Simple solutions for energy complains

Simple solutions for energy complains

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Posted by: skowcia.8257

skowcia.8257

I dont had many troubles building up energy

How did you build up energy? Is there some skill or trait that helps? Because as far as I can tell, you simply auto attack and wait for energy… It’s not a very complex system is it?

By not using situation utility skills maybe? It has nothing to do with wep skills as you can still use them.. as long you dont spam utility skills youll be fine.

and that works in SPVP? Really now?

Spamming jade winds, riposting shadows and impossible odds or jalis taunt/rite without thinking is the way to go i guess?

Im not sure why some people trying to turn energy into life force/adrenaline v.2

obey me

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Posted by: Knighthonor.4061

Knighthonor.4061

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

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Posted by: Nevero.8407

Nevero.8407

Simplest solution isn’t necessary the best solution, I still propose lowering cost on essential skills. but here is one when you think outside the box:
Reduce legend swap CD from 10 seconds to 5 seconds

Couple of benefits from this change:

  • Reduce chance of energy depletion even under the current energy costs. Given that each swap gives you energy at 50%.
  • Prevent spamming utility skills as you can still deplete energy in each legend, thus impede your attack flow. You still won’t be able to spam weapon skill due to CD.
  • Promote legend swap and inter-legend combo.
  • Less likely to suffer adverse effect due to legend specialties etc. So you’re less likely to die from condition in while you’re waiting 10s in Shiro; or you can swap to stun break legend much faster while in Ventari or Mallyx. You can still suffer if you swap carelessly, but it won’t immediately means a death sentence.
  • Extremely high fury uptime as a reward if you swap constantly at the expense of changing skills and upkeeps. Also beneficial if you like to stay in particular legend due to low CD, thus promoting both styles.
  • Cleansing channel will finally be useful in keeping revenant alive from conditions. It’ll be good but not OP, just like warrior’s brawler recovery with fast-hands. Revenant can still die of condition if condi bursted or piled enough condi, but at least players won’t die of minimal condi pressures.
  • Traits that effects when invoking a legend can finally be more appealing to choose compare to their competitors.

Ofc some balancing needs to be addressed:

  • Add 10s CD to empty vessel (stun break when swap legend), which may seem intimidating at first but given you can swap to stun break legend much more easily every 5s it’s not that horrible.
  • Perhaps slightly more CD for low CD weapon skills.

I had this exact thought, and I’m sure we aren’t the only ones. 10 seconds for legend swap feels like a bit too much. It would of course need to be balanced, but the changes you outlined are a good start.

Maybe Anet could possibly consider this and see what if any effect it has on the energy management situation. It could be a better starting point for solving energy problems and would definitely make the class less frustrating to play sometimes.

(edited by Nevero.8407)

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Posted by: skowcia.8257

skowcia.8257

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

And why not start with 100%, keep energy on swap if it was above 50%, reduce some energy cost on wep skills (max 10), maybe upkeeps too and keep current regeneration?

obey me

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Posted by: Recursivision.2367

Recursivision.2367

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

And why not start with 100%, keep energy on swap if it was above 50%, reduce some energy cost on wep skills (max 10), maybe upkeeps too and keep current regeneration?

Probably because it’s not necessary. From my experience with revenant in PvP and WvW I have no reason to believe that anything about energy mechanics needs to change.

Some energy reduction on certain weapon skills might be reasonable, but I don’t see any evidence to indicate that the revenant needs more access to energy to make it viable in these game modes.

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Posted by: Elbritil.3817

Elbritil.3817

I’m on the side of removing weapon skills energy cost AND reduce of uilities a bit (10% is enough for me), so lets see this question from 2 different point of view, ehy it would be logical.: other mechanisms and character lore.
1, mechanism: for exymple, thief has no weapon cd, but initiate cost, no cost on utilities but cd, so, the logical is to have a class(revenant) a similar mechanism, but we want some specially different, just revers it. No cost on weap but cd, and no cd on uti but cost, thats all.
2, lore: ok, thw weapons have mist themed visual effects, but this is something nkt to bother with. But lets see what u see when u summon a legend. U get a legend themed utilitz bat, legend themed visual effect on ur wrist AND the most important, legend themed energy bar with the legends color. So, just from lore, its logical to use the legends specific energy to use its elated utilities, but not used for the unspecific weapon skills.
Both in balance and theme, it would be the most logical decidion

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Posted by: uhohhotdog.3598

uhohhotdog.3598

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

And why not start with 100%, keep energy on swap if it was above 50%, reduce some energy cost on wep skills (max 10), maybe upkeeps too and keep current regeneration?

