healing Power?
  • You heal for 5% of your outgoing healing?

Final trait of “selfless path”

5. Natural Abundance - This trait is nice, but I’d add little bonus. Currently, even if you try often the Fragments will just despawn before you reach them. Pick one of those – both are aimed at making it a little easier:

  • Trait also increases Fragments’ and Orbs’ pickup ranges.
  • Trait increases duration of all Fragments spawned to 10 or 15s.

Final trait of “support path”

6. Momentary Pacification - Base of this trait is good enough, I’d like to push the synergy however and add to existing trait:

  • When you interrupt a foe, Blind him (5s ICD per target).

Final trait of “peacemaker path”

7. New Master trait replacing Eluding Nullification trait

  • Peacemaker
    When you Blind foe, your nearby allies gain Vigor/Stability/Aegis. (Some very short ICD depending on the effect).

This trait is a strong option for Salvation Revenant who chooses not to go for healing, but more “utility-based” path of peace.

Although I have to say Minstrel amulet with Ventari/Glint is very interesting.

Bugs – Walls and other structures being our greatest enemies, Staff #4 cleansing when it’s in mood for it and others I won’t list because they have been already. These still exist.


We’ll see how it rolls out and praise our Lord and Savior, Roy Cronacher – a true Revenant at his heart (although he leveled Chrono first).

Attachments:

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: BobbyT.7192

BobbyT.7192

Congrats on your first nerf since release

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Posted by: Rym.1469

Rym.1469

Nerfs were needed though. Personally, I’d stike at couple different places to raise skill floor and improve visibility on some things, but I’m not a Dev.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Zalani.9827

Zalani.9827

I can see why they nerfed staff 5, considering I could take people from half to downstate with it sometimes in pvp lol. But of course you had to line it up good to even get all the hits with it.
But I’m a bit iffy with the shield 5/heal nerf with all the CC/damage in the game.

Jadis Narnia-Sylvari Ranger of [EDGE]
Dragonbrand

(edited by Zalani.9827)

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Posted by: Kodiak.3281

Kodiak.3281

These changes concern me. Not because they weren’t needed or unjustified but because it’s too much too quickly. What they need to be doing is small, small iterations. Try increasing the cool down on Crystal Hibernation. Is that not enough? Okay decrease the amount of time healed on Infuse Light. Doing too much too fast doesn’t really show where the issues truly are. There’s no easy way to walk back on these changes if we suddenly were to turn into dead meat because was it Infused Light or Crystal Hibernation?

This is especially true with something like Infuse Light which has such potential to be a nothing heal and boom…your heal is now wasted.

Kodiak X – Blackgate

(edited by Kodiak.3281)

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Posted by: Mosharn.8357

Mosharn.8357

I don’t like the staff nerf. You had to position perfectly in order to land all the hits on it and that took a lot of effort but w/e. Phase Traversal nerf isn’t too bad but 3 seconds would have been better.

We have a lot of bugs which I think should be dealt with first.
Hammer 5 goes on full cd if canceled. Hammer 2 still bugs out like crazy on inclines and it doesn’t hit at its full animation range. Sword 5 still doesn’t pull all the time and sword 5 also has huge connectivity issues. Staff 4 doesn’t remove condition 99% of the time. UA still bugs out and stops entirely if used near a wall and same issue with jalis’s hammers.

Mallyx feels really under tuned and same with jalis/ventari. Jalis taunt should just be a pull. Also Inspiring Reinforcement needs to be 2s stab. Ventari still needs a lot of work I have only used it once in a fractal 64 for the projectile destroy and condi removal. The tablet needs to auto spawn on legend swap and move with the revenant. It should be command-able to move and should auto return if it goes at a set range. Also mallyx’s unyielding anguish doesn’t seem to be a 600 range leap. It feels much less for some reason.

Hammer 3 needs to have a faster cast the jump seems to have a little delay before fully hitting the ground. Staff 2 should just be a daze with one part. The two part thing is not a good design. Axe 5 needs to have a wider pull range because it’s too small atm. Sword 4 part 2 needs a range increase to 500 at least. It feels really small.

Aside from that we have a lot of traits that I think will never see play at all. A lot of them being grandmasters which is really sad. Dismantled fortifications, maniacal persistence, and bolster fortifications, enhanced bulwark are some of the few.

