Playing Smite since mid s2, f broken gw2.
Playing Smite since mid s2, f broken gw2.
Thief. With rev at least you had to swap utility skills etc, now you have to press 2 too. Thief – autoatk while you drink coffee
Playing Smite since mid s2, f broken gw2.
LIf you are getting low fps on a high end system then the issue is not the game but the way you have your system set up you probably have so much craptastic apps and programs running in the background it’s bogging down your system to where the game can’t run get the crap out don’t run a bunch of junk in the background while you are playing the game.
Yeah right, thats why i have no fps issues on Black Desert which looks 100x better and yet my fps drops below 25 in gold city. And thats while being alone, in priv instance.
Playing Smite since mid s2, f broken gw2.
Add:
-Riposting Shadows: goes on full CD?
-Riposting Shadows: CAN BE interrupted, sometimes by pistol4 from thief
Need to test but i wont be surprised if thats true. My f3 on dh keep getting interrupted by spam 4 thieves……..
-Enchanted Daggers: sometimes theyre flying with a huge delay, so that the next hammer autoattack hits directly after the dagger
Thats intended. Dagger projectiles are slow. Enjoy junk “heal”
Staff
-Punishing Sweep doesnt activate against for example Guardians Renewed FocusYou have to land hit
-Surge of the Mists: Interruptable in mid-animation, goes on full CD + energydrain
In which case it get interrupted?
Answers in bold text
Has the Charged Mists bug mention here been addressed here?
You dreaming, right?
Playing Smite since mid s2, f broken gw2.
I like the new sword 2 but really; I’d prefer the orbs weren’t aoe seeking anymore and rather they always went to the target and just did their own little explosion aoe on them. If the explosion AoE is considered too much then I can just live w/o any aoe on the orbs at all.
Really I’d just like one attack, not 3 separate strikes. Maybe turn it into a leap, that’d give an indirect buff to sword/sword as well since you could combo 2 then use five to pull them away. The way the attack works goes completely against its description, especially now.
I almost forgot off hand sword existed. Or does it?
It does and is better than shield in current state. If we nerf Shiro and Glint some more, Ventari and Jalis will start to look interesing too!
Playing Smite since mid s2, f broken gw2.
ITT: People with Nvidia cards wanting DX12.
Nvidia performs worst on DX12. Check the benchmarks. Tried myself in Ashes of The Singularity. I lost 2 fps over DX11. GG Nvidia.
You lost 2 fps on Nvidia in a game thats sponsored by AMD and coded specifically for AMD? Wow. Nvidia sucks :/
Actually 900 series perform worse in all dx12 games (i have 970 myself) as the “direct 12 ready” was a marketing lie. They do not have features build in hardware and instead they try to emulate it via driver which causes fps loss. Nvidia – “the way it’s meant to be ripped off”
Playing Smite since mid s2, f broken gw2.
Except for you know, the damage modifiers, quickness, and might that the revenant has, pushing the weapon to be one of the hardest-hitters of the 1200+ range category.
Have you looked at dh damage modifiers? Should i also mention that rev has basically 0 access to might as thats herald thing and might is not rev exclusive as well? Closest comprasion to hammer is dh lb where as the both fill the same role – 1, 2 for dps, rest utility with some damage.
Puncture shot has Damage: 226 (0.85), attack once a 1sec
Hammer bolt has Damage: 209 (0.95) attack once a 1.25s
True Shot Damage: 665 (2.5). 4cd, 0 energy cost
CoR First Impact: 246 (1.25). Damage Second Impact: 369 (1.75). Damage Final Impact: 492 (2.25). 4cd, 5 energy cost.
Affected hard by terrain to the point where i fails to hit often on flat ground. Cannot be used against targets above me and often under me as well.
Damage modifiers (not all viable for pvp, but all viable for pve);
Rev/herald;
targeted desctruction – 7%
assassin presence (aoe buff) 10% crit dmg
swift termination 20% under 50% hp
ferocious aggression – 7%
elder force – 2% per boon (lets average it to 10%?)
