Unrelenting Assault is massively OP

Unrelenting Assault is massively OP

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Posted by: Misguided.5139

Misguided.5139

Taldren,

If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.

(edited by Misguided.5139)

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Posted by: Recursivision.2367

Recursivision.2367

Um, it is the #2. The game hasn’t been horribly broken by Blurred Frenzy , so I think it will do just find with UA which does less damage and has worse scaling.

I don’t think it does less damage or scales worse, but I could be wrong.

Tell tbat to GW2Wiki

Blurred Frenzy
Damage (8x): 808 (2.400 multiplier)
Number of Targets: 3 (Max of 24 Hits)
Range: 130

Unrelenting Assault
Damage: 202 (0.715 multiplier)
Number of Hits: 7
Range: 450

I believe unrelenting could be written “Damage (7x): 1414 (5.005 multiplier).”

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Posted by: Exciton.8942

Exciton.8942

Yeah the skill is quite strong.
I would agree it is OP if it were instant cast. Fortunately it has a 3/4 sec cast time. So I think it’s generally fine.
However, I do think 2 consecutive dodges should completely evade the skill. Currently it feels like even if you double dodge you still get hit by the last hit.

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Posted by: Taldren.7523

Taldren.7523

Taldren,

If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.

Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.

… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.

80 Elementalist (RotV), 80 Mesmer (RotV)
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.

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Posted by: Silverkey.2078

Silverkey.2078

Um, it is the #2. The game hasn’t been horribly broken by Blurred Frenzy , so I think it will do just find with UA which does less damage and has worse scaling.

I don’t think it does less damage or scales worse, but I could be wrong.

Tell tbat to GW2Wiki

Blurred Frenzy
Damage (8x): 808 (2.400 multiplier)
Number of Targets: 3 (Max of 24 Hits)
Range: 130

Unrelenting Assault
Damage: 202 (0.715 multiplier)
Number of Hits: 7
Range: 450

I believe unrelenting could be written “Damage (7x): 1414 (5.005 multiplier).”

Not to mention you can escape from a blurred frenzy, not from UA…

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Posted by: Taldren.7523

Taldren.7523

Um, it is the #2. The game hasn’t been horribly broken by Blurred Frenzy , so I think it will do just find with UA which does less damage and has worse scaling.

I don’t think it does less damage or scales worse, but I could be wrong.

Tell tbat to GW2Wiki

Blurred Frenzy
Damage (8x): 808 (2.400 multiplier)
Number of Targets: 3 (Max of 24 Hits)
Range: 130

Unrelenting Assault
Damage: 202 (0.715 multiplier)
Number of Hits: 7
Range: 450

I believe unrelenting could be written “Damage (7x): 1414 (5.005 multiplier).”

I believe that Blurred Frenzy could be written as “Damage (24x): 2424 (7.200 multiplier)” if that is the case.

UA gets 7 completely random hits in its radius. BF gets 3 random hits x 8 swings. BF does more damage.

80 Elementalist (RotV), 80 Mesmer (RotV)
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.

(edited by Taldren.7523)

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Posted by: caerulean.4837

caerulean.4837

Not to mention, blurred frenzy hits multiple opponents while evading while UA is far far less effective when there is more than a single target.

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Posted by: Misguided.5139

Misguided.5139

Taldren,

If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.

Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.

… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.

The complaints I have seen regarding UA have centered around 1v1. Blurred Frenzy may be better against multiple targets, but no one is complaining about UA vs multiple targets. TBH, I don’t pvp much, so don’t have a horse in the race, I just don’t want the skill wrecked for PvE because of PvP issues.

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Posted by: Taldren.7523

Taldren.7523

Taldren,

If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.

Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.

… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.

The complaints I have seen regarding UA have centered around 1v1. Blurred Frenzy may be better against multiple targets, but no one is complaining about UA vs multiple targets. TBH, I don’t pvp much, so don’t have a horse in the race, I just don’t want the skill wrecked for PvE because of PvP issues.

