Greeting Fellow Mist-Walkers… I wanted to make all of my feedback on the Revenant Nerfs in the same post, but you will see that this particular one requires a bit more than a simple “This is why I dislike this and here is my supporting argument”.
I’d like to start off with a quote I found on the forums, Now, I don’t want to make this sound like I’m singling this guy out, I’m not but I think this is a good place to start from.
Inf Arrow is superior at fleeing. PT is superior in chasing, in a way so that Inf Arrow can’t even be used to flee.
A nerf was needed in some way.
I completely disagree, and here is why:
Infiltrator Arrow (IA): Cost 6 Inv, Travels 900/use
Phase Traversal (PA): Cost 20 Energy, Travels 1200/use
“But Sarif, you Rev Fanboi!! That’s not a fair comparison! They use two different resource structures!” … Not really. For anyone who wonders how this comparison works, the mechanical nature of Energy is exactly the same as the mechanical nature of Initiative.
You build up Energy till you pass a “threshold” and then you have access to a skill, these “thresholds” are Pips of Initiative, which roughly equal 5 Energy, you can tell because all of our utility skills are multiplies of 5. I would like to point out that our weapon skills do not follow this trend perfectly.
Using this information as a base, we can can claim that Revenants have a total of 10 Initiative, and can only hold 5 Initiative out-of-combat. Thieves on the other hand, Base have 12 (20% more) and can regen all of them out-of-combat, and can raise this limit to 15 (50% more) plus have the ability to trait to earn back this resource in combat in chucks (2 for using steal and 3 for swapping weapons) addition to gaining 1/sec.
For Thieves, if we converted them to Energy would have 120 Energy, Up to 150 out-of-combat. Using their class Mechanic regens 10 Energy, and Weapon Swap generates 15 Energy.
So.. How does this comparison look like on these skills?
Infiltrator Arrow (IA): Cost 6 Inv (or 30 Energy), Travels 900/use
Phase Traversal (PA): Cost 20 Energy (or 4 Inv), Travels 1200/use
”Well, that looks like the Revenant is beating out the Theif!”… and you’d be right, magikittentle voice in my head the represents the forum-going community. I however, would like to stress two things. One, The Revenant does not have the ability to fine tune their Utility selection, and two, Shiro is supposed to be our “mobility” option.
“Alright, fine, Energy and initiative are roughly the same, but that still doesn’t prove this nerf wasn’t needed!” … True, so let’s move on to an example shall we?
Say you have a Revenant and a Thief racing across Gendarran Fields, and for the sake of argument, let’s say everything along their path is perfectly copied for each, and they don’t interfere with each other at all and that they are traveling only using these two skills (and have the ability to use them to their full range.)
Thief travels at 900/6in (starting at 15), and the Revenant travels at 1200/20 Energy (starting at 50), both at their base regen rates. It looks like this:
0 Sec: Thief: 900 (9Inv), Rev: 1200 (30En)
1 Sec: Thief: 1800(4Inv), Rev: 2400 (15En)
2 Sec: Thief: 1800(5Inv), Rev: 3600 (0En)
3 Sec: Thief: 2100(0Inv), Rev: 3600 (5En)
4 Sec: Thief: 2100(1Inv), Rev: 3600 (10En)
5 Sec: Thief: 2100(2Inv), Rev: 3600 (15En)
6 Sec: Thief: 2100(3Inv), Rev: 4800 (0En)
7 Sec: Thief: 2100(4Inv), Rev: 4800 (5En)
8 Sec: Thief: 2100(5Inv), Rev: 4800 (10En)
9 Sec: Thief: 2800(0Inv), Rev: 4800 (15En)