Dh;
fiery wrath – 7% to burning foes
symbolic avenger – 10% under symbol
unscathed contender – 20%
power of the virtuous – 1% per boon (average 5%?)
zealot aggression – 10%
pure of sight – 6% under 600 range, 13% at 600+
big game hunter – 10%, 50% uptime so lets halve it to 5%.
Overall i think dh leads here? Damage in beta was buffed on hammer as it was taking years to kill anything in pve and had little damage in pvp and were back to this situation, unless range wep is needed badly theres no reason to equip hammer as it stands now. Due to nerf for wvw it was killed in spvp and pve, if you want to leave yourself playing with one weapon set only (start with hammer, swap to sword and dont look back), hammer is the way to go right now.
With CoR being buthered by cd nerf (100% increase) it has to lose it range penalty and hammer 1 should be buffed imo as well. 2 weapons which does the same thing, one being superior to the other one.
Playing Smite since mid s2, f broken gw2.
Tbh i wonder now if hammer should get a buff by reducing casttime on 1 to 3/4 to compensate for dmg loss..
Playing Smite since mid s2, f broken gw2.
Make defiant stance elite skill zzz
Playing Smite since mid s2, f broken gw2.
List updated. Added issues with sword 2, updated ua which is still bugged btw and incensed trait.
What i need to get it sticky?
Playing Smite since mid s2, f broken gw2.
Given the fact how easy to focus Ventari is he should heal like a boss. The problem is not energy costs but the fact that Ventari heals scales too poorly to be effective. Add to that tablet being clunky as f, staff orbs being useless and you have the whole picture.
Playing Smite since mid s2, f broken gw2.
Usually a class is played more when damage gets buffed but rev seems to be different
What damage buff you speaking about? I missed something?
Its rare to see rev nowdays btw let it be pve or pvp.
Playing Smite since mid s2, f broken gw2.
Engineer/Scrapper:
- rapid regeneration values reduced by 50%, scaling from healing power increased to compensate
- damage coefficients tweaked on hammer to bring it in line with other melee sets of other classesIm fine with the rapid regen part, but if you want to balance the hammer the same way other classes weapons are balanced, you would have to give engineers weapon swap.
And kits to other classes as well along with toolbelt (not every class has f1-5)
Playing Smite since mid s2, f broken gw2.
DH was made useless by the bunkers in season 1 due to all the damage mitigation and reflects. I think we will at least see some guardians in season 2 ESL. Also, DH virtues are better then core virtues by the Nth degree. Shorter CDs, far more utility. I mean, the F2 heals you for about 4k on a 25s CD.
And often interrupted due to the amount of cc this game has.
Playing Smite since mid s2, f broken gw2.
Slow hardcounter rev too much in general. It was really kittened to give thieves such powerful stolen item that can result in 50% uptime slow and hits like a truck (4k crit) to a class without condi removal. Might as well just afk. The interesing thing i noticed however is that it seems to increase animation casts by 100% rather than 50% tho.
Playing Smite since mid s2, f broken gw2.
While I did enjoy the consequence of this “bug”, I will reluctantly admit that it wouldn’t have been a good way to nerf a skill. So kudos on the fix.
However, I would strongly urge you to have a thorough look at what Herald is doing to WvW in general.
edit:
To make this post just a little constructive, I’ll reiterate some of the suggestions I’ve made before regarding Herald and hammer:1. Make the herald utilities share the facet instead of the boons, change facets to only apply boons to the target itself, and slightly reduce uptime.
Reason: stacking multiple revenants in one party allows for way too much boon uptime. By sharing the facets instead, two revs would be able to provide 2 different boons to the party but not double the amount of the same boon.
A revenant can currently pre-stack 25seconds of fury (40s with F2 active). That’s too much. They should be able to stack a bit for themselves using F2, but party-wide ticks of the facet should not overlap.
The same goes for might. Reduce the might from facet of strength so that the rev can keep up ~10 stack on himself and ~6-7 on the party.2. Make Facet of Nature private and reduce the upkeep to -1. Once again, the potential for party-wide boon stacking is simply way too high right now.