There is no PvP issue here, because PvP is balanced around 5v5 , not 1v1. It’s a bunch of people that ran ahead of their group or tried to rambo the map that are upset about it.

What’s hilarious is the fact that IO + AA Staff does WAY more damage … even IO + AA sword does more damage than UA. These people have no idea.

80 Elementalist (RotV), 80 Mesmer (RotV)
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.

(edited by Taldren.7523)

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Posted by: Recursivision.2367

Recursivision.2367

Taldren,

If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.

Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.

… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.

Okay, so reworded, it does more than twice the single target damage and can’t be walked out of. So you have to have three people in a blurred frenzy for it to do more damage. I’d say that at least warrants some discussion.

And PvP is 5 players on each team spread across three points—1v1’s are an inevitable and exciting part of the format. To say that 1v1 balance is completely irrelevant is kind of absurd.

Not sure why you’re trying to shut down discussion and belittle people that are proposing alternative opinions.

(edited by Recursivision.2367)

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Posted by: Silverkey.2078

Silverkey.2078

Let’s be honest, you cannot

  • evade
  • be sticky
  • do high damage

example:

  • hundred blades: very high damage
  • blurred frenzy: high damage + evade
  • heartseeker: high damage + sticky
  • Swoop (ranger) : sticky + evade partly
    etc…

There is absolutely no meaningful counterplay to it (double dodge: seriously?)

By design the skill is sticky and do high damage: fine. This is already a strong combo. But then it cannot evade or at least not for the full duration.

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Posted by: Misguided.5139

Misguided.5139

The evade is necessary. We learned that in the last beta.

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Posted by: Taldren.7523

Taldren.7523

Taldren,

If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.

Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.

… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.

Okay, so reworded, it does more than twice the single target damage and can’t be walked out of. So it will do slightly more than a blurred frenzy with two people in it. I’d say that at least warrants some discussion.

It is slightly less that BF vs 2 players and it can be walked out of. The shadowstep is just bugged just like steal and all other teleport attacks currently. With my thief I can Steal an ele while they RTL and travel the entire distance with them and deal the damage.

Also, BF has a 9.5s cooldown with the trait … which I know I take because BF is awesome.

Assuming Power/Armor = 1.000 and that they are using a weapon strength of 952.5

VS 2 Targets:
UA : 6,181 damage (3,532 and 2,649)
BF: 6,188 damage (3,094 and 3,094)

VS 3 Targets.
UA: Total: 6,181 damage (2,649, 1,766, and 1,766)
BF: Total: 9,281 damage (3,094, 3,094, and 3,094)

The ONLY time UA does more damage is vs a single target with no other target within 480 of them.

The only time 1v1 happen in real play is when you try and steal a cap with a bunker left on it. A bunker anything isn’t going to be greatly phased by UA. Anything else and its their bad gameplay that is the issue.

Vs Bunkers Ele:
Double dodge, burning speed, static field, or simply swap over to water and let them build 7 stacks of chill with frost aura and then dodge roll heal.

Vs Bunker Guardian:
Guardian can even do better since you can’t evade through a bubble, wall, ect … plus the 7 hits of retaliation sucks vs the damage you end up doing.

I have had no issues this weekend vs a revenant on either of my bunker builds in sPvP. I was able to hold them until help arrived and dispatched them … exactly like bunker builds are supposed to do.

80 Elementalist (RotV), 80 Mesmer (RotV)
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.

(edited by Taldren.7523)

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Posted by: Recursivision.2367

Recursivision.2367

Taldren,

If that’s correct, then you just proved their point, since UA is nearly double Blurred Frenzy, with more range, and on a shorter cooldown, albeit with an energy cost.

Um, it scales at 3x the rate with power.
It can hit 24 times (up to 3 targets per swing x 8 swings) vs 7 max.
It has a 9.5s cooldown traited (something you can’t do with Rev sword).
It also counts as a single attack so you don’t have to worry about things like fire aura, chaos shield, confusion, retribution, ect.

