Part I
How to compensate for ranged/melee on lack of weapon swap.
The one thing that comes to mind is make legends ALSO swap the weapon skills. Make it so that each legend can specialize in distance or melee and make your weapons one or the other. (I know they talked about making this class unique by only swaping utilities but it wouldn’t be so bad for it to be both). Most people I fought against would either (if using melee weapons simply snipe me while I tried to chase after them) or Snipe me while my slow auto attack hammer skill hit them like a warm breeze.
Things I found wrong about revekittenn PvP.
Energy:
Energy costs are too high for the utilites. Most of the time I found myself unable to do much of anything other than auto attack due to costs. If there is an energy cost to weapons why not make it like Thieves and just take out the CDs. Giving us ways in traits and such to get extra Energy and boost the amount we have from traits as well. Have Utilities instead of costing so much cost less and take away a cetain amount of energy from what you’ve got (ex. If I have a cap of 100% energy and use Unyielding Anguish it will cost 25 energy and subtract 10 energy making me have a cap of 90 energy left). To make up for the lost energy make weapon attacks give back an energy per use though they also use up energy (ex. using Hammer #3 uses up 10 energy and adds back 1 energy so your cap goes from 90 to 91). The lowering of the energy cap per utility should be something to debate about. The energy costs I’ve placed on the Legendary Ventari Stance are just examples and nothing more.
Legends:
Legendary Ventari Stance-
On res while using ventari legend the tablet does not appear near you again. You have to switch back to which other legend you have equipped and then swap back to Ventari Stance to reset it. It should simply make it where you have to resummon the tablet.
Ventari’s Tablet should follow you like guardian spirit weapons till you call it to action. I like, though, how Ventari’s Tranquility/Will work altogether.
Protective Solace- Works great as is.
Natural Harmony- Should cost 15-20 energy and subtract 5-10 energy though the cost should give you a larger heal and give a smaller heal + Regen to your allies.
Purifying Essence- Instead of taking away condis why not turn them to boons? Cost should be 15-20 energy and subtract 10 energy.
Energy Expulsion- Works great as is. Energy cost should be lowered to 30 energy cost and subtract 15 energy.
Legendary Demon Stance:
Empowering Misery- I like how it works but is too telegraphed. Most people that saw me using it were able to stop me before it activated. Should either lower the time it takes to use it or don’t make it so obvious that I. Am. Healing. Myself. (dont show them raising thier arm in triumph as if you beat your opponent already: =/= —> o/ ).
Pain Absorption- I like how this works but it takes too long to activate and I was usually downed before it became active.
Banish Enchantment- How about the boons stripped from your opponent/s are transferred to you as well.
Unyielding Anguish- THIS SHOULD BE THE ELITE. I found myself constantly using this to cap points while even several opponents were unable to do much but be ported to the other side of the cap. It was funny to see eles use their tornado to knock us off and found themselves displaced to either side of the cap. I used this constantly to stop my teammates from being stomped and was able to res them as well while it was still active. Please make this the elite it is very OP.
Embrace the Darkness- I never used this. I found using Unyielding Anguish way to worth it to bother.
Legendary Dwarf Stance: I feel like this legendary should be a CC one.
Soothing Stone- I like how this works but once again too telegraphed. I usually found myself CC’d before it activated.
Inspiring Reinforcement- The Effects of this skill kept me thinking that it would be a knockdown. I think it should be a 1-2sec knockdown against opponents and keep the stability for allies. Use of energy and loss of energy cap should be steep to compensate for the CC. Ex. 20 energy and -15 energy on cap.
Forced Engagement- I like how it works but should give it 3sec instead of 2.
Vengeful Hammers- This works well, though for the cost should maybe add vulnerability to the mix.
Rite of the Great Dwarf- I never used this the cost was too high for so little in return. Should either reduce the damage further and negate all condis OR make yourself invulnerable for 5 seconds and give allies the reduced damage.