Probably because it’s not necessary. From my experience with revenant in PvP and WvW I have no reason to believe that anything about energy mechanics needs to change.

Some energy reduction on certain weapon skills might be reasonable, but I don’t see any evidence to indicate that the revenant needs more access to energy to make it viable in these game modes.

Seriously? Compare it to other classes and their cooldowns on utilities. On every other you can use at LEAST 3 utility skills per minute plus an elite every 3 without having to sacrifice weapon skills. You cannot do that on the current revenant.

(edited by uhohhotdog.3598)

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Posted by: Manarain.7940

Manarain.7940

Hello everyone! I would like to chime in on this heated topic. In regards to stating the “problem” I feel that it would make the class fairer if something was implemented to help with energy management and give the players a sense of active energy management. Much like knowing when to swap attunements and cooldown durations on Elementalist. I can hear the argument now that “more time with the class will give people a better sense of what skills they can use and when; like on ele" but this argument doesn’t hold much water when you consider the fact that the Elementalist has traits that modify the cooldowns of their skills in specific attunements. I feel like the same idea can be implemented with the Revenant.
All we need is to give the Traits that modify specific legends (Nefarious Momentum, Demonic Defiance, etc.…) also give energy back as a Percentage of the energy spent. This way each the energy would still tick down, but slower. Also you could tailor the percentage based on legend (Say 50% return for Ventari but only 20% return for Shiro). Also this could work for Upkeep skills because it’s a percentage (lowering Impossible Odds from 5 pips of degen to 4). This would also un-effect the skill activations because this doesn’t change the amount of energy one would need to cast the original skill (so you can keep the energy high for some).
I feel like weapon skills should be unchanged to keep the sense of “welp I better not just spam my skills willy nilly”

(edited by Manarain.7940)

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

I think the easiest, and possible best solution, is to just reduce the energy costs on some skills, be it weapon or utility, and no energy requirement on heals.

My biggest concern of doing too much is that Roy will have longer cooldowns in place to balance it, and I’d personally hate that.

“Be like water” – Bruce Lee

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Posted by: Artaz.3819

Artaz.3819

I disagree with OP. Mostly because I dislike getting energy while swapping. It more or less FORCES player to swap every time you can to maximize benefit.

^ This

Because of the “forced” energy swapping to maximize energy gain in the only way possible for the Revenant, you also encourage very specific legend combinations that can deal with stun break/condition removal in each of those Legends.

Revenant is basically being made into cookie-cutter without free-form builds which other classes can always achieve by always taking “x” utility and/or heal ability.

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Posted by: Artaz.3819

Artaz.3819

I think the easiest, and possible best solution, is to just reduce the energy costs on some skills, be it weapon or utility, and no energy requirement on heals.

My biggest concern of doing too much is that Roy will have longer cooldowns in place to balance it, and I’d personally hate that.

My thought is make the first use of the ability cost -0- energy based on standard cooldown timers of similar abilities. The Revenant than has the option to use that same ability, it costs energy just slightly more than now. Healing skills would need to be adjusted to a -0- energy cost and equivalent cooldown times as other classes.

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Posted by: Manarain.7940

Manarain.7940

The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm

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Posted by: Recursivision.2367

Recursivision.2367

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

And why not start with 100%, keep energy on swap if it was above 50%, reduce some energy cost on wep skills (max 10), maybe upkeeps too and keep current regeneration?

Probably because it’s not necessary. From my experience with revenant in PvP and WvW I have no reason to believe that anything about energy mechanics needs to change.

Some energy reduction on certain weapon skills might be reasonable, but I don’t see any evidence to indicate that the revenant needs more access to energy to make it viable in these game modes.

Seriously? Compare it to other classes and their cooldowns on utilities. On every other you can use at LEAST 3 utility skills per minute plus an elite every 3 without having to sacrifice weapon skills. You cannot do that on the current revenant.

Srsly.

Let’s look at some numbers. In a fairly ideal world:
50 starting energy
5 * 60 = 300 passive regen per minute
5 * 50 = 250 from legend swaps, approximately on cooldown with a little wiggle room
——————————————
600

150 – A rough estimate of using staff skills on cooldown
50 – For an elite use
150 – For da homies (Energy lost to mismanagement/swapping with remaining energy/Heal skill)
250 – For 7 * 35 utility skill usage (on the higher end of utility energy costs)
———————————————-
600

Of course, this is a fairly skilled player, playing efficiently in terms of swapping legends frequently and not leaving large amounts of energy when swapping. But your take on it is way off base. Even playing extremely sloppy you’d be wrong.