3. Reduce Hammer Bolt damage modifier to 0.85, CoR to 1.25/1.5/1.75, Phase Smash to 1.5, and Drop the Hammer to 1.25. Reduce the casting time of Drop the Hammer to 1s to improve its utility function.
4. Rework Cruel Repercussion. It needs a completely different functionality.
5. Make barriers and lines (Line of Warding etc.) stop CoR. Given how the skill works and looks, making it reflectable would seem a bit odd. I propose a new mechanic where barrier skills simply stop its progression.
Honestly, I’m finding it really hard to come up with a good solution for the Herald utilities. Passive boon stacking is extremely difficult to balance because it will inevitably either be required or useless, depending on its strength (because skills will have to be balanced around it). The reductions I propose may seem dramatic. They are. The current ability of revenant parties to maintain full offensive boon stacks with no active effort or skill use is just beyond ridiculous.
Nice armor value. I shall start complain too about getting one shoted in full glass. Did i mentioned hammer being crap in spvp and pve thanks to wvw? Do you even understand balance and what would happen if these changes made it live?
Do you have any idea about other classes like dh or berserker which are both capable of dealing even higher damage? Or ranger lb 1 dealing just as much as hammer bolt at max range but on 3/4 cast?
Your changes would make hammer rev the weakest weapon in game. On top of that you want to nerf.. a spec that is specialized in support. The only reason anyone would take rev to raid now is f2. The hate is real.. might as well just remove hammer from revenant and leave them with no range option – were not that far away from it already.
And in case of someone want to continue complain about damage – there are wvw builds being capable of dealing good damage while also being tanky. You wont crit these for more than 4k in full berserker gear and scholar runes let it be CoR at max range or true shot.
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)
Boring. That was supposed to be bad? I am waiting for people to discover that one utility called epidemic.. <evil laugh>
Playing Smite since mid s2, f broken gw2.
Drop the hammer would be fine if it worked like https://wiki.guildwars2.com/wiki/Orbital_Strike
3/4 cast, 1 sec delay. Projectile block changed to insta as it feels awkward to dodge something like pin down when you have a projectile deflect, cor changed to a projectile type attack like tremor, most likely removed range penalty and.. that is.
Playing Smite since mid s2, f broken gw2.
Or just make it baseline and see what happens.. if it end up too strong then it can be added as gm trait instead which would be fair tbh. That boonstrip trait is not something we need tho.. its just a passive.
As fr torment nn pvp i dont think i have anyone seen standing still unless it was selfroot skill/rez/downstate. Unfortunately devs dont split balance between modes (a poor joke but okay..) but in the end i dont think it would cause too many troubles. Also pvp has pve elements too – foefire/stronghold as example.
I think it would be better to start with 100% and tone it down eventually to 75% if it end up being strong but i doubt it tbh.. General problem is that torment is our main condition and its placed on a melee weapon. Feelsbadman.
As for the cough hammer cough.. I doubt they fix terrain issues for CoR. I had idea for phase smash tho to be a melee retreat skill. Thats means rev enters into evade state, slams hammer down on his location (0,75s casttime) and teleports 600 meters away. Now it can be used as both evade and kiting ability.
Playing Smite since mid s2, f broken gw2.
In team fights they are excellent because they can single target burst people down
You wot m8? Thats not true anymore with recent changes which made sword, hammer (not like it was any good) and shield unviable. Condi is the way to go for rev as mace/axe are our only reliable option now and tbh.. shiro/mallyx sustain is better than shiro/glint.
lol @ sword/shield being unviable. Hammer you can definitely make work.
Hmm.. sitting duck in one place for 3 seconds to get 2,5k hp on 25cd or go for sword offhand with mobile 2sec block on 12 cd.. Hard choice.
Sword mh hmm.. a weapon that is bugged as kitten, hits like wet noodle when 2+ show up, in which case it doesnt matter if i start aa ppl with sword or staff as the difference in dps is ~3,5%
Hammer hm.. a weapon that need distance to deal any damage at all due to the nature of cor assuming it even hit bc terrain issues which causes this skill to miss even on flat ground, has no kiting tools, one funny rooted evade, 2 sec long casttime knockdown.