I felt really weak when i switched on and put jalis, ventari, or mallyx. It seems Shiro and glint are fully complete. Jalis is almost there it just needs a minor buff to the road, taunt could be a pull, and the hammer spawns not being buggy. Mallyx needs some more pressure and compatibility with the grand master traits. I also still dont know why pain absorption is on the bar since it provides pretty much nothing except for more resist. Ventari needs the tablet spawn on switching to ventari really badly. Ventari also needs regen coming from the tablet baseline and that not being a trait anymore.

(edited by Mosharn.8357)

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Posted by: jayson.6512

jayson.6512

Good luck guys revenant will become warrior 2.0 just wait 6 months and we will be a loot bag. Devs just nerf things without thinking or trying out.

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Posted by: Laraley.7695

Laraley.7695

I don’t like the Infuse light nerf, it’s basically only about knowing when not to attack, the easiest heal to counter really. What are we supposed to do when we’re facing opponents with brains? At least they could have buffed other heals since some of them are just pathetic.

Phrase Traversal – why exactly is that bad? Thief can port over and over, too and guess what it doesn’t require you to have a target exactly where you wanna go.

Also, can you please finally fix Unrelenting Assault so it doesn’t say ‘’No line of sight’’ on every single object and other stuff in the game? That would be great.

(edited by Laraley.7695)

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Posted by: Misguided.5139

Misguided.5139

These changes concern me. Not because they weren’t needed or unjustified but because it’s too much too quickly. What they need to be doing is small, small iterations. Try increasing the cool down on Crystal Hibernation. Is that not enough? Okay decrease the amount of time healed on Infuse Light. Doing too much too fast doesn’t really show where the issues truly are. There’s no easy way to walk back on these changes if we suddenly were to turn into dead meat because was it Infused Light or Crystal Hibernation?

This is especially true with something like Infuse Light which has such potential to be a nothing heal and boom…your heal is now wasted.

I’m ok with it from a PvE perspective. For me, these seem like relatively modest changes. Having an absolutely blast, especially since with the skill point change, I have the full line unlocked.

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Posted by: Burtnik.5218

Burtnik.5218

Infuse light makes little sense as we have to rely for someone to attack. Gotta see how it play out. Soothing bastion cd doesnt really matter. But crystal hibernation increased cd by 5sec? Why? Someone wants us to run sword offhand by making shield terrible? Phase traversal cd is obviously dumb so say the least..

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: Artaz.3819

Artaz.3819

Phase Traversal cooldown should only be in effect if a target was not hit. It now loses much of its counterplay for unblockable component. It also forces the hand that much further for Axe offhand which is a poor change for balance sake.

Infuse Light, get it, but its a dramatic change of 25% reduction in healing basically. The base heal when used should be increased to compensate.

Crystal Hibernation and Soothing Bastion is fine but really energy increases are better than cooldown increases. It promotes smarter play through the finite resource of Revenant. Is having mobility out of the question with this skill to balance it against cooldown increase?

Surge of the Mists makes sense except it’s becoming less and less useful to use over much of the other options available. The fact that this didn’t gain Whirl Finisher to offset is one such balance issue.

(edited by Artaz.3819)

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Posted by: vox.9027

vox.9027

Can’t really complain about these changes. However I’d like to see :

Radiant Revival brought in line being a 30 second ICD and 3 second duration.

Jade Echo reduced to a 45 second ICD.

Some QoL fix when switching from Glint to Shiro without letting upkeep skills completely degenerate you causes inability to use Impossible Odds for a few moments.

Hammer autos reduced to 3/4 sec

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Posted by: Aldrin.7641

Aldrin.7641

put revenant in expansion, make it feel complete and not needing a nerf, wait for buyers of the expansion, release expansion, nerf revenant.

Druid, Tempest, Revenant, Necromancer, Engineer

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Posted by: Burtnik.5218

Burtnik.5218

put revenant in expansion, make it feel complete and not needing a nerf, wait for buyers of the expansion, release expansion, nerf revenant.

..And disappear from forum like a ghost.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: XxsdgxX.8109

XxsdgxX.8109

put revenant in expansion, make it feel complete and not needing a nerf, wait for buyers of the expansion, release expansion, nerf revenant.

Yep, you read my mind

Stella Truth Seeker

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Posted by: Chokolata.1870

Chokolata.1870

The Revenant has 2 heals though.