… and it also doesn’t have an energy cost that can stop mesmers from doing things like shatter.

Okay, so reworded, it does more than twice the single target damage and can’t be walked out of. So it will do slightly more than a blurred frenzy with two people in it. I’d say that at least warrants some discussion.

It is slightly less that BF vs 2 players and it can be walked out of. The shadowstep is just bugged just like steal and all other teleport attacks currently. With my thief I can Steal an ele while they RTL and travel the entire distance with them and deal the damage.

Also, BF has a 9.5s cooldown with the trait … which I know I take because BF is awesome.

Assuming Power/Armor = 1.000 and that they are using a weapon strength of 952.5

VS 2 Targets:
UA : 6,181 damage (3,532 and 2,649)
BF: 6,188 damage (3,094 and 3,094)

VS 3 Targets.
UA: Total: 6,181 damage (2,649, 1,766, and 1,766)
BF: Total: 9,281 damage (3,094, 3,094, and 3,094)

The ONLY time UA does more damage is vs a single target with no other target within 480 of them.

Hehe, tack on lifesteal and Shiro heal procs and it might come out on top regardless.

Also, in all fairness… in most scenarios UA is going to do more damage. BF you’d need at least two people in it for the full duration, UA kind of takes care of that for you.

I’m not saying it’s broken, but I do think it’s a little too rewarding in a lot of circumstances. I just feel kinda bad when I’m taking 3/4’s a squishy’s health, despite a dodge, by pressing one button every 10 seconds.

One more thing:
You can look at the skills modifiers and such all you want… but you also have to look at the other trait modifiers. I have a feeling revenant might come out on top there.

(edited by Recursivision.2367)

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Posted by: uhohhotdog.3598

uhohhotdog.3598

A single dodge/evade can completely negate the skill if you do it while casting.

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Posted by: Iavra.8510

Iavra.8510

Also, BF has a 9.5s cooldown with the trait … which I know I take because BF is awesome.

No, you don’t, because Blinding Dissipation is a lot better.

Also, while doing your damage calculations remember that Blurred Frenzy can simply be walked away from unless you are rooted/stunned beforehand.

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Posted by: Killyox.3950

Killyox.3950

If they remove evade from it it becomes useless. We already learned it. Too easy to counter/burst/die while animation is playing

If they nerf damage then it becomes useless because it is only decent vs single target. Autoattack does more dmg vs 2+ enemies. If it’s 2+ enemies this skill is too random and not damaging and only used as a defensive tool

So no, they cannot remove evade or damage without breaking the skill entirely thus making it useless. They would have to change it entirely and I don’t think they will because they worked very hard to make it work and that animation and they have said they wanted it to cleave.

If anything I would cut number of hits from 7 to 4 while keeping the same dmg. So we have stronger burst BUT it takes then just 1 dodge to avoid it instead of 2. It rewards Rev and his enemies depending on who plays better. Rev with burst and enemy if he dodged it. But even this has some issues so it’s not necessarily go-to solution.

I would just leave it as it is. It’s a niche skill.

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Posted by: BlackDevil.9268

BlackDevil.9268

I think people are blaming the wrong skill. While it does quite a good job and could get a 2 seconds cd increase, I rather think that shiro’s healing skill Enchanted Daggers is a huge part of the problem. This skill deals quite frankly about 1/2 of the damage when used in combination. However, this is only in a 1v1 setting. If the base healing is increased of this skill, the damage and healing is nerfed slightly and unrelenting assault gets a minor cd increase, there literally shouldn’t be anything to blame on this skill. There are so many more skills that are strong in 1v1’s but much worse in team fights. People should just learn to counter/handle it, like with any new strong skill.

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Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

The ability shadow steps and then does an AE … so after the shadow step you could just move out of range of it via teleport, RTL, double dodge, ect.

thats not actually how it works. if you start it on someone and they blink, mes portal or shadow step away, you go with them, no matter how far. hopefully thats just a bug…

that’s not a bug. If you shadow step BEFORE they use it, guess what they wasted their skill. If you by split second, time it correctly, they lost almost all their energy (if using upkeep costs), and they are a free target.

