All we need is some energy gain from our AutoAtacks thats all)
Why add energy gain from auto-attacks? This is hard to balance because-different weapons have different attack speeds. Different builds will prioritize auto-attacks over other builds, E.g. hammer can auto-attack all day, but mace can only do so when it is safe to be in melee range and when it can get into melee range in the first place. Support builds may also not auto-attack as much – but why should they have less access to energy than other builds?
If we want a specific action to cause energy regen, we should look at Thief and Initiative recovery as an example. From traits, these are the conditions under which the Thief can generate extra initiative:
-while in stealth
-when they evade an attack
-when they steal
-when they swap weapons
All of these actions require doing something (though arguably the energy regen on evade is kind of passive with Daredevils…). Adding energy regen on auto-attack provides little gameplay involvement from the Revenant to get that energy and is pretty much free energy. It could easily be replaced with a baseline increase in the energy regeneration rate for the same effect. Or, for that matter, for a decrease in energy cost of existing skills.I think instead of removing energy cost, they should increase energy cost and remove cd completely…
Definitely.
This one change would transform the class into what was originally promised – another thief style (i.e. energy cost but no cooldowns) class.
IMO they could do away with CDs entirely.
If there are certain weapon or legend abilities which they feel are too powerful and shouldn’t be spammed, put a soft CD on them. If players use them again within x seconds, double the energy cost.
This is a very interesting idea, and I would really like to see the Revenant head in this direction. Revenant needs to worry about both energy costs and cooldowns, and I think it is fine to need both. However, for weapon skills specifically, I feel currently the energy costs are generally pretty inconsequential while the cooldowns are the primary factor which regulates weapon skill use. I would like to see the balance tipped a little bit in the other direction.
I think it would be quite difficult to implement a complete removal of cooldowns on weapon skills though. Some weapon skills particularly would need to be heavily modified so that it wouldn’t break the game to pool energy and then spam them (e.g. Sword 3, Staff 5).My personal suggestion is to remove weapon swap, add dual auto-attacks on weapons (like on the spear) and then shorten weapon cooldowns drastically. The reason they’re high in the first place is because powerful skills on two different weapon sets can be chained together.
And what if sword with it fast AA will give Rev 1 point per hit and hammer 2-3 points per hit and they will give you 5-7 energy per 5 sec for example? There is ways to balance dat energy from AA)



Seriously though, what’s the current word on Celestial Revenants? Are they a thing anymore?