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Posted by: Burtnik.5218

Burtnik.5218

The thing is tho..glint heal dindt needed a nerf. Most ppl already adapted to not hit us during glint heal. These nerfs are uncalled, espesially phase traversal.

Now im waiting for 10cd on riposting shadows cus 2stronk.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: wasted.6817

wasted.6817

I feel upset about phase traversal change. Even if it’s fair, the problem here for me is, it takes away a little bit of fun. This mobility in certain situations was so fun, it gave the class a certain feel. Maybe putting a cd on it isn’t the best option to shave it down, maybe increase ene cost would make more sense? It’s an ene based ability after all, it’s like put a cd on thief’s ability along with the ini requirement.

And i agree with OP on Crystal H., it’s basically a melee oh kitten ability, there’s sooo much cluster kitten in melee nowadays, cc after cc after cc, it’s crazy rly and this ability is a block anyway, not invuln and there’re tons of unblockable stuff flying around everywhere today. So i’am not sure it was necessary.

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Posted by: Calcifire.1864

Calcifire.1864

oh look, Roy has fallen silent, and we get QoL nerfs because of PvP whiners.

this is why I have trust issues with ANet devs.

PvP really is a blight to this game’s balance.

perhaps they should nerf infiltrator’s arrow with a 5 second CD too, considering it’s the exact same ability and doesn’t require a target.

(edited by Calcifire.1864)

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Posted by: gannondorf.7628

gannondorf.7628

Well like i said nerfs was needed (but i’m little sad about 1 seconde reduction on glint heal), Herald is too much powerfull. NOW i’m agree with Rym suggestions and agree with others who said: JALIS AND MALLYX need buffs! If it’s not a complete rework! Inspiring reinforcement take at leat 2 seconds to give us 1 stack of stability (and WHY a road?) make the stability instant and change the animation. The taunt is near useless in pvp and pve. ROTGD need to be lowered in cast time or increase in duration. We need to feel the TANKY vibe of this legend, Jalis was a great guy he deserve better! We lost our tankyness from Glint with those nerfs, time to Jalis to become the tank guy he must be!
Rym also has said that Mallyx need a stunbreak and i completly agree with that, this legend is defensless without it. I would suggest myself too bring back the condition sharing of Embrace the darkness and maybe change some corruptions traits for feeting to the new role on the legend: condition dealer. Why is a demon lord more useless than a dragon? He deserve to have a true power.
I don’t have play so much Ventari, infact i don’t like healing role, but this legend is so clunky!

So to sum up. Glint is our 200% legend and she is nerf (she deserve it), now, for the love of god make the 3 others legends (ventari, mallyx and jalis) playable, buff them, rework them for being at the same level than shiro or glint stance. Please. I really LOVE the revenant, but being stuck to Shiro/Glint when we have barely 5 legends it’s an AWFULL feeling.

PS: There is a lot of bugs that need to be fixed too. The hammer 2 and 3, Jailis’ hammers disappearing when hitting a wall, Jalis heal don’t giving 2 seconds of retaliation…

Don’t let us be like warriors who seems to have no attention for devs please.

(edited by gannondorf.7628)

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Posted by: Kirk.3086

Kirk.3086

Really can’t understand why my ventari can’t heal.
Just some calculation (all at allies):
My scrapper can convert 55 conditions into boons and remove 20.
His healing: ~27100 with all regens (may be more with turret) per ally. This healing for >15 seconds. Burst healing ~ 10900 (for >6 seconds for combos spamming. With turret ~20100 per 10 seconds with lond cd).
Ventari: ~5 conditions from allies (cos no energy for tablet) with staff.
Healing: 3600* number of harmonies = 12800 per 6 seconds with regan from the tablet (by one ally).
So, why i can’t really heal anyone at pvp? Condies problem, but i can get dwarf or demon. Dwarf good protect against burst dmg.
I have avoid at sword (2 sec), block staff (1 sec), staff 5 (1 second), block af left hand sword (2 sec).
But why i have no survivability with that all? healing about <<100 k per fight? Afraid fight 1 by 1 with anyone….