Or go for mace/axe and melt ppl in seconds maniacally laughing. Tough choice really. But obviously some warrior knows my class better shrug.
Playing Smite since mid s2, f broken gw2.
In team fights they are excellent because they can single target burst people down
You wot m8? Thats not true anymore with recent changes which made sword, hammer (not like it was any good) and shield unviable. Condi is the way to go for rev as mace/axe are our only reliable option now and tbh.. shiro/mallyx sustain is better than shiro/glint.
Playing Smite since mid s2, f broken gw2.
Cool and all but this skill remains bugged as kitten. Hopefully we get a rework on it.
Playing Smite since mid s2, f broken gw2.
If everyone keep defending their own class then we will end up in this power creep for good. Its not just about true shot, all elite specs needs a nerf if you compare these new abilities to old ones.
For me it makes no sense for example that true shot is superior to mighty blow despite true shot being ranged and mighty being.. melee. Melee is supposed to hit harder in general as it involves more risk (hf sitting in all these aoes) and has lower uptime compared to ranged. We might as well just give everyone 10k ranged ability on 4 cd and call it a day
Playing Smite since mid s2, f broken gw2.
Yep.. pretty much sword is not viable anymore nor pwoer rev in general. Atm condi is the way to go as they completely broken sword. Its the only weapon in game that deals less and less damage when more than 1 target shows up. You can also forget about shield or hammer. One patch ruined viability of 3 weapons which leaves us with mace/axe being the only viable set now. Build diversity ftw
Playing Smite since mid s2, f broken gw2.
I would remove selfroot but raise cd to 6-8sec and take a look at deflecting shot and 5 (reduced cd but also reduced ring duration). Main problem i have with is that passive knockback in melee which sets up true shot way too easy.
Playing Smite since mid s2, f broken gw2.
I think that change might make Maniacal Persistence too necessary of a GM though, or at least the other options need to be pretty strong to make you pick them at all.
Theres no other way to make it balanced tho. As i said baseline pulsing resistance would be too strong in power builds.. thats what i think at least. In general im up for traits being optional rather than forced. It could ofc be baseline if it wont end up too op but i doubt it ever happen with current balancing team.
Without balance split between modes some traits will also end up being stronger than the other ones tho. Burn on elite would be picked mostly in pve as a example. As for pulsating.. i have no idea what to do with it yet but 2 traits about the same elite skill seems odd to me (and it would result in 3 Mallyx traits total)
Power builds would still need to run Corruption for the perma-Resistence while in EtD (not to mention having to always activate EtD) so there’s that.
Pulsating Pestilence could be changed so that all Conditions on you are pulsed once when you activate a Stance skill on an ICD? I’m kinda stumped on this trait. Pulsing resistance would just be too good to give up in PvP and PvE would definitely prefer Diabolical Inferno.
Could the pulsing Resistance on EtD maybe be pushed into the GM Minor slot? Yea, that’s a pretty powerful Minor, but it does free up the other traits so the competition isn’t as fierce and Power builds would still need to take Corruption, run Mallyx, and pop EtD without the safety net of Perma-Stab.
If you put it into a minor trait then anyone going for corruption line without picking up Mallyx for whatever reason will end up with one trait less. We have similiar situation in salvation atm with healing power conversation to toughness trait. These traits should be optional. No doubt that resistance would become meta in pvp tho but at same time it will be useless in pve. Thats so far how it look like, blanked points are tbd.
- Minor
Opportune Extraction – Torment has increased damage to stationary foes by 100%. (equal damage to mobile foes)
Something needed for pve that we was supposed to get in place of current boon strip on launch.
- Adept
1. Demonic Defiance – Reduced duration of resistance to 1 second. Removed icd
2. Replenishing Despair – Removed icd, reduced healing to ~80
3. Venom Enhancement – Cd reduced to 10. Poison also deals 33% more damage
- Master
1. Frigid Precision -
- GM
1. Maniacal Persistence – Embrace the Darkness pulses resistance (1s) every second.
2. Pulsating Pestilence -
- Mallyx. Stance focused on manipulating conditions and being highly resistant to them. Weakness; Hard cc, power damage, focus.