I think a lot of the problem is just poor management by players, such as sitting in upkeep skills.

edit: forgots a word

(edited by Recursivision.2367)

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Posted by: Misguided.5139

Misguided.5139

What if you could re-activate a legend (sort of like an elementalist overload) you were already in to gain increased energy generation for a period of time? This would represent a deeper channel of that legend and could be accompanied by a glow or some visual effect. Once the duration ended, energy generation with that legend would be reduced for a period of time (not forcing legend swap, but making it beneficial).

I would see the cooldown being long enough that you would want to use this in a tactical way rather than always on cooldown, something like 3x the duration, so that if you used this on both legends back to back, you’d be in real trouble if still under pressure.

Thoughts?

Note that I think you shouldn’t have to do something like this function as a profession all the time, but it could help give a way to generate more burst or get out of a bad situation.

(edited by Misguided.5139)

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm

Hmm. That’s a good point. I would like to see some skills/traits that help to promote Energy Gain too myself.

“Be like water” – Bruce Lee

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Posted by: Artaz.3819

Artaz.3819

The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm

Hmm. That’s a good point. I would like to see some skills/traits that help to promote Energy Gain too myself.

The problem is that these skills/traits would then become “required” and ultimately force specific builds as oppose to being freeform. The mechanic should really be baseline or if implemented, needs to be broad and wide across all trait lines.

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Posted by: uhohhotdog.3598

uhohhotdog.3598

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

And why not start with 100%, keep energy on swap if it was above 50%, reduce some energy cost on wep skills (max 10), maybe upkeeps too and keep current regeneration?

Probably because it’s not necessary. From my experience with revenant in PvP and WvW I have no reason to believe that anything about energy mechanics needs to change.

Some energy reduction on certain weapon skills might be reasonable, but I don’t see any evidence to indicate that the revenant needs more access to energy to make it viable in these game modes.

Seriously? Compare it to other classes and their cooldowns on utilities. On every other you can use at LEAST 3 utility skills per minute plus an elite every 3 without having to sacrifice weapon skills. You cannot do that on the current revenant.

Srsly.

Let’s look at some numbers. In a fairly ideal world:
50 starting energy
5 * 60 = 300 passive regen per minute
5 * 50 = 250 from legend swaps, approximately on cooldown with a little wiggle room
——————————————
600

150 – A rough estimate of using staff skills on cooldown
50 – For an elite use
150 – For da homies (Energy lost to mismanagement/swapping with remaining energy/Heal skill)
250 – For 7 * 35 utility skill usage (on the higher end of utility energy costs)
———————————————-
600

Of course, this is a fairly skilled player, playing efficiently in terms of swapping legends frequently and not leaving large amounts of energy when swapping. But your take on it is way off base. Even playing extremely sloppy you’d be wrong.

I think a lot of the problem is just poor management by players, such as sitting in upkeep skills.

edit: forgots a word

You’re assuming a whole lot of things here. You don’t only swap legends when you run out of energy. You swap when you need a utility on that legend. Your weaponskills costs are off. On staff using on cooldown your usage will be 195. On mace/axe that number would be 225 roughly on cooldowns. If you use an upkeep skill you’re not generating any energy, you’re losing energy so your energy regen numbers are going to be lower. You’re assuming you’re going to use the utilities when you have energy rather than when you need it.

If I plan on using a utility in one stance why am I going to switch just to maybe get 50 energy in a perfect scenario?

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Posted by: Manarain.7940

Manarain.7940

The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm

Hmm. That’s a good point. I would like to see some skills/traits that help to promote Energy Gain too myself.

The problem is that these skills/traits would then become “required” and ultimately force specific builds as oppose to being freeform. The mechanic should really be baseline or if implemented, needs to be broad and wide across all trait lines.

This. This right here just reinforces my original post about how it should be based on Trait line. (Think Elementalist cooldowns and how those are connected to the element/Trait line associated with it. Then think about how Revenant trait lines have legend specific Traits.) I’m not saying these traits should change, I’m just saying they should have an *added functionality of “% energy return on skill usage”

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Posted by: Recursivision.2367

Recursivision.2367

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

And why not start with 100%, keep energy on swap if it was above 50%, reduce some energy cost on wep skills (max 10), maybe upkeeps too and keep current regeneration?