(edited by Kirk.3086)

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Posted by: posthumecaver.6473

posthumecaver.6473

Infuse LIght – This was again L2P thing, if you don’t attack Revenant for 4s he can’t heal can’t he but no we have to water down the game for the casuals, well if the duration is reduced then it is rightful to ask bigger initial heal isn’t because 1.8K is a joke for 30s CD.

Surge of the Mists – that is such a difficult skill to land its full damage most of the time stars will not align and you can only land 3K damage out of 10K I think there is no reason to punish a person that has a skill to land that 10K damage but whatever, specially in PVE in a scenario like you are near ledge and take huge risk to land the full damage a miscalculation and you fall down and die.

And I don’t get the Phase Traversal thing why developers are so obsessed to make the Thief most mobile class in the game, they reckt the Ride The Lightning that way also. Did you look to the energy cost of Phase Traversal, if a player spams it, it gimps itselfs. I am telling this is just nerfed because Thiefs can’t runaway from the Revenant. I am wandering how much a Thief developer has to do with it?

(edited by posthumecaver.6473)

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Posted by: nacario.9417

nacario.9417

I honestly dont get the infused light nerf. The heal mechanic already relies on a mechanic where ur opponent in most cases doesnt play optimal. Id rather see its mechanic reduced to its current 3 or 2s, while increasing the base heal, so that u have a lil skill factor involved timing it at the very right moment. At the same time this could hurt condi bombs though where u have to have some heal sustain during those previous 4 sec.

Power Ranger PvP
I used to be a power ranger, now not sure anymore

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Posted by: redspartanred.1450

redspartanred.1450

Wow!!! What is it with these nerfs? So uncalled for. The expansion isn’t a week old yet and already the Rev is getting mad hate. Anet pretty much ruined the only good skills the rev had going for it. Apart from having to deal with energy management, now you have to deal with cd’s too. I guess anet expects the rev to just auto attack his way to victory. The Rev profession was the only reason I bought this expansion. Now if anet nerf’s UA, I’m pretty much just deleting my rev as this profession is starting to seem so lackluster and far less fun to play.

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Posted by: Ilharn.6813

Ilharn.6813

I miss some CD on autoattack, no? Hm… Thief doesn’t have any CD on his “energy”-related skills but we? Thief can spam spam spam until it’s over but we?

Where is the different? Decide between CD and energycost otherwise this mechanic doesn’t make really sense in my opinion.

If there will be a CD on something so decrease the energycosts.

And what about CoR, Phase Smash and Drop the Hammer? Miss some bugfixes for terrain casting? No?

The terrain in HoT is a terrain where e.g. CoR doesn’t hit in ~95%

You should have rules for balancing a class. Rule #1: first fix bugs before nerf something!

(edited by Ilharn.6813)

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Posted by: gannondorf.7628

gannondorf.7628

You should have rules for balancing a class. Rule #1: first fix bugs before nerf something!

And balance legends?

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Posted by: Ilharn.6813

Ilharn.6813

You should have rules for balancing a class. Rule #1: first fix bugs before nerf something!

And balance legends?

Oh sure… yes you’re right… Let’s call it “bugfixing”^^

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Posted by: gannondorf.7628

gannondorf.7628

You should have rules for balancing a class. Rule #1: first fix bugs before nerf something!

And balance legends?

Oh sure… yes you’re right… Let’s call it “bugfixing”^^

I mean it would be far more easy than other classes you only have 5 skills per legends! Why are they so unbalanced! Jalis and Mallyx serve near to nothing when glint is superman… sorry supergirl.

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Posted by: nacario.9417

nacario.9417

The mallyx balance change was to nerf herald a tad

Power Ranger PvP
I used to be a power ranger, now not sure anymore

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Posted by: Killyox.3950

Killyox.3950

Yup, we definitely need to put cooldowns on thief’s skills. We can’t have them stay without CD even though they need to manage initiative. Slap 5s CD on skills 2-5 on every weapon.

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Posted by: wasted.6817

wasted.6817

So you decide you need to tone down Phase Traversal, how you go about it? You could i.e. increase energy cost by 5 pts., make 1 attack unblockable instead of 2 and make unrelenting assault last 3-4 s. instead of 5. OR. You could i.e. make range 900 instead of 1200. Both of those seem reasonable enough. But 5 second cd? Oh my god. You managed to create something genuinely fun and now you kitten on it. Devs, you aware that ports in your game fail at times, right? Right? Before the nerf, if it failed, well, you go about it again. Now? You’re done. This is a such poorly thought through decision, such poor logic, just why you do things like that, you’re game devs for heavens sake.