1. Empowering Misery – In addition to current heal rev also gains 3 seconds of resistance (applied before healing)
2. Pain Absorption –
3. Banish Enchantment – Increased energy cost to 25
If it still remain overpowered next change would be to reduce base duration of confusion/reduced confusion stacks to 2.
4. Embrace the Darkness – Also copy conditions to nearby foes every second. Duration of copied conditions last 3 sec base. Increased energy cost to -8
Overpowered?
Playing Smite since mid s2, f broken gw2.
I think that change might make Maniacal Persistence too necessary of a GM though, or at least the other options need to be pretty strong to make you pick them at all.
Theres no other way to make it balanced tho. As i said baseline pulsing resistance would be too strong in power builds.. thats what i think at least. In general im up for traits being optional rather than forced. It could ofc be baseline if it wont end up too op but i doubt it ever happen with current balancing team.
Without balance split between modes some traits will also end up being stronger than the other ones tho. Burn on elite would be picked mostly in pve as a example. As for pulsating.. i have no idea what to do with it yet but 2 traits about the same elite skill seems odd to me (and it would result in 3 Mallyx traits total)
Following you idea of removing the cooldown on all utilities, except CC, how would you make it work with the tablet movement/summoning while reducing the clunkiness?
Hard to answer. I am personally up for making the tablet autocasted at rev position upon swapping to Ventari and remove the whole summon/destroy tablet thing.
“Healing skill” on it own changed to insta cast and tablet movement to a teleport. If it happen to be too strong up the energy cost to balance it out. Insta cast also means you can control tablet under cc, so if you happened to get cc’ed far from tablet you can always recall it at your position and stunbreak but the energy cost in the end will end up higher than if you was cced in tablet radius.
Playing Smite since mid s2, f broken gw2.
Condi build wont be viable anytime soon till we wont get a trait for torment to deal the same damage to stationary foes as to mobile ones.
You can play jalis/mallyx in raids for max dps output assuming your team is fine with that and chrono is there to cover quickness.. But in the end you swap every 10sec just to keep rotating between hammers and EtD.
Changes wont happen anytime soon so.. deal with it or take a break from rev like many ppl did already and play diff class.
Playing Smite since mid s2, f broken gw2.
I prefer Jalis to stay boonless with unique buffs so we can benefit from protection shared by other classes. After all core rev is not supposed to be build around boons unlike herald which was supposed to alter playstyle. I gave some weeks ago suggestion to Enhanced Bulwark to improve protection by up to 40% like ele trait as it a source of all the problems with stab on dodge.. but lets look how it turned out.
I think the only legend that should be without stunbreaks is Mallyx that should be nearly immune to conditions as tradeoff. Decent system would be to make x legend being strong at x thing but being weak to x thing so players can work around it and exploit our weakness. Say Jalis being extremely resistant to power damage and hard cc but weak to soft cc and conditions in general.
That’d be great too.
I just want Mallyx to be that all-out, offensive beast. A high-risk, high-reward Condition Legend (or alternatively a more midrange-type deal, but with far better defense against Conditions than the others) while Jalis can be that reliable, hard-to-take down wall, but can succumb to soft-CC and Condi-bombs.
In case of Mallyx not sure how it goes with you but i would personally bring him back to bwe2 glory with little modifications. Demonic defiant reduced to 1sec resistance and icd removed and change maniacal persistance to pulse resistance in embrance the darkness. A bit trait dependent but without them power revs would have it way easy to be nearly immune to condi. Thats something i have in my notes to rev rework but its not ready to be revealed just yet.. What you think either way? And no, stacking resistance with pain absord wont be possible anymore – in my notes at least.
In your opinion, after removing enhanced bulwark, how strong would it be to give purifying essence an AoE stunbreak and reducing the energy cost to 25?
Question wasnt really aimed towards me but if anything it should be a self stunbreak with 30 energy that can happen only in youre in radius of the tablet. We actually have a trait in herald to aoe stunbreaking. I would remove the cd tho. Only cc skills should have cd’s really as rest can and should be managed by energy.
Playing Smite since mid s2, f broken gw2.