Also the skill lasts quite short. Just use blurred frenzy, burning retreat or something like it.

And huge counter to this: Traps. The moment he starts the cast, you cast A TRAP. (one with Heavy CC to boot, or multiple). Revenant cannot get out of the traps in time, cause his skill will stalk you into the traps, and by the end of arming time, kaboom.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

I find it funny that people complain about this easy-to-see-it-coming skill when mesmers and thieves still blast people to bits in a matter of a split second while doing it unseen!

As many people have stated, there are many counters to the skill, including simply interrupting it during the very obvious windup window.

Heck, I’ll even give you another counter to it. Slap a ton of condis on him. He won’t be able to cleanse many.

“Be like water” – Bruce Lee

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Posted by: Kicker.8203

Kicker.8203

What this skill needs is a few secs of extra cd and to deal less dmg on single target BUT to deal -each time it hits a different skill target- a LOT of extra dmg. This would serve the purpose of being useful in a teamfight as well. For dueling it is too goodhence the base dmg decrease.

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Posted by: quaniesan.8497

quaniesan.8497

Thank you for your attention.

Learn to play.

If ya no longer see me after this post,
it means THEY got me for " neg criticism in clever disguise".
Know that it has been fun and I love ya all.

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Posted by: Solori.6025

Solori.6025

Also, BF has a 9.5s cooldown with the trait … which I know I take because BF is awesome.

No, you don’t, because Blinding Dissipation is a lot better.

Also, while doing your damage calculations remember that Blurred Frenzy can simply be walked away from unless you are rooted/stunned beforehand.

Unless the mes is using this skill defensively, you will be rooted or stunned or both before hand


The world needs more KUNG FURY!
https://www.youtube.com/watch?v=bS5P_LAqiVg

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Posted by: Valfaros.6908

Valfaros.6908

Funny thing is it did 5-7k in the first BWE and they buffed it by 30% now it does 14k dmg…. oh people stop rounding up everyghing. Same game with the expansion price it costs 44.95 mathematically rounded thats 40 but everybody was talking of 50 people just check your numbers.
+The argument with well it can nearly oneshot my berk thief is just well… I oneshot two of them if I play berserk static discharge so what’s your point….

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Posted by: Raven.9603

Raven.9603

that’s not a bug. If you shadow step BEFORE they use it, guess what they wasted their skill. If you by split second, time it correctly, they lost almost all their energy (if using upkeep costs), and they are a free target.

Also the skill lasts quite short. Just use blurred frenzy, burning retreat or something like it.

And huge counter to this: Traps. The moment he starts the cast, you cast A TRAP. (one with Heavy CC to boot, or multiple). Revenant cannot get out of the traps in time, cause his skill will stalk you into the traps, and by the end of arming time, kaboom.

1) The backflip animation is not long enough to intentionally time a teleport, stealth or interrupt right before UA.
2) There is no way you are going to convince anyone that UA following people through a Mesmer Portal or 1200" ShadowStep is intended. No skill in the game has done that other than UA.
3) Counter means: to fully negate a skill. Interrupts, Reflect, on demand condi clears, weapon evades, these are counters. Luring someone into traps is a sound strategy, its not a counter. There is also the potential that the traps will be wasted by going off during the evade, or that the trapper will be downed at the end of UA.

If they remove evade from it it becomes useless. We already learned it. Too easy to counter/burst/die while animation is playing

If they nerf damage then it becomes useless because it is only decent vs single target. Autoattack does more dmg vs 2+ enemies. If it’s 2+ enemies this skill is too random and not damaging and only used as a defensive tool

So no, they cannot remove evade or damage without breaking the skill entirely thus making it useless. They would have to change it entirely and I don’t think they will because they worked very hard to make it work and that animation and they have said they wanted it to cleave.