And Crystal Hibernation. Do you guys have experience in being present in some team fights where dh’s, eles, reapers unload their stuff? You play your own game, right? Right? You know that cc now is AoE. It’s not targeted at you, it’s just there because those classes are there. Shocking auras, aoe fear, aoe daze again and again. And how do you come up with increased cd on shield block then? Where it comes from? Your concern was rev’s sustain in 1v1’s and small skirmishes? I.e. you could perhaps lower the healing from it then? No?

I’am so sad right now. Why you do things like that, why you don’t think things through? Rev is extremely fun class, please do not kill it with utterly misplaced and poorly designed nerfs.

(edited by wasted.6817)

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Posted by: Killyox.3950

Killyox.3950

101 of how to make fun class less fun by ANet :P

It steadily becomes less and less fun with more and more CDs. How thieves would like CDs on their INI skills?

I agree with Phase Traversal failing very often. Then you’re down on energy and have to wait 5s… . Lazy nerf.

So why are you nerfing REV before fixing bugs?

When will you fix Hammer 2,3,5 so it is actually hitting consistently? When will you fix Sword 3 so it doesn’t get put on CD without doing anything and/or stopping because of a wall ? When will you fix Sword 5 to actually pull stuff and not just tele back 95% of the time without pulling (non-defiance enemies!). When will you fix Forced Engagement so it actually does what it’s supposed to do ? Taunt not actually taunting even though enemies have no defiance bar or it’s broken?

So many bugs but hey, lets nerf rev before fixing them because no logic.

(edited by Killyox.3950)

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Posted by: posthumecaver.6473

posthumecaver.6473

You what is so disappointed about the Phase Traversal nerf, is PVE, you now out PT Rev doesn’t have really good mobility and we don’t have good AOE also I was using to port target to target to tag them and get XP.

Now 5s CD I have to walk one side to other side with my 130 range on my weapons

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Posted by: Kakuzu Akatsuki.9703

Kakuzu Akatsuki.9703

Please add 5cd on 5th skill from thief shortbow, add 5cd on 2th skill of sword from thief, reduce defiant stance duration from warriors too please, the duration is 3+3/4, and my glint is 3secs, are warriors special classes or what?

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Posted by: HEDRO.2345

HEDRO.2345

I actually can’t believe they nerfed staff 5, A skill you truly had to get a solid angle with or you would hit less than 3 times (OUT OF 9). Yet they keep unrelenting assaults FREEEEEEEEEEEEEE DAMAGE the same.

Do you just never want us to use staff? I hope at least the condi removal on it is fixed…?

What. A. Joke.

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Posted by: Artaz.3819

Artaz.3819

Really can’t understand why my ventari can’t heal.
Just some calculation (all at allies):
My scrapper can convert 55 conditions into boons and remove 20.
His healing: ~27100 with all regens (may be more with turret) per ally. This healing for >15 seconds. Burst healing ~ 10900 (for >6 seconds for combos spamming. With turret ~20100 per 10 seconds with lond cd).
Ventari: ~5 conditions from allies (cos no energy for tablet) with staff.
Healing: 3600* number of harmonies = 12800 per 6 seconds with regan from the tablet (by one ally).
So, why i can’t really heal anyone at pvp? Condies problem, but i can get dwarf or demon. Dwarf good protect against burst dmg.
I have avoid at sword (2 sec), block staff (1 sec), staff 5 (1 second), block af left hand sword (2 sec).
But why i have no survivability with that all? healing about <<100 k per fight? Afraid fight 1 by 1 with anyone….

Ventari’s #1 issue is energy consumption. It’s too expensive to use (forget about the learning curve for the tablet positioning) and do nothing else but autoattack. If you compare it to Druid or Scrapper or even Water Elementalist focused build, it pales in comparison.

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Posted by: Amiron.1067

Amiron.1067

Infuse Light: Reduced the duration from 4 seconds to 3 seconds.

This seems fair, although I would have liked to have seen a bit of a reduction in cooldown to match the nerf.

Phase Traversal: Added a 5-second recharge.