I prefer Jalis to stay boonless with unique buffs so we can benefit from protection shared by other classes. After all core rev is not supposed to be build around boons unlike herald which was supposed to alter playstyle. I gave some weeks ago suggestion to Enhanced Bulwark to improve protection by up to 40% like ele trait as it a source of all the problems with stab on dodge.. but lets look how it turned out.
I think the only legend that should be without stunbreaks is Mallyx that should be nearly immune to conditions as tradeoff. Decent system would be to make x legend being strong at x thing but being weak to x thing so players can work around it and exploit our weakness. Say Jalis being extremely resistant to power damage and hard cc but weak to soft cc and conditions in general.
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)
Leeto is a guy i enjoyed to have.. on opposite team. Always had easy faceroll time as his team was fighting 4v5. At some point i even timed my ques just to face him for good laugh
Playing Smite since mid s2, f broken gw2.
Updating my list, based on theorycrafting and experience playing as and fighting against these professions. Specs won’t be specified but should be pretty obvious.
- Reaper
- Scrapper
- Daredevil
- Druid
- Dragonhunter
- Tempest
- Herald
- Chronomancer
- BerserkChronomancer and Berserk might switch places. DH and Tempest might switch places as well. Herald might push just below Druid.
My best prediction at this time for top comp is: Condi Reaper, two Scrappers (at least one as power), D/P Daredevil, and support Druid.
Wow. If you think Herald is worse than Tempest…. just wow.
Herald is still top 3.
Not by any means. I would consider herald to be in middle fighting for 5th spot with mes. My list looks like;
Reaper
Scrapper
Daredevil
Druid
Herald/Chrono
Berserker (may go up actually for 5th spot)
Dragonhunter/Tempest
Playing Smite since mid s2, f broken gw2.
The only thing i see from this ss is that you like to click skills. I doubt you ever made it above ruby division to talk about someone skill level or what they played. Hours in game means nothing btw, i have more on my rev and most of them are by afking in spvp lobby shrug.
Hammer bolt is not the only projectile finisher with 100% chance in the game as also staff ele 1 is. Not that it matters much in the end as projectile finishers sux in general. Leeching bolts..like anyone gives a kitten about them.
Both 3 and 5 are easy to avoid without even spending a dodge on them, 4 is useless vs non projectile classes and that leaves me with CoR that scales with damage based on range on a weapon that lack any tools to actually kite. For me ranger lb is godlike compared to the trash hammer rev has and i would trade it anyday anytime as it offers me 600 range knockback and 33% uptime on stealth with quite decent and reliable damage. Meanwhile if CoR is on cd hammer rev is useless. If terrain is uneven you might as well swap hammer for something else too.
Playing Smite since mid s2, f broken gw2.
I adapted by nearly leaving gw2 ( already about 2 weeks before the season 1 ended).
All and ill say it again all classes needed a nerf as there is too much spam in general, let it be condi, boons, evades or whatever.
But instead we see rev nerfed, mes nerfed, ele nerfed, scrapper untouched despite being broken, thief buffed which makes absolutely no sense, necromancer buffed to braindead level where all you have to do is faceroll keyboard for your kill. Thats not balance by any means. HoT power creep was too high and its wasnt adressed, all they did is switch between opness between few classes.
The only reason you might see rev on tourney is due to the nerf that ESL rules now prevents stacking. Otherwise people would run something like thief, necro, 2x scrapper, druid.
Power rev is not really something i consider playable as hes too unreliable due to the overall changes and bugs that are here and doing well. So far the only class in game that deals less and less damage the more targets show up and yet in 1v1 he has a fairy high chances to lose the fight vs thief, scrapper, druid, necro or even mesmer now. It will be interesing to see how it play out at organized teams.
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)
Uh, guys, Hammer 3 is alright, but it’s just a stalling tool at best. It’s a DPS loss, it’s easy to see coming, animation is very long and also doesn’t work properly on certain terrain.
Hammer 4 is cool, but I think it’s a tad too slow.
Hammer 5 is awful.Overall, it’s not a great weapon outside of CoR spam, it’s TERRIBLE at kiting, and has basically 0 tools for opening the gap.