If anything I would cut number of hits from 7 to 4 while keeping the same dmg. So we have stronger burst BUT it takes then just 1 dodge to avoid it instead of 2. It rewards Rev and his enemies depending on who plays better. Rev with burst and enemy if he dodged it. But even this has some issues so it’s not necessarily go-to solution.

I would just leave it as it is. It’s a niche skill.

No one was asking for the damage to be nerfed or the evade to be completely removed. Suggestions were to shift some of the damage towards the end to make evading the end of the skill a more sound stradegy, or to lower the Evade Duration of UA to 1sec instead of 2 so that at some point during its use it becomes counterable.

Neither one of those changes neuters the skill (it still does same total damage, it still has a reliable evade), they just introduce more counterplay. I dont think your idea is a bad one either.

Are people so against changes because they think those minor suggestions would drastically neuter the skill somehow, or are they against the changes because they really like having a burst skill that can’t reliably be countered?

SBI | Oceans | Ranger – Thief – Ele – Eng – Nec – Guard – Rev
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds

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Posted by: Valfaros.6908

Valfaros.6908

1) Really you can’t teleport while it has a 3/4 second casttime wow you have a hard time in pvp then

2) Things that are different from every other class are intressting I don’t want every class have all the same skills so …

3) It is a counter that you can teleport a rev into a fight he can’t get out so I don’t see the point. Taking someone out like this is fast and will give you a big adventage in nearly every scenario.

(edited by Valfaros.6908)

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Posted by: Killyox.3950

Killyox.3950

No one was asking for the damage to be nerfed or the evade to be completely removed. Suggestions were to shift some of the damage towards the end to make evading the end of the skill a more sound stradegy, or to lower the Evade Duration of UA to 1sec instead of 2 so that at some point during its use it becomes counterable.

I adressed why this is bad in another post.

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Posted by: Mosharn.8357

Mosharn.8357

Why are so many people trying to foolishly cry for nerfs on a skill by basing it on 1v1ns? The game in its entirety has NEVER been about 1v1ns.

UA loses so much dmg if it hits more than one target. There are so many counters to every single rev skill. The rev is so kitten weak its just most of the players don’t know what it does.

I first fought some guildies who didnt know what rev skills did. Once I explained to them what the skills did and how to counter, it became such an uphill battle for me.

In pvp lobbies a lot of players shouted op without even knowing what the skill did. Give it more time so people can learn rev skills. Then you will see how weak and in a bad place the rev is.

You can interrupt/blind/stealth to cancel the skill. You can also evade most of the dmg by dodging right after the first hit. You can also teleport the rev thats stuck on you into your whole team to make it 1v5. You can literally DRAG A REV in its UA to your team. The skill can be countered so easily its sad.

(edited by Mosharn.8357)

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Posted by: Zatoichi.1049

Zatoichi.1049

maybe just scale UA to do more damage the more opponents there are within a 360 radius .

reduce it for only 1, keep it where it is for 2, and buff it slightly for 3+

(edited by Zatoichi.1049)

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Posted by: Fade.1743

Fade.1743

You guys do know how assassins work right? I’m not talking about stealthy assassins or ranged ones. I’m talking about ones like SHIRO and more of a medieval battlefield assassin. They run through combat, find their target, and eliminate them.

Sword/Sword is built around this idea. A skilled Revenant with a sword is DESIGNED to be very strong in a 1v1 situation. If you can’t get that you shouldn’t solo roam safely while there are assassins searching for prey, then you deserve to be a bloodstain on the floor.

Magichemist Zeke – Asura Elementalist [TC]
An Insane(ly Intelligent) Genius!
“Did you just tell me the rules? Never tell me the rules!”

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Posted by: Gaaroth.2567

Gaaroth.2567

You guys do know how assassins work right? I’m not talking about stealthy assassins or ranged ones. I’m talking about ones like SHIRO and more of a medieval battlefield assassin. They run through combat, find their target, and eliminate them.

Sword/Sword is built around this idea. A skilled Revenant with a sword is DESIGNED to be very strong in a 1v1 situation. If you can’t get that you shouldn’t solo roam safely while there are assassins searching for prey, then you deserve to be a bloodstain on the floor.