Probably because it’s not necessary. From my experience with revenant in PvP and WvW I have no reason to believe that anything about energy mechanics needs to change.

Some energy reduction on certain weapon skills might be reasonable, but I don’t see any evidence to indicate that the revenant needs more access to energy to make it viable in these game modes.

Seriously? Compare it to other classes and their cooldowns on utilities. On every other you can use at LEAST 3 utility skills per minute plus an elite every 3 without having to sacrifice weapon skills. You cannot do that on the current revenant.

Srsly.

Let’s look at some numbers. In a fairly ideal world:
50 starting energy
5 * 60 = 300 passive regen per minute
5 * 50 = 250 from legend swaps, approximately on cooldown with a little wiggle room
——————————————
600

150 – A rough estimate of using staff skills on cooldown
50 – For an elite use
150 – For da homies (Energy lost to mismanagement/swapping with remaining energy/Heal skill)
250 – For 7 * 35 utility skill usage (on the higher end of utility energy costs)
———————————————-
600

Of course, this is a fairly skilled player, playing efficiently in terms of swapping legends frequently and not leaving large amounts of energy when swapping. But your take on it is way off base. Even playing extremely sloppy you’d be wrong.

I think a lot of the problem is just poor management by players, such as sitting in upkeep skills.

edit: forgots a word

You’re assuming a whole lot of things here. You don’t only swap legends when you run out of energy. You swap when you need a utility on that legend. Your weaponskills costs are off. On staff using on cooldown your usage will be 195. On mace/axe that number would be 225 roughly on cooldowns. If you use an upkeep skill you’re not generating any energy, you’re losing energy so your energy regen numbers are going to be lower. You’re assuming you’re going to use the utilities when you have energy rather than when you need it.

If I plan on using a utility in one stance why am I going to switch just to maybe get 50 energy in a perfect scenario?

Sure, like I said that was a pretty ideal scenario. Nothing impossible though.

On the other hand, let’s look at a worst case scenario:

50 starting
300 Base Regen
50 from one legend swap (Very low end)
——————————————
400 energy per minute

200 weapon skill (Very high end)
50 for da homies (Less than in the best case example because you’re only swapping once. This includes two heal skills and swapping while you sill have 40 enery left—essentially wasting that energy)
100 for three 35 energy utilities
50 for one elite skill
——————————————
400 energy spent

So, even in a worst case scenario, revenant is outperforming the three utilities per minute and 1 elite per three minutes mentioned in the post I was responding to.

Managing energy is part of the skill required by the class. It is meant to be limiting—that’s the whole point. It has drawbacks and advantages which are represented by the current system. I think it’s pretty tightly tuned overall.

(edited by Recursivision.2367)

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Posted by: Numot.3965

Numot.3965

Just change it to how energy worked in GW1, its far more intuitive, and makes sense.

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Posted by: Loex.5104

Loex.5104

i would just love to see that the energy stays the same if we are above 50 on Legend swap.

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Posted by: uhohhotdog.3598

uhohhotdog.3598

A solution is to simply make it like GW1 energy but with a slower regen. Start at full and low regen.

And why not start with 100%, keep energy on swap if it was above 50%, reduce some energy cost on wep skills (max 10), maybe upkeeps too and keep current regeneration?

Probably because it’s not necessary. From my experience with revenant in PvP and WvW I have no reason to believe that anything about energy mechanics needs to change.

Some energy reduction on certain weapon skills might be reasonable, but I don’t see any evidence to indicate that the revenant needs more access to energy to make it viable in these game modes.

Seriously? Compare it to other classes and their cooldowns on utilities. On every other you can use at LEAST 3 utility skills per minute plus an elite every 3 without having to sacrifice weapon skills. You cannot do that on the current revenant.

Srsly.

Let’s look at some numbers. In a fairly ideal world:
50 starting energy
5 * 60 = 300 passive regen per minute
5 * 50 = 250 from legend swaps, approximately on cooldown with a little wiggle room
——————————————
600

150 – A rough estimate of using staff skills on cooldown
50 – For an elite use
150 – For da homies (Energy lost to mismanagement/swapping with remaining energy/Heal skill)
250 – For 7 * 35 utility skill usage (on the higher end of utility energy costs)
———————————————-
600

Of course, this is a fairly skilled player, playing efficiently in terms of swapping legends frequently and not leaving large amounts of energy when swapping. But your take on it is way off base. Even playing extremely sloppy you’d be wrong.