It’s far from being the best ranged weapon.You are Revenant with 10 utility skills lol, you dont need more.
What that lol is supposed to mean? Do you even have a idea what utility and weapons skills are? Do you know that they have completely different purposes? Are you trying to tell us that we are supposed to kill ppl with utility skills? Now thats lol worthy.
Hammer was terrible outside of CoR spam and everyone knows it. And when the gap was closed rev had to fight with one weapon set as hammer unlike dh lb loses all it damage and it doesnt have anything else going for like passive knock and stab just bc dh used his auto in close range.
Also funny thread when it comes to true shot, we can see how some objective people are in reality!
https://forum-en.gw2archive.eu/forum/game/pvp/True-shot-BS
Oh and while were at it, dh has 8 utilities. 5 from right bar with ability to mix them and 3 from class mechanic – virtues.
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)
Fun fact is that core necro (shroud) still sux balls even after 3 years compared to lets say.. reaper shroud. Axe, focus are also a joke weapons, dagger mh is just 1 fest spam and gs is used in pve only due to how terrible it is. And that took..3 years. Are they op right now? Sure condi builds definitely but power is a joke along with the stuff i mentioned.
Meanwhile revenant armor is still bugged, chest has different color than rest of the armor in medium shaders and weapons clipping. Another fun fact, inst it?
Playing Smite since mid s2, f broken gw2.
Ya? You should also notice the line about removing weapon swap
Basically the only reason why we got wep swap in the first place was to adapt between melee/ranged but thats a null argument as meta proved. In the end everyone runs full melee on rev let it be raids or spvp. +That makes a rev look like half finished due to only one ranged wep, only one condi set (mace/axe) and only one underwater wep despite having 2 slots there to swap spear to spear..like it makes any sense at all.
Weapons skills was never really balanced with weapon swap in mind, they were designed as standalone sets and i can only imagine futher nerfs in form of raised cd’s etc just for that reason.
Playing Smite since mid s2, f broken gw2.
I know feedback doesnt matter in the end and this thread is just pure rp but i can always repost what i wrote there (and in few days i will release much needed changes to rev traits/skills in rev section), it may be not nice, a bit rude or w/e but you wont find better feedback in these this/reddit forum about revenant. So here it is;
So now after taking a break from the game lets take a closer look at the “balance” patch and what it actually did to revenant. A “quick” review at the changes affecting rev directly and indirectly;
- Finish Them” Finishers: The stomping effect will no longer be time-scaled through effects like quickness and slow.
- Reviving: Reviving characters will no longer be affected by time-scaled effects like quickness and slow.
- Preparation Thrust: The damage of this skill has been reduced by 11%.
- Brutal Blade: The damage of this skill has been reduced by 20%.
- Rift Slash: The damage of this skill has been reduced by 10%.
- Unrelenting Assault: The number of attacks this skill makes has been reduced from 7 to 5. The damage of each strike has been increased by 10%. The strikes from this skill are no longer affected by animation time-scale, as quickness provided no benefit and slow would cause the attack to never hit.
- Precision Strike: This skill has been reworked and will now always fire three projectiles at up to three targets. If fewer than three targets are available, the remainder of the projectiles will be launched at the available targets. The chill duration has been reduced from 2 seconds to 1.5 seconds.
- Coalescence of Ruin: The recharge of this skill has been increased from 2 seconds to 4 seconds. Enemies are now able to be struck by this ability only once every 0.5 seconds.
- Unwavering Avoidance: This trait now has a 5-second internal cooldown.
- Crystal Hibernation: The base healing per level from this skill has been reduced by 36%. This affects Soothing Bastion as well.
- Facet of Light: Activating this facet is no longer instant and now has a casting time of 0.25 seconds.
Now what these changes mean? Lets take a closer look;
- Downed state
Not many people care or even think about this but our downstate got nerfed pretty hard. Our 1 doesnt hit hard, 2 is a single knockback, 3 does.. some more damage than 1 and doesnt help us survive at all. Downed state was balanced with slow in mind and by changes to slow/quickness it lost a lot of it value. It is probably the worst downed state atm.