I like your thinking

Tempest & Druid
Wat r u, casul?

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Posted by: xarallei.4279

xarallei.4279

maybe just scale UA to do more damage the more opponents there are within a 360 radius .

reduce it for only 1, keep it where it is for 2, and buff it slightly for 3+

Terrible change for pve. You need a hard hitting ability for bosses not trash.

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Posted by: Azure.8670

Azure.8670

im going to say it again.

UA really isnt the problem. While the skill is tremendously annoying, theres more annoying things out there. It isnt OP, its just good. the PROBLEM is the ReV AA is too strong. After you get hit by, or evade UA, you have to deal with the AA instantly and that is a serious issue. Burning 2 dodges from UA and then eating that AA is horrid. I dont think either is OP at all, but if you have to change some thing, its the AA damage

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Posted by: xarallei.4279

xarallei.4279

Now it’s AA that is op? I’ve heard it all. UA is op, hammer is op, glint heal is op, rev condi is op, now sword aa is op. Pvpers just want the class gutted at this point. AA was buffed because last beta it was mediocre. It does not need a nerf. The class is in a good place for pve. There are ways to address these issues without ruining the class.

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Posted by: Mosharn.8357

Mosharn.8357

Now it’s AA that is op? I’ve heard it all. UA is op, hammer is op, glint heal is op, rev condi is op, now sword aa is op. Pvpers just want the class gutted at this point. AA was buffed because last beta it was mediocre. It does not need a nerf. The class is in a good place for pve. There are ways to address these issues without ruining the class.

A lot of people just say something is OP when they don’t fully understand it. I think Azure understands it but he’s just saying you cant run away or anything if you spend dodges on UA because the Rev can just train you with autos.

BUT! You can burst the Rev for so much right when they come out of UA and have to deal with after cast. I took a 15k evi to the face after UA from a zerk war in one of my test runs in wvw.

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Posted by: displacedTitan.6897

displacedTitan.6897

This whole debate sounds like people complaining about the Stealth mechanic.

ANet not only allows stealth but buffed it massively on Mesmer in the last patch, why is this skill somehow more OP?

All of the same arguments work against stealth skills, there is no counterplay to a stealth burst. You survive and keep fighting, same thing with UA. At least I can SEE the Rev before he uses the skill. Let me know when they actually nerf Mes/Teef stealth and we can talk about skills like this being OP.

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Posted by: divine faithborn.8365

divine faithborn.8365

I think people are blaming the wrong skill. While it does quite a good job and could get a 2 seconds cd increase, I rather think that shiro’s healing skill Enchanted Daggers is a huge part of the problem. This skill deals quite frankly about 1/2 of the damage when used in combination. However, this is only in a 1v1 setting. If the base healing is increased of this skill, the damage and healing is nerfed slightly and unrelenting assault gets a minor cd increase, there literally shouldn’t be anything to blame on this skill. There are so many more skills that are strong in 1v1’s but much worse in team fights. People should just learn to counter/handle it, like with any new strong skill.

I’ve been saying this all weekend. The problem isn’t Unyielding Assault it’s Enchanted Daggers. Enchanted Daggers adds a very significant damage boost to any skill that the revenant uses that it’s very easy to down people when the skill is up. Even if you don’t down them immediately, Enchanted Daggers puts people below 50% hp which gives you a massive 20% damage boost against them (and you can then wreck them with any other number of skills)

On it’s own Unrelenting Assault will deal about ~3500 damage broken up into 7 packets. It will deal more or less depending on crits/protection/armor/might/any number of factors but that’s about how hard it’s going to hit as base damage.

Enchanted Daggers adds 4 hits of ~900 damage, for ~3600 damage broken up into 4 packets. After that it has 2 more triggers for an additional ~1800 damage.