I think a lot of the problem is just poor management by players, such as sitting in upkeep skills.

edit: forgots a word

You’re assuming a whole lot of things here. You don’t only swap legends when you run out of energy. You swap when you need a utility on that legend. Your weaponskills costs are off. On staff using on cooldown your usage will be 195. On mace/axe that number would be 225 roughly on cooldowns. If you use an upkeep skill you’re not generating any energy, you’re losing energy so your energy regen numbers are going to be lower. You’re assuming you’re going to use the utilities when you have energy rather than when you need it.

If I plan on using a utility in one stance why am I going to switch just to maybe get 50 energy in a perfect scenario?

Sure, like I said that was a pretty ideal scenario. Nothing impossible though.

On the other hand, let’s look at a worst case scenario:

50 starting
300 Base Regen
50 from one legend swap (Very low end)
——————————————
400 energy per minute

200 weapon skill (Very high end)
50 for da homies (Less than in the best case example because you’re only swapping once. This includes two heal skills and swapping while you sill have 40 enery left—essentially wasting that energy)
100 for three 35 energy utilities
50 for one elite skill
——————————————
400 energy spent

So, even in a worst case scenario, revenant is outperforming the three utilities per minute and 1 elite per three minutes mentioned in the post I was responding to.

Managing energy is part of the skill required by the class. It is meant to be limiting—that’s the whole point. It has drawbacks and advantages which are represented by the current system. I think it’s pretty tightly tuned overall.

You’re still assuming that you only swap at 0 energy. You’re still not accounting for upkeeps that take energy which means that 300 isn’t 300. There will also be times when your energy is at 100 and aren’t spending it because you don’t spend just because you have it. You’re still not taking into account that people need to use utilities when they need them not just when they have the energy available.

I’m not saying we need double energy or anything like that. They just need to reduce weapon skill energy a bit all around.

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Posted by: Recursivision.2367

Recursivision.2367

You’re still assuming that you only swap at 0 energy. You’re still not accounting for upkeeps that take energy which means that 300 isn’t 300. There will also be times when your energy is at 100 and aren’t spending it because you don’t spend just because you have it. You’re still not taking into account that people need to use utilities when they need them not just when they have the energy available.

I’m not saying we need double energy or anything like that.

Actually, I counted a full 40 energy wasted on swap as I mentioned (so wasteful!). Upkeep can be counted in as one of your utilities or your elite, as that’s all they are.

And yeah, people need utilities when they need them, that’s no different than any class, but you can’t always have access to every utility.

I just don’t see any reason energy needs to be changed. A lot of the gripes seems to amount to amount to “I’m being punished for poor energy management, make this easier and more forgiving.”

What makes revenant gameplay so interesting are all the tradeoffs:
- Use of weapon skills vs saving to invest in utilities (forces you to think before spamming skills on cool down)
- Staying in one legend vs swapping for free energy
- Depleting energy in current stance to maximize energy vs a quick swap
- Saving energy defensive cooldowns vs going all out on offensive pressure
- etc.

Suggestions to remove any of these choices (e.g. removing weapon skill costs) or trivialize them by increasing energy across the board don’t address balance, they just make the class simpler. Balance (when honestly, we don’t even really know where rev stands at the moment) can be achieved by tweaking numbers on a skill by skill basis, without dumbing it down.

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm

Hmm. That’s a good point. I would like to see some skills/traits that help to promote Energy Gain too myself.

The problem is that these skills/traits would then become “required” and ultimately force specific builds as oppose to being freeform. The mechanic should really be baseline or if implemented, needs to be broad and wide across all trait lines.

This. This right here just reinforces my original post about how it should be based on Trait line. (Think Elementalist cooldowns and how those are connected to the element/Trait line associated with it. Then think about how Revenant trait lines have legend specific Traits.) I’m not saying these traits should change, I’m just saying they should have an *added functionality of “% energy return on skill usage”

Or, as I inputted before, have a flat energy gain on all WS #5’s.

“Be like water” – Bruce Lee

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Posted by: Rygg.6237

Rygg.6237

On the other hand, let’s look at a worst case scenario:

50 starting
300 Base Regen
50 from one legend swap (Very low end)
——————————————
400 energy per minute

200 weapon skill (Very high end)
50 for da homies (Less than in the best case example because you’re only swapping once. This includes two heal skills and swapping while you sill have 40 enery left—essentially wasting that energy)
100 for three 35 energy utilities
50 for one elite skill
——————————————
400 energy spent

So, even in a worst case scenario, revenant is outperforming the three utilities per minute and 1 elite per three minutes mentioned in the post I was responding to.