I really dislike this change. This is what made us so good mobility wise, and it already had a high energy cost. You could have upped the energy cost to 25 or 30, but I really dislike having cooldowns with skills that already have energy costs, which are supposed to balance it all out anyways. You only have a finite amount of energy, and spamming Phase Traversal expended our resource very quickly.

Crystal Hibernation: Increased the recharge from 20 seconds to 25 seconds.

This change makes sense. The healing still feels fairly low. I would like to be able to move while using it or you could at least let it scale with healing power.

Soothing Bastion: Increased the recharge from 20 seconds to 25 seconds.

This also seems fair, but could benefit from the changes above. 2 second boon duration feels way too low though.

Surge of the Mists: Reduced the damage by 15%.

This makes sense. It wasn’t meant to do damage anyways.

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Posted by: posthumecaver.6473

posthumecaver.6473

Surge of the Mists: Reduced the damage by 15%.

This makes sense. It wasn’t meant to do damage anyways.

Sry but what it should do if it is not doing damage, it is 20 CD skill god sake and best scenario in which could land 9 hits, which rarely happens, could do 10 K damage and knock somebody down.

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Posted by: fluidmonolith.3584

fluidmonolith.3584

Surge of the Mists: Reduced the damage by 15%.

This makes sense. It wasn’t meant to do damage anyways.

Sry but what it should do if it is not doing damage, it is 20 CD skill god sake and best scenario in which could land 9 hits, which rarely happens, could do 10 K damage and knock somebody down.

It’s a great CC and quick evade. Staff is not a damage weapon, so I don’t mind the damage nerf to #5. That said, staff still has problems that I would like to see fixed:
-long cooldowns compared to other Revenant weapons
-long cast time on #2 makes it unwieldy
-high energy costs (#2 triggered ability, #4, and #5)

I personally propose (i) a reduction in cooldown of staff #5 to 15 seconds and so that it can be used more as a sustainable evade/CC rather than burst damage; (ii) reduction in energy cost of #4 to 10 energy, and/or cooldown reduction to 12 seconds (iii) reduction in cast time of #2 from 3/4 to 1/2 second.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

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Posted by: Amiron.1067

Amiron.1067

Surge of the Mists: Reduced the damage by 15%.

This makes sense. It wasn’t meant to do damage anyways.

Sry but what it should do if it is not doing damage, it is 20 CD skill god sake and best scenario in which could land 9 hits, which rarely happens, could do 10 K damage and knock somebody down.

It’s a great CC and quick evade. Staff is not a damage weapon, so I don’t mind the damage nerf to #5. That said, staff still has problems that I would like to see fixed:
-long cooldowns compared to other Revenant weapons
-long cast time on #2 makes it unwieldy
-high energy costs (#2 triggered ability, #4, and #5)

I personally propose (i) a reduction in cooldown of staff #5 to 15 seconds and so that it can be used more as a sustainable evade/CC rather than burst damage; (ii) reduction in energy cost of #4 to 10 energy, and/or cooldown reduction to 12 seconds (iii) reduction in cast time of #2 from 3/4 to 1/2 second.

Fluidmonolith said everything I wanted to say. To summarize; staff isn’t a weapon based around damage. The #5 is meant to disperse a crowd. The damage is second to that first feature.

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Posted by: Artaz.3819

Artaz.3819

Surge of the Mists: Reduced the damage by 15%.

This makes sense. It wasn’t meant to do damage anyways.

Sry but what it should do if it is not doing damage, it is 20 CD skill god sake and best scenario in which could land 9 hits, which rarely happens, could do 10 K damage and knock somebody down.

It’s a great CC and quick evade. Staff is not a damage weapon, so I don’t mind the damage nerf to #5. That said, staff still has problems that I would like to see fixed:
-long cooldowns compared to other Revenant weapons
-long cast time on #2 makes it unwieldy
-high energy costs (#2 triggered ability, #4, and #5)

I personally propose (i) a reduction in cooldown of staff #5 to 15 seconds and so that it can be used more as a sustainable evade/CC rather than burst damage; (ii) reduction in energy cost of #4 to 10 energy, and/or cooldown reduction to 12 seconds (iii) reduction in cast time of #2 from 3/4 to 1/2 second.

Fluidmonolith said everything I wanted to say. To summarize; staff isn’t a weapon based around damage. The #5 is meant to disperse a crowd. The damage is second to that first feature.