Having played a ton of pvp matches as/against revenant, as well as roaming in wvw, Unyielding Assault isn’t nearly as powerful alone as it is with Enchanted Daggers. Alone it might deal 4-5k damage if I’m lucky (rapid fire would deal 8-10k in that same situation, I know because I play a ranger). With Enchanted Daggers I’m hitting something close to 2-3 times as much damage.

The most common burst rotation that I’ve used has been: Enchanted Daggers → phase transversal → Unyielding Assault →phase transversal → Grasping Shadow.

(edited by divine faithborn.8365)

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Posted by: Azure.8670

Azure.8670

Now it’s AA that is op? I’ve heard it all. UA is op, hammer is op, glint heal is op, rev condi is op, now sword aa is op. Pvpers just want the class gutted at this point. AA was buffed because last beta it was mediocre. It does not need a nerf. The class is in a good place for pve. There are ways to address these issues without ruining the class.

I never said AA was op. Its not, though if there IS a damage problem , its not UA, its AA. I have yet to see a Rev that can do any kind of damage to a MM necro, so I know for a fact theres nothing OP about the Rev. I just know that the AA being so strong does cause problems when there is an ability that basically removes dodges.

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Posted by: divine faithborn.8365

divine faithborn.8365

Now it’s AA that is op? I’ve heard it all. UA is op, hammer is op, glint heal is op, rev condi is op, now sword aa is op. Pvpers just want the class gutted at this point. AA was buffed because last beta it was mediocre. It does not need a nerf. The class is in a good place for pve. There are ways to address these issues without ruining the class.

I never said AA was op. Its not, though if there IS a damage problem , its not UA, its AA. I have yet to see a Rev that can do any kind of damage to a MM necro, so I know for a fact theres nothing OP about the Rev. I just know that the AA being so strong does cause problems when there is an ability that basically removes dodges.

The problem with Revenants against Minion Masters is that Necros are naturally a tank/sustain class and the Revenant’s primary burst combo (enchanted daggers → unyielding assault) is heavily diluted by the presence of additional targets.

Power revenants also have trouble with Mesmers because of clones/stealth/invulnerability/gobs of conditions.

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Posted by: Bunnytown.7801

Bunnytown.7801

The only thing I would change is if the enemy moved out of a radius the attack would stop, otherwise this skill is fine the way it is.

Playing against it I didn’t have problems after I learned how to fight it. The skill loses its attack power dramatically when even one other person is nearby. Rangers, Mesmers and partly Necromancers will almost always have an ally to split the damage.

This skill stops when you go into stealth, unlike other channeled projectiles from Ranger longbow, or warrior killshot.

Because this skill teleports to the target at the end can be used to your advantage. You can target the Revenant, evade/teleport/run back to teammates, cc and kill. Even if they manage to get away they will still be targeted. Any bursty Revenant trying to capitalize on the damage potential of UA will not survive combined team pressure, because they can’t drop target status like a Thief or Mesmer.

Lastly, if a UA focused Revenant uses Glint/Shiro (which I feel will be used for this) they will be utterly hard countered by conditions as there is no way to remove them.

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Posted by: Azure.8670

Azure.8670

The only thing I would change is if the enemy moved out of a radius the attack would stop, otherwise this skill is fine the way it is.

Playing against it I didn’t have problems after I learned how to fight it. The skill loses its attack power dramatically when even one other person is nearby. Rangers, Mesmers and partly Necromancers will almost always have an ally to split the damage.

This skill stops when you go into stealth, unlike other channeled projectiles from Ranger longbow, or warrior killshot.

Because this skill teleports to the target at the end can be used to your advantage. You can target the Revenant, evade/teleport/run back to teammates, cc and kill. Even if they manage to get away they will still be targeted. Any bursty Revenant trying to capitalize on the damage potential of UA will not survive combined team pressure, because they can’t drop target status like a Thief or Mesmer.

Lastly, if a UA focused Revenant uses Glint/Shiro (which I feel will be used for this) they will be utterly hard countered by conditions as there is no way to remove them.