Managing energy is part of the skill required by the class. It is meant to be limiting—that’s the whole point. It has drawbacks and advantages which are represented by the current system. I think it’s pretty tightly tuned overall.

400 energy/minute isn’t enough for the current skill costs vs effects on PvP as you’re using around 40-70% energy in a span of 5-8 seconds if we use your assumptions lets say over 6 seconds you would be using in a best case scenario 400 energy/minute (40 energy/6 seconds) or worse under pressure or while bursting enemies 700 energy/minute, (70 energy/6 seconds), PvE is not a problem as you’re not even using utilities that much you don’t even need other stuff asides the heals and in some instances Jade Winds or CC utilities.

As an example I usually bursted enemies in PvP with this: Temporal Rift > Frigid Blitz > Precision Strike > Surge of the Mists > Punishing Sweep-Debilitating slam (if availeable). that left them around 20% HP (sometimes a bit more or less depending on air/fire sigil procs) at the cost of 75% energy in a time spam of 4 3/4 seconds and the deisred effect needed perfect circumstances such as 2v1, the enemy running out of cooldowns or setting up the burst with JW or UA.

To mitigate damage usually I had to do the next skill rotation: Riposting Shadows > Enchanted Daggers > Warding Rift that alone is 65% energy in a time spam of just 2 seconds and that’s given that you effectively blind your foe, if you need to use other skills you’ll have to swap legends and depending on the case you’ll end up using another 50-70% energy between trying to deal and mitigate damage.

Procs on Invocation usually require you to try and always be around 40-70% energy and swap whenever availeable as that’s your source of fury, might and some extra damage/heal if you run equilibrium, you find yourself always near 40-70% energy and it’s easily manageable if you swap legends constantly and this sounds nice in paper but PvP enemies do fight back and do it a lot better than PvE mobs.

Skill rotations are choked because of the energy cost vs. skill effect most of the time, burst and defensive rotations both are around 40-70% energy which can be regained easily in a span of time of 5-10 seconds which sounds balanced, it actually doesn’ work like that since you end up consuming the energy needed for skill rotations to be effective in 3-8 seconds, that 2 second difference doesn’t seem important but it’s the difference between staying alive or turning into a free kill because you don’t have a way to effectively peel out of a fight you can win because you ran out of energy and that isn’t a matter of player skill, it’s a matter of choosing if you want to try and kill your enemy or if you want to survive and run from a fight and we’re just talking about 1v1, in teamfights if you’re targeted you just won’t survive.

Herald+Shield could possibly fix that but that would force the best PvP build run Shiro+Glint, sacrifice DPS+Gap closer from axe and use shield instead, and losing the access to Banish Enchantment from both Malyx and the Corruption trait line (which are very strong in 1v1 and teamfights), as invocation is just sorely needed because of the options of traits there, unless the auras from Dragon Legend are just absurdly strong for a Celestial/Soldier Bunker-Assaulter spec then it won’t change anything.

(edited by Rygg.6237)

Simple solutions for energy complains

in Revenant

Posted by: Manarain.7940

Manarain.7940

The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm

Hmm. That’s a good point. I would like to see some skills/traits that help to promote Energy Gain too myself.

The problem is that these skills/traits would then become “required” and ultimately force specific builds as oppose to being freeform. The mechanic should really be baseline or if implemented, needs to be broad and wide across all trait lines.

This. This right here just reinforces my original post about how it should be based on Trait line. (Think Elementalist cooldowns and how those are connected to the element/Trait line associated with it. Then think about how Revenant trait lines have legend specific Traits.) I’m not saying these traits should change, I’m just saying they should have an *added functionality of “% energy return on skill usage”

Or, as I inputted before, have a flat energy gain on all WS #5’s.

Having a flat energy gain means different things on different legends, 15 energy means more on say Demon Stance (Which has a relatively even distribution of energy allocation) than it does on say Dwarf Stance (Which has a few high energy cost skills). Also if you have variable energy gains on different weapons, that shows biased towards those weapons when they’re applied to individual stances. “Example: I use Hammer rather than Sword with Jalis because it gives me more energy to cast Forced Engagement” Also you run into the issue of necessity. Do you want be forced to cast a skill when you’re low on energy just because it has some energy gain attached to it? Also what if the skill doesn’t connect? what about it the target was invulnerable? no damage but energy gain doesn’t seem balanced (Imo).