Showing Posts For Vergil.3970:
It would be REALLY cool if they could make BE or Pain Absorption as a new utility somehow react to the torment stacks or boon+torment stacks. Maybe deal damage based on how much torment they have? That would be an awesomely unique burst mechanic that would reward high torment in general. X damage for each stack of torment.
And now you would have a Necro Scepter issue, where you have a Power-based skill on a Condi-based set(it would also be really garbage in team fights where people cleanse our few conditions quickly).
Boon Stripping is good enough for any build to consider and the +10% stats will help out for DPS while UA can Chill them. The issue is that a Power Build probably wont use Mallyx because Shiro and Glint are just better built for it: more mobility, more boons, more CC, and actual stun-breakers.
I definitely agree it creates a weird situation. I generally agree that Mallyx should be less about condi application to give it more variety in roles and more about condi control, I just wouldn’t know how to go about it.
BE is great for the boon rip but then it would need a replacement to confusion. Absorb Pain is a great start but one boon strip causes it to be the biggest scuicidal button and the heal trait and the heal itself on Mallyx don’t offer enough benefit. Embrace the darkness is a mess and right now is just an overly expensive torment applicator. Unyielding Anguish is honestly fine with just the chill. The torment is a nice touch.
I remember a recommendation on here a while ago which was to make Mallyx less
Dependent on the condi stat itself and far more into condi manipulation or boon disruption. As every other legend (bar Ventari) is viable with near any stat combination, I feel this would put Mallyx in a Better place overall.
Embrace really needs a direction in its role and viability the rest of Mallyx to fall into place. Right now, because it lacks copies, Pain Absortion feels a bit too high risk, low reward, the confusion on the strip feels like a random add on, and the torment on UA just feels like more unnecessary torment.
It would be REALLY cool if they could make BE or Pain Absorption as a new utility somehow react to the torment stacks or boon+torment stacks. Maybe deal damage based on how much torment they have? That would be an awesomely unique burst mechanic that would reward high torment in general. X damage for each stack of torment.
This is important to note. I actually think it’s important to have new skills like this that indirectly buff the necessity of certain traits and skills, such as unblockable (Nothing Can Save You, Signet of Might, etc).
I actually generally agree. I like seeing a larger presence of unblockable and revealed skills. I think having responses to skills is a better addition to the game than straight nerfing of them.
Crystal Hibernation is fine. If people QQ that its too strong bring a Necro with unblockable fear or Warrior with Signet of Might.
If your dieing to Condis in Crystal Hibernation you can pre-cast Mallyx ultitlies for resistance so it doesn’t effect your healing before it activates, or activate Glint Heal as last resort if your going to go down to condis at 25% health.
Any sustained Condi build essentially negates the power of Glint’s heal, or any smart plays in response to seeing it go off, nor does it respond to any other prevailing condition that isn’t damage related.
I also have no issue with the other legends being incredibly weak against condis. I do have an issue where they are near useless against condis since changing legends requires an entire utility bar change, meaning a near entire build change. The change I offered itself is just a suggestion, as placing a 20 second, out playable, and possibly low amount of condi removal on a support weapon isn’t a horribly strong counter to conditions.
I’d like to start with that I disagree, I personally don’t have a problem with the healing from Crystal Hibernation nor the fact it was changed to a sustained block mechanic.
From a Dev stand point, Roy has on numerous threads stated that Revenants are supposed to be weaker vs. Condis. Trying to sneak one in under the guise of a nerf, while sneaky, is not going to happen.
Also, if this post is about Crystal Hibernation, don’t bring up Envoy of Exuberance, two different skills, and while they are on the same weapon, the skills purpose and balance should be left up to the individual skills them selves.
Second, your forgetting to mention the three second root this skill applies if your going for the full heal. If the person fighting against the Revenant has any vested interest in playing PvP well, they just use this time to set up large hit skills like Dragon’s Tooth. Outside of PvP, this skill barely registers as a heal and is more of a three second rooted block.
Third, back on the Pvp angle, most people’s basic auto attack crit can shave off 2-3k with a single hit and combos can easily reach 5k+. Adding a little healing power gives this skill vastly more sustainability at the cost of having to pick up healing power.
