Ok, so I think most of us can conclusively agree, that the Rev, in Beta version, is not acceptable. Ok, so it’s not even remotely close. However, saying so, takes no steps towards fixing this class. So let’s point out the collective faults of the class in one place, combine with, reasonable, suggestions to fix things.
Note: Your study does not have to be “comprehensive” just point out what you have worked with.
1. Weapons
a.) Hammer
In the case of the hammer, and in the case of the Rev in general, the concept is to be a slow, ranged heavy hitter. Unfortunately, in the desire to err on the side of caution, the Hammer just feels slow. Period. The hammer also doesn’t pierce through enemies, so you’re more than likely hitting 1 guy and maybe the guy next to him.
Solution 1: Dmg/speed Fix: I would recommend at least a 10% boost in attack speed, and a 15% boost in base dmg. (recommended)
Solution 2: Speed/dmg Fix: 20% faster attack speed, 5-7% dmg boost.
Solution 3: Condi/Pierce Boost Fix: 50% Chance on hit to apply torment, hammer throws pierce targets or do splash dmg upon first hit. Hitting a target with torment on it, cripples the target for 1.5 seconds. (recommended)
(Mace/Axe: Still studying)c. Staff
I really “want” to like the staff, and it’s obvious it was made for a healer doing melee range self defense, probably in proximity to a tablet. My issue is the globes, you can barely see on the ground. Also the dmg is relatively low for a melee range weapon.
Solution 1: Globe Scale Fix: make the healing globes about 20-50% larger so they can be seen. (recommended)
Solution 2: Globe Creep Fix: Allow the globes to naturally gravitate towards you after 1 second at average walking speed. So if you’re crippled and running away they follow and heal you till they run out.
Solution 3: Boon Standard Fix: The globes need to generate swiftness or protection as a standard effect. (recommended)
Solution 4: Dmg Fix: This thing is melee range on a class that isn’t really meant to be, it needs 20-25% more base dmg.
2. Armor
When I play a heavy armor class. I expect it to be heavy armor. Not tissue paper wrapped in a thin film of metal. Anything, and I mean ANYTHING that got close and wasn’t an NPC was near instant death. I’ve tried going for power, I simply died faster because of the slow execution times of my skills.
I tried a Healing>Toughness build with 4 variable armor stats. It was barely any Tankier and I lost basically ALL my power. Took me ~30 seconds to kill a boar NPC in Drytop.
Something is wrong either with how the armor stats are being read, or with the base stats for the class.
Solution 1: Raise the base stats of the class to put them more in line with the fact that my medium armor Engie has more sustain than a heavy armor Rev. (Recommended.)
3. Misc.
-Skills do not link well with each other. Recommend to revisit the overall synergy of multiple Legends.
-There is no “reliable” swiftness skill. Right now you either run staff and trait for the orbs to grant swiftness, or you have to combo. Please add 1-2 skills that grant swiftness in a slightly less cumbersome way.
That’s all for now.