Revenant feed back bw2
I’ve noticed with the herald that when you jump on a mushroom this causes you to lose your active facets this can cause problems in cases where you land and need to get directly into a fight. I have also noticed that the sword skill Unrelenting Assault sometimes locks you into objects with no way out with out way pointing. This has happened when used near towers, mountains and other objects that seem to have a hollow spot inside.
(edited by RunicAura.9860)
Jalis’s Forced Engagement Seems to be not worth the 50 energy put into it. it activates and then last for such a small amount of time. I found myself avoiding it.
Edit I have since thought about this and think I have a solution of sorts. Instead of making this a one time cast thing turn it into an upkeep thing. Caste it out tick off the taunt and slowness while it is being up kept if turned off with energy above 50 cause it to pull the creature over to the revenant for bosses perhaps just cause some good damage.
(edited by RunicAura.9860)
Rather than make (yet another) new thread, I’ll latch my feedback onto this one. Sort of surprised the mods haven’t made a combined feedback thread for easier review, but I digress…
Legends
Ventari: I’m open to the pure healing play style that Ventari offers, but the tablet is just too much micro managing to me. I would like to see the whole mechanic of bring the tablet out and then trying to make it pass through allies to heal them removed and do something a little more intuitive and easier to see in the heat of combat (where presumably no one is going to stand still to let a tablet fly through them for a heal of <1k). Tablet should come out automatically and the heal skill should be some sort of AOE pulse or something. It’s just too clunky as it is now. Individually the other skills seem okay.
Jalis: Inspiring Reinforcement really got nerfed into oblivion since BWE1. I would like to see a much smaller adjustment from where it was. It went from overpowered amounts of stability to nearly worthless. Coupled with the animation (even though it’s very cool looking) and how that hinders the ability to use this skill even more and that results in me never really clicking it. I would rather eat a stun and legend swap to break it than drop this for stability, that should say something. The hammers are cool now, I like that they aren’t just damage they offer a pretty unique option now. Of course the disappearing act they pull near terrain needs to stop, but I really like them when they work. Taunt is still terrible for all the reasons mentioned a thousand times. I would still like to see Rite of the Great Dwarf apply the effects on the Rev immediately, and then upon finishing the induction “share” it with the group for the duration specified (including the Rev).
Mallyx: Mallyx is great when you’re up against condis, which is a niche. When you’re not, I struggle to find a purpose to this legend. Banish Enchantment can remove boons which is also niche. If that is the goal of this legend then it works well, albeit very expensive. A slight reduction in cost would be great. If the goal is to see this used outside of those niche conditions, then I think it needs something more general for it to do. The heal is mediocre even with condis healing for more but leaving the condis on with no other protection to them seems weird. I would like to see some other effect on the heal, it doesn’t have to remove condis or apply resistance just something else. Protection for each condi, or send them to target, or regen, or something because those condis are still there. FWIW I still hate the effect of Unyielding Anguish and having to figure out where my enemy went and chase them down.
Shiro: Shiro is in a pretty good place. The heal feels great now which was the only thing really holding Shiro back before I thought. The skills are generally not useful in PvE but that’s okay I guess because Impossible Odds is so good. I always seem to be just under the energy I need for Riposting Shadows, if I had a minor gripe it would be to lower that to 25 energy.
Glint: Tons of feedback on this so far, I’ll keep it short. It’s fantastic I love the balance of deciding when to build up my boons and when to use the actives. It’s fun to choose whether I want to keep my swiftness ticking or to drop some nice AOE. I would like to see the Burst of Strength do some more damage to make it worth using more often instead of being a no brainer to just let might build up. The worst part of Glint is by far the elite, I never once felt I really wanted to activate it. I only did when I wanted to see how cool it looked or I was out of energy. I have a feeling that’s not why you want us to be using this skill. Due to losing the passive protection buff, the cooldown, and how long the cast time is I feel a huge damage increase is warranted.