Last but not least, comparing it to the Warrior’s Shield Block, they can move while Blocking, but get no heal. I like the skill, it feel comparable to other skills of the same vain, but retains the Glint-theme uniqueness special to the Revenant.
In regards to your 2nd, you must consider an entire class’ kit in regards to it’s capabilities for every skill, especially a class so locked into it’s utilities and weapon skills.
D/D ele wasn’t strong just because of burn ring. It’s strong because legitimately everything has so much synergy that allows it to the capability to do everything, contained in traits, utilities, and weapon skills, which is why multiple things felt nerfs and not just one skill. High amounts of damage reduction, high vigor up time, constant healing, high healing burst skills with significant condi removal, high might gain, burn burst, stab, stun breaks, significant movement options, and control, all of which offered group support, was what made D/D absurd. Now it has everything but the burn burst and the high vigor time, which also reduces it’s healing potential.
Mallyx taking on a bunch of conditions from allies to use them only to have a slightly stronger heal and resistance up time has now felt like it’s destroyed it’s utility synergy.
Crystal Hibernation on it’s own isn’t impressive. Crystal Hibernation combined with perma regen, then a 2-3 second evade state on a 12 second CD, then life steal potential and straight damage mitigation, makes it extraordinarily strong against power builds considering how little investment is involved from a PVP. The root is absolutely a downside, but the skill is able to be canceled with a roll or movement, so set ups into it are easily able to be evaded. It is also a significant sum of time for energy gain, in which when you leave Crystal, you can expend as you wish. An evade to avoid a burst that would inevitably be coming in or out of the block isn’t a waste. The skill also being able to be canceled whenever is a straight benefit.
And all of the mitigation potential combined means that after a power build Rev with no investment into vit just healed around 1/5th / 1/4th of its HP, it also recovered endurance and energy, and waited out more CDs for more potential healing, nearing a thief invis reset.
My math was wrong. Crystal’s duration is 3 seconds, yet pulses 4 times, meaning a 3.5-4.5k heal with little investment, which means 500 investment heals about 1k less than the base Jalis’ heal.
In regards to your post about a weakness to condis; you’re absolutely right. But the change itself is a suggestion, not an absolute. I also like the flavor of the skill. I am not suggesting the flavor itself change. But since we are seeing SIGNIFICANT complaints about the combination of UA and Crystal because of the ability they both have to cause damage avoidance and resets, I’d rather offer a change to what seems to be the stronger of the two skills as one (UA) already has clear weaknesses for outplay potential, and I’d rather not see that specific skill change.
My suggestion is a buff with a nerf, rather than a straight nerf, to something Revenant suffers massively from more so than most other classes because of it’s inability to switch utilities. This makes significant investment in the stat associated worth it, while still being a solid skill on it’s own. It’s possible we’d see a CD change back to 30, which is a far more boring fix.
Overall, I’ve seen people mention this skill a few times and felt it needed it’s own thread for discussion.
I’d generally agree against power builds, the reset ability it has is a bit strong on a 20s CD. At base, it heals 975 base, 500 Healing, the skill heals about 1200 a tick. With block state, it becomes incredibly difficult to interrupt and deal with. With a 1800-2.1k (500 base HP) heal and protection on 4, and 2 available heal skills, a midst other regen possibilities, it’s rather much.
Against condi bursts, if you fall back on it to keep you alive, it might mitigate some of the damage burst but basically doesn’t save you. Poison also highly removes it’s strengths. So essentially you’re using it to hope you can outlive a condi burst if you don’t have a glint heal and get it off CD.
So we have a skill that essentially overly useful and near over powering versus one style of play and pretty weak against another.
My general recommendation is that, rather than seeing something uninteresting like a Cooldown tweak, the base heal itself be reduced to around 500-600 per pulse, but in replacement there is a pulsing 1 condi removal with the heal pulse. This way, you have less of a reset without healing investment, a selfish condi removal that isn’t overpoweringly strong against being bombed but reliable, and feels more of a “save me” button. This turns what is essentially another 3k-3.5k heal without investment (cause Regen) to a 2k-2.5k heal with some new play involved.
Thoughts on the skill in general, plus fixes?
