Sword 3 - an evade?
Yes it now evades and deals more damage which was needed.
In SPVP you would get burst down running S/S shiro…. this was needed. Besides hit and run builds, Shiro Revs get eaten alive.
1v1 is never a good way to balance things.
Like I said, I’m not saying it shouldn’t be an evade – I’m saying the current version has no counterplay to it, whether it’s 1v1 or not.
You always need to take energy into account. That skills lowers Rev energy, reducing the number of things he can do
Did you ever got hitten by a 15k backstab from a thief? That is something you can’t conter! Lol
Evade was needed, else using this skill was kinda instant death for you. Damage increases was needed on all skills. Its the revenants burst weapon/legend! To much dmg on that skill? With the increase now against a single target it may be a bit strong. We gonna see.
As soon as the target stands close to other people the whole damage is splitter between all of them
You can still dodge some of the damage like on a pewpews rapid fire.
I can imagine some form of counter play with people either grouping together so that one target doesn’t have to go down. Alternatively someone tanky could wait for the rev to jump to him and blink away to tank the rest of the damage themselves. Or you could just use your true invulnerabilities! smrrghrgghmumbe not satisfied with Crystal Hibernation grrrummbleeygoobly
Sword 3 is no different from staff 5 in terms of damage now. That was needed.
Staff 5 has aoe cc+load of damage, while sword 3 jumps from target to target (even clones/minions) drastically decreating it damage to single targets and unlike staff 5 it doesnt cc. Both of them will evade now as they should have long ago. What i would consider is adding “prevent capture” option to them tho, espesially to sword 3 like it was in datamined skills.
blurred frenzy, pistol whip; same kategory of skills. all of them are evades and all of them have the same counter: retaliation.
Spreading the damage among a lot of targets doesnt’t mean the skill does less damage – it’s not a weakness. That’s saying an AoE skill is weak because it does medium damage to a lot of people instead of high damage on one person.
The skill has a low cooldown to compensate for the energy cost.
Stealth bursts don’t have much counterplay either, but at least you can reveal them or counter them. And, besides, I’m not saying stealth bursts are okay or better than this.
blurred frenzy, pistol whip; same kategory of skills. all of them are evades and all of them have the same counter: retaliation.
Those are stationary. Whole different category. Require stuns/immobilize to land, which can be broken/cleansed.
I would first like to see how it all works out. BWE 2 Builds are probably locked out already, waiting for soon beta weekend when they will most likely present same stuff + open up new Borderlands for “testing”.
[SALT]Natchniony – Necromancer, EU.
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The buff to damage was absolutely needed. Before it was basically useless and not worth using in pve at all. Now maybe it will be worth using. The evade was also necessary. If anything I would like to see a split in pvp vs pve. Because pve does not need nerfing.
But like others have said, wait and see how it plays out.
The skill is very telegraphed and on a 10sec icd. Evade/block the attacks and the main source of a dps revenant is gone.
Also, if you run as a group, Sword 3 tracks you and will shadowstep towards you at the end. You can actually pull the revenant to where you want if you are quick enough.
Thing is, it HAD to be an evade. You just cannot have abilities that lock you out of control that long and not have evasion during. It was one of the least controllable skills in the game and could do much more harm than good.
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
Like i said, i liked it before this change and will take the buff.
My play style was a bit different from others. I played Hit and Run since i lacked so much damage reduction to even be of use. Felt like i was wearing cloth armor in PvP. So i ran Hit and Run build, bursting down enemies and running away, then shadow back for another burst then run away again and repeat whike adding CC in there every so often.
Like I said, I’m not saying it shouldn’t be an evade – I’m saying the current version has no counterplay to it, whether it’s 1v1 or not.
Retaliation says Hi!
blurred frenzy, pistol whip; same kategory of skills. all of them are evades and all of them have the same counter: retaliation.
Those are stationary. Whole different category. Require stuns/immobilize to land, which can be broken/cleansed.
I agree. The only skill check for landing Unrelenting Assault is (a) using it when in range of opponent and (b) not using it when opponent is blocking or otherwise invulnerable. Even if they decide to dodge, Unrelenting Assault is on such a short cooldown that it won’t be that big of a deal.
So I think the evade on Unrelenting Assault was pretty necessary, but the damage buff along with it might make it OP. We’ll see how the next BWE goes, but if it’s too good I think it may need to either have the damage dropped back down to BWE1 levels, or maybe increase the energy cost to 20 so Rev is really making a choice (payment) for this mid-ranged, high damage evasion skill.
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
Concentrate guys, I’m not saying the evade should be straight-up removed, nor am I saying the damage should be low.
I’m saying they should add more depth to the skill, in order to allow counterplay, but also require a certain level of skill to use properly. Retaliation is hardly enough.
There should be plenty of ways to do that without hurting the skill, I’ve already given a few suggestions myself.
Concentrate guys, I’m not saying the evade should be straight-up removed, nor am I saying the damage should be low.
I’m saying they should add more depth to the skill, in order to allow counterplay, but also require a certain level of skill to use properly. Retaliation is hardly enough.There should be plenty of ways to do that without hurting the skill, I’ve already given a few suggestions myself.
I’ll have to get back to you on this, as my memory with sword is foggy. Best way to handle it (IMO) would be interruptable and noticeable starting animation, which would be fair.
Also it’s fair to note, the ability’s damage alone actually wasn’t THAT big… What really make it hurt was the Shiro Heal+ Leech traits which could add another 1200 dmg on like 2 or 3 of the hits. Alone, it wasn’t THAT scary at all.
Warlord Sikari (80 Scrapper)