Jade Quarry
(edited by Adamantium.3682)
Weapons
Sword MH: Feels great now. I know players are still getting used to Unrelenting Assault, I think it is balanced but stil in flux of course. I love the idea I saw here on the forums about backloading the damage (remove ~10-15% from each of the first six strikes, add all of that to the 7th strike) and make it so the final attack always hits whatever was targeted when the skill started. I don’t see any downsides to that change, it creates better counterplay and makes it a little more predictable to use in AOE situations. Win/win. Auto attack chain is still great, Precision Strike is still “meh” I never wanted to use it.
Sword OH: Block is cool, I like the that you get to retaliate with an attack if you block. Those skills have always been fun to me. Grasping Shadow… just what? I don’t get at all needing to be in melee range for this. The way I see it you take an enemy next to your party and remove it from all their AOE. You can’t even really use it to pull without running in first or using Shiro teleport which seems backwards as well. I get that it could be used to pull people off point in PvP or away from their support but still, it’s weird. I would like to see some range on this skill so you don’t already have to be on top of them.
Mace: My only complaint is that I feel it lacks in true condi generation. It’s a great weapon otherwise, all the skills work nicely together and I never actively avoid using them like I do on other weapons/legends. However being the Rev’s only condi weapon I feel it needs better generation. Adding bleeding to the auto, or a slightly longer fire tick on Searing Fissure (not preferred because burning is too much) or add torment to Searing Fissure. Overall a minor complaint because the Rev can be good without it, but it lacks a true condi build I think.
Staff: MVP for me this weekend. Every change made to it was great, and it’s a really fun weapon to use. Punishing Sweep/Debilitating Slam feels rewarding to use now, the auto attack chain animations are great (I feel I have to say that now because of Daredevil). Surge of the Mists has got to be the best looking skill in the game, and on top of that it’s definitely worth using! (I’m looking at you, Chaotic Release). Great job on the staff!
Hammer: Still great, the evade is really helpful thank you. If I’m in a tough spot and just need a few seconds for legend skill recharge I find it’s worth swapping to hammer even in melee range just to use Phase Smash to give me those few free seconds. Great job on this weapon.
Axe: Not much to say, keeping the streak alive here of great weapons. I still have the complaint that Frigid Blitz needs to face the camera the opposite way, and sometimes it would put me out of auto attack range. Both of these things are annoying and I believe warrant QOL improvements but the skills themselves are great.
Shield: Ah, the shield. Envoy of Exuberance is great. It’s not quite “there” to me though, I think it needs some damage. I know the shield is not there for damage, it should be equal to or less than an auto attack just something to proc traits and gear. Doesn’t “need” it, just how it feels to me. Then Crystal Hibernation… it’s bad. The idea was great and I know I was excited when it was revealed and we were told it had a breakbar and everything… but it’s bad. It needs a buff to the breakbar, soft CC should not break it so easily (if at all). Even more importantly it just can’t root you. In PvP this allows your enemy to queue up their best skills and disables for when you get out, in PvE you used this to save your life in a tough spot but you’re left unable to actually get away from danger so you are still in trouble when you get out of it. A 4k heal is likely not going to save you from that trouble. Magnetic Shield for Engi is a great skill that once upon a time you couldn’t move while using. Even though it was great I don’t think it saw much use (besides for blasting) because it was so detrimental to use. That’s what CH is now, except it’s not even good because of the breakbar problems. It does more harm than good, which is disappoint for such a great idea. There’s been many topics on this skill so I’ll leave it at that.
Spear: Another new weapon. I have to admit the choice of auto attack is a nice QOL thing. I thought (and still do kinda) it was gimmicky to package that as a great choice for us when in reality it takes the place of what should be a useful skill… but it is nice. Underwater is so far on the backburner it doesn’t matter to lose that skill, and I like the options provided for the purpose of underwater combat. Skills 3-5 are all pretty cool, I like Igniting Brand and Rift Containment a lot.
Traits
I think I’m going to add traits feedback in another thread focused more specifically on traits because there’s a LOT that I feel needs feedback. It is by far the weakest aspect of the Revenant.
Jade Quarry