Go to my post history, in the thread about the hammer in WvW I posted the WvW build and the SPvP build I ran. [/quote]
Oh. WvW. I thought you were being serious.[/quote]
I love how people in this forum seem to be 70% SPvP and want the revenant balanced around that. Combat in this game should be balanced around PvE and PvP (which includes SPvP and WvW whether you like it or not). Is it not ridiculous to allow imbalance in one third of the game just because it works in the other two thirds?
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The reasoning for people going against you on this is the Devs themselves have admitted that there will always be an imbalance in WvW and there’s little they can do about it.
The most they can try to balance around is 5v5s, and then player versus NPCs. NPCs don’t complain about what players can do stat wise, and sPVP is a controlled setting. When you get to zerg v zerg, things start happening you can’t account for in terms of skill use on a larger scale. Additionally, they’d have to disable every food buff and ascended armor (And the wvw buffs they are already getting rid of) because you can simply achieve greater stats then their already balanced system allows. This is why stats are so limited in sPVP, as well as why you can’t achieve Ascended+Food+Tool stats. There’s even runes that just purely don’t exist in sPVP and sigils. (See Rune of the Defender)
It’s no longer a skill and class balance issues, it’s a stat and buff presence issue, as well as siege weapon damage, terrain, etc, etc. You can do 10k Crits with hammer PURELY because you can achieve stats in WvW that you can only do so in PVE. You also won’t be doing much in sieges besides autos and skill 5 and 4 because hammer is terrible with elevation differences. While I think they should attempt to keep the playing field as close as possible in terms of stat advantage, unless they want to start saying you can only have “x” people near each other, make everything flatter, and remove some key WvW concepts, there’s nothing they can do. I would, however, agree HAmmer hits incredibly hard regardless. But it has incredibly obvious tells as well.
To the OP:
The heal on shield does need some tuning, I’d agree. Against power it’s absurdly strong, but perhaps because it’s the best scaling healing skill I’ve seen that’s not a heal. It’s fairly weak against condi pressure builds, but it’ll keep you alive. I’d be rather okay if they nerfed the base heal to 400 or 500 if they added condi cleanse. Would offer it far less overall sustain while giving some condi response that Rev seems to desperately need.
UA is strong in dueling, it’s not very great in more than 2 people. This appears intentional. The UA complaint fails when the real reason OP lost was because Rev out sustained him with the shield skill. Without the shield reset, it sounds like OP played perfectly. It also is heavily punishing when confusion bombed.
I’d also say OP has been properly condition bombed but not fought condition sustain. I faced a Staff Ele who timed everything perfectly and just kited me, so I literally was constantly bleeding, had burn, chill, cripple, and more. I could literally do nothing, as I had no answers to the condition sustain. Shiro can’t deal with the damage condis but can deal with the movement condis. Glint can survive bursts but not sustain. With proper control and actual health, that’s all you need.
The teleport is fine and just like the other skills, but the problem is how spammable it is meaning you have 0 chance to escape a fight unless you have stealth. I think the skill should not teleport you closer to the target if they are out of range. Allowing this to happen gives Rev god like mobility.
In combat. And if it can find another target to escape from, which may or may not happen.
Revenant was given an extraordinary chase option while lacking escape options. I am okay with this. I prefer it versus warriors GS/Sword escapes.
I need some help testing this as I can’t replicate it by myself.
I am noticing some weird interactions with sword against Scrapper, or generally anything that throw up reflects or projectile blocks. I don’t know if sword itself is being treated as projectile, but I am getting absolutely no damage numbers or even notifications on some attacks where I am clearly in range and going through the animations.
Is anyone else having this problem?
Not sure it’s been mentioned, but Staff 5 is also an absurdly strong burst skill on targets without stability. I am not sure if it’s intended, but it can multi hit the same target along it’s path as the knockback is so minimal, it’ll continually hit them.
In fact, I felt it was somewhat broken, as in Crusader trinket, I did around 9k damage to one person.
Nope, they said we’d be very mobile out of combat but it seems that just having access to swiftness with glint is “mobile”.
I might be recalling this incorrectly, but I believe they said the exact opposite. We’d be incredibly mobile in combat, not very mobile out of it. Hence Shiro’s movement skills all being target specific.