What’s a better way to disperse a crowd than make them all lay down on their backsides? :P

The issue people have is that Staff 5 is it doesn’t follow target as it is pushed away so the line up and full attack with damage almost never fully hits because the target needs to stay exactly in front of you as it is being knocked back and can’t have a break bar, stability or any other defensive option like block, interrupt, etc.

I agree though, it’s out of place in staff and always has been. Staff 5 should really be much lower cooldown, much lower damage, a whirl finisher, remove the knockback (yep, I said it), make it stick to target, probably remove the evade and swapped with 2 Skill. Staff Skill 2 should be made instant (so you know, it can actually interrupt), swapped with 5 skill and given the 20s cooldown instead. Therefore it remains the primary damage attack of the staff (for energy) and also fixes staff 2 badness.

(edited by Artaz.3819)

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Posted by: Kidel.2057

Kidel.2057

Why do we still have energy if almost every single skill has a cd? Thief skills with initiative have no cd. I understand that some skills don’t have to be spammable, but then at least lower the energy cost on them.

And fix stuff please. We still waste a lot of energy on things that do not work (hammer3, sword3, and so on).

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Posted by: Rym.1469

Rym.1469

I like the suggestion in this thread that Staff #2 should be just plain daze, without flip-over skill. Would make it worth using.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: lighter.2708

lighter.2708

nothing surprised, glint shield got nerfed as expect and CD on phase traversal is also expected

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Posted by: Maxite.6102

Maxite.6102

Individual nerfs aren’t the end of the world. But this class sure is starting to feel a lot different than the one we got to play in the betas.

Beta Mallyx/Jalis sold me on the class. Now its all cool downs, bugged mist/phase skills, and Shiro/Glint. Lost a bit of that complexity and uniquenes.

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Posted by: Eight Samurai.6840

Eight Samurai.6840

  • Revenant

Bugs – Walls and other structures being our greatest enemies, Staff #4 cleansing when it’s in mood for it and others I won’t list because they have been already. These still exist.


We’ll see how it rolls out and praise our Lord and Savior, Roy Cronacher – a true Revenant at his heart (although he leveled Chrono first).

Yes this! I feel that people aren’t talking about this much for revenant when it is really the biggest problem. Skills such as hammer 2, sword auto attack and skill 3 are also some skills that are affected by structures which no other profession has to deal with from what I have noticed.

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Posted by: fluidmonolith.3584

fluidmonolith.3584

I like the suggestion in this thread that Staff #2 should be just plain daze, without flip-over skill. Would make it worth using.

That is a good point. The flip-over nature of the skill makes it really unreliable to use as an interrupt. I get that it would lose some of it’s unique flavor, some damage, and application of weakness if it were just a daze, but on the other hand it would actually be useful as an interrupt.

The question is, what would we propose for the energy and cooldown of a 1/4 sec PbAoE daze?
Currently costs 15 energy and has minimum 5 second cooldown. I wouldn’t like to see the cooldown too high, because I think the high energy cost would minimize too much daze spamming. Maybe keep the 15 energy cost and cooldown somewhere between 5-10 seconds?

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

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Posted by: Gaaroth.2567

Gaaroth.2567

I like the suggestion in this thread that Staff #2 should be just plain daze, without flip-over skill. Would make it worth using.

That is a good point. The flip-over nature of the skill makes it really unreliable to use as an interrupt. I get that it would lose some of it’s unique flavor, some damage, and application of weakness if it were just a daze, but on the other hand it would actually be useful as an interrupt.

The question is, what would we propose for the energy and cooldown of a 1/4 sec PbAoE daze?
Currently costs 15 energy and has minimum 5 second cooldown. I wouldn’t like to see the cooldown too high, because I think the high energy cost would minimize too much daze spamming. Maybe keep the 15 energy cost and cooldown somewhere between 5-10 seconds?

since thieves has no cd daze on 3/10 initiative i’d say to make 5s cd and 20 energy

Tempest & Druid
Wat r u, casul?

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Posted by: Rym.1469

Rym.1469

I’d go with 8s CD and 10-15 energy.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Kirk.3086

Kirk.3086

I would prefer get out energy from weapon(we have cd yet).
Or get out energy cost from elit skills and ult (like a thief).
P.s. new daggers at elit skill allow thief daze 3 target with 25 sec cd with 0 initiative (and increase spell cd).