I agree with this, especially the last part. I feel like although Rev can be built to handle conditions quite well, the builds that arent… are well, doomed

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Posted by: Mosharn.8357

Mosharn.8357

The only thing I would change is if the enemy moved out of a radius the attack would stop, otherwise this skill is fine the way it is.

Playing against it I didn’t have problems after I learned how to fight it. The skill loses its attack power dramatically when even one other person is nearby. Rangers, Mesmers and partly Necromancers will almost always have an ally to split the damage.

This skill stops when you go into stealth, unlike other channeled projectiles from Ranger longbow, or warrior killshot.

Because this skill teleports to the target at the end can be used to your advantage. You can target the Revenant, evade/teleport/run back to teammates, cc and kill. Even if they manage to get away they will still be targeted. Any bursty Revenant trying to capitalize on the damage potential of UA will not survive combined team pressure, because they can’t drop target status like a Thief or Mesmer.

Lastly, if a UA focused Revenant uses Glint/Shiro (which I feel will be used for this) they will be utterly hard countered by conditions as there is no way to remove them.

Then it cant do its job of catching high mobility targets that can just leave a fight when ever they want with 0 issues. The skill is very much so needed to be able to catch fleeing targets. Every class/build needs a counter. Having the luxury to disengage with no effort given has been left alone for too long. It needs to stick or its useless.

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Posted by: jarthur.3649

jarthur.3649

for all those who state that making UA less effective by (A. dodging )(B. having other targets near by)(C. other methods listed) is not a counter i give you the definition of counter.
verb counter
: to do something in defense or in response to something

: to make (something) less effective or ineffective
http://www.merriam-webster.com/dictionary/counter link if you don’t believe me

while I agree that UA is srong in 1v1 versus zerk type power builds at the same time I know it is hard countered by almost all condition/toughness builds
so before you call it OP make sure that statement is true for all situation not just one relatively minority case.
finally this is probably a bad idea on my part but why in the world are you trying to fight a revenant 1v1 if your not a mesmer, thief, condition build, or another revenant.

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Posted by: Recursivision.2367

Recursivision.2367

Finally this is probably a bad idea on my part but why in the world are you trying to fight a revenant 1v1 if your not a mesmer, thief, condition build, or another revenant.

This. I mean, even thieves shouldn’t be trying to fight a revenant 1v1. All these people complaining we’re probably trying to fight a revenant 1v1 with something other than a condi Mesmer. Learn your place. Hint: It’s not fighting a revenant 1v1.

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Posted by: Bunnytown.7801

Bunnytown.7801

The only thing I would change is if the enemy moved out of a radius the attack would stop, otherwise this skill is fine the way it is.

Playing against it I didn’t have problems after I learned how to fight it. The skill loses its attack power dramatically when even one other person is nearby. Rangers, Mesmers and partly Necromancers will almost always have an ally to split the damage.

This skill stops when you go into stealth, unlike other channeled projectiles from Ranger longbow, or warrior killshot.

Because this skill teleports to the target at the end can be used to your advantage. You can target the Revenant, evade/teleport/run back to teammates, cc and kill. Even if they manage to get away they will still be targeted. Any bursty Revenant trying to capitalize on the damage potential of UA will not survive combined team pressure, because they can’t drop target status like a Thief or Mesmer.

Lastly, if a UA focused Revenant uses Glint/Shiro (which I feel will be used for this) they will be utterly hard countered by conditions as there is no way to remove them.

Then it cant do its job of catching high mobility targets that can just leave a fight when ever they want with 0 issues. The skill is very much so needed to be able to catch fleeing targets. Every class/build needs a counter. Having the luxury to disengage with no effort given has been left alone for too long. It needs to stick or its useless.

Sorry, I should have said if I -had- to nerf this skill. Don’t get me wrong, I love it the way it is now. However, people would have the option to blink/shadowstep out of a large radius (if they could even make it that far). If they did manage to escape far enough I would just use phase traversal to reengage them again, although at a lower energy. It’s already easy enough to stick fleeing players using phase traversal alone.