10 Sec: Thief: 2800. Revenant: 6000(0En)
Now, that seems pretty kitten impressive eh? Almost double what a Thief can do. From this, I can kind of see why this needed to be toned down, however, slapping a 5 second CD on this was not the right answer. Now let’s see that same race, this time, with this nerf in place:
0 Sec: Thief: 900 (9Inv), Rev: 1200 (30En)
1 Sec: Thief: 1800(4Inv), Rev: 1200 (15En, 4sec CD)
2 Sec: Thief: 1800(5Inv), Rev: 1200 (20En, 3sec CD)
3 Sec: Thief: 2100(0Inv), Rev: 1200 (25En, 2sec CD)
4 Sec: Thief: 2100(1Inv), Rev: 1200 (30En, 1sec CD)
5 Sec: Thief: 2100(2Inv), Rev: 2400 (15En, 5sec CD)
6 Sec: Thief: 2100(3Inv), Rev: 2400 (20En, 4sec CD)
7 Sec: Thief: 2100(4Inv), Rev: 2400 (25En, 3sec CD)
8 Sec: Thief: 2100(5Inv), Rev: 2400 (30En, 2sec CD)
9 Sec: Thief: 2800(0Inv), Rev: 2400 (35En, 1sec CD)
10 Sec: Thief: 2800. Revenant: 3600(20En, 5sec CD)
Alright, that seems a little less insane right? I did however, this is only really showing off one aspect of these two skills, Distance. There is another aspect of these skills I’d really like to point out here and that is Uses/Sec.
You see in my first example, the Revenant gets 5 uses of PT, and the Thief gets 4. This means where ever the thief goes, the Revenant can follow. In the second test however, the Revenant barely squeaks out 3 uses to the Thief’s 4. While the total “available” distance is still greater for the Revenant, let’s put this in context of say… a Fight.
The Thief can reposition more than Revenant can, and can choose where to reposition to include locations inaccessible to the Revenant’s PT. More so, 900 is a huge range to cover for anyone in this game, and while all classes have access to range weapons, not all range weapons are created equal, as any Guardian or Engineer can tell you.
This “Extra Use” is a big part why Thieves tend to be able to get away from anyone, anywhere. It was nice that they finally added in a skill capable of punishing Thieves for disengaging and running away. Hell, it was nice being that Class.
“Alright… Fine, you made your point, I still don’t agree with it! I still think you’re a dirty Fanboi!”… Well… You’d be right, I am a dirty Rev fanboi, but I love to see some bloody counter play come in that take these professions from their comfy places of complete dominance and shakes it up a bit.
What I would love is to see this CD removed but I’d deal with something a little saner like a 3sec CD. At a 3sec CD, Both Skills can be used at 4 times in 10 secs and here is my proof:
0 Sec: Thief: 900 (9Inv), Rev: 1200 (30En)
1 Sec: Thief: 1800(4Inv), Rev: 1200 (35En, 4sec CD)
2 Sec: Thief: 1800(5Inv), Rev: 1200 (40En, 3sec CD)
3 Sec: Thief: 2100(0Inv), Rev: 2400 (25En, 2sec CD)
4 Sec: Thief: 2100(1Inv), Rev: 2400 (30En, 1sec CD)
5 Sec: Thief: 2100(2Inv), Rev: 2400 (35En, 5sec CD)
6 Sec: Thief: 2100(3Inv), Rev: 3600 (20En, 4sec CD)
7 Sec: Thief: 2100(4Inv), Rev: 3600 (25En, 3sec CD)
8 Sec: Thief: 2100(5Inv), Rev: 3600 (30En, 2sec CD)
9 Sec: Thief: 2800(0Inv), Rev: 4800 (15En, 1sec CD)
10 Sec: Thief: 2800. Revenant: 4800(20En, 5sec CD)
4 Uses Each! Tada! Balance!
Thanks for taking the time to read all this guys, I know it’s a lot, and Lord knows I worked on it a lot. I really hope we reconsider this ridiculous CD, and get some more positive changes…
Also, whatever happened to giving people time to “L2P” both playing as and against the Rev? These Nerfs seem unfair, more so when skills like Gun Flame haven’t been touched…
Guild Leader of Covenant of the First Flame [Soul].