- Impossible Odds
There are many things that affect this ability indirectly. First is obviously qucikness stomping as its no more possible. Second is quickness rezzing also not possible anymore. Third and main offender is nerf to sword autoattack that makes this ability much weaker as quickness is no longer that huge dps boost it used to be.
- Enchanted Daggers
Its not something i consider a healing skill, it something i consider as huge failure in desing. It feels more like a dps move that can be reflected rather than healing skill. By nerf to UA this ability also got nerfed futher as it lost completely it synergy ith said skill.
- Assassin Annihilator
Also due to lowered UA frame time this skill depending on the posiiton has a chance to proc only one per UA instead of 2 it used to do.
- Sword
The intention of sword to change it into “singling out enemies” is just a joke honestly. Precision strike and Unrelenting Assault works against this concept. Its just so wrong on many levels. But lets stop complain and take deeper look;
While i understand the intention to nerf auto and move damage somewhere as auto was “dealing too much damage” i dont understand why at same time thief autoattack was buffed to deal even more. From logical point it makes absolutely no sense and only show favorism over classes. Both revenant and thief uses resource system. Thief autoattack was buffed so that they can use initiation in defensive manner, but what about revenant? We also need energy to use our defensive abilities and not end up like a sitting duck. With a nerf like that basically forcing us to change playstyle energy needed to use skills should also be lowered as compensation.
Precision strike is a complete joke. A utility skill that is being forced into a dps role for no reason. Not only it scales terrible to do next to 0 damage when someone else show up, it also has to be used in target hitbox due to the amount of bugs it has and how slow projectiles are. This skill was never designed to be a dps move and should have been reworked to melee single target skill to work as intended in “singling out enemies”. Precision strike is not prepared to be our dps move in current state.
Unrelenting Assault nerf is uncalled for and it actually affect 2 mentioned things earlier. While i do understand why it was maker easier to dodge in 1v1 (despite the game claiming to balance around 5v5 not 1v1 but w/e) i am not getting why it was also nerfed damage wise given how easy it has become to avoid it completely. A daredevil or engi can block it every single time in current state due to reworked bandid defense and reduced cd on gear shield. Vs minion necros, rangers, mesmer or gyro scrappers this skill is also completely worthless
- Coalescence of Ruin
Now that one is really funny! Hammer as whole was already useless in spvp due to how terrible it is, in pve it was used to tag mobs and the place where it causes any issues was wvw due to it nature. Thing is its already unreliable skill that tend to bug out a lot and miss even on flat terrain. Certain aoe fields also block this skill by preventing it spread futher as field is kittened kitten man cap. Now also another revenant can nullify my damage bc i used the skill at the same time as him. Are you insane?!
Let me get it straight – instead of reworking skill to either make it a normal reflectable projectile (which also fix the problem with double hit) or ground projectile like tremor which is similiar in concept, also reflectable and doesnt bug due to uneven terrain developers just decided to overnerf the only skill hammer has in the most possible lazy way without compensation whatsoever /facepalm. We ended up that has 4 cd, cost energy, is unreliable, has range penalty (unlike true shot) and also deals lower damage at max range than trueshot? I dont even… like nope. Please delete this weapon and gve me an ranged option for revenant already, for me hammer is dead and revenant was released without ranged weapon.
- Unwavering Avoidance:
Hey man, gm trait in herald line causes rev to have nearly perma stability by dodging, what we will do? Tomorror we will rule the world nerf a trait that doesnt need a nerf, gut core rev some more while at same time force people into herald like never before. Hey mind, youre a mastermind!!! – Pinky
Am i supposed to add anything else here? Maybe i could throw something about logic but meh.. if you nerf such minor trait that causes no issues on it own and even agrees on it nerf then you wont understand at all the issue with that.
- Crystal Hibernation
Back in the beta weeks some people asked to make it a mobile skill but it was explained shorty – if we make it mobile then the healing will have to be drastically reduced. So the skill got nerfed one time already by increasing it cd, and this skill is butchered. Selfroot ability, 3sec channel, 2,5k healing. 0 compensation, nothing at all.
Who in the right mind will pick that up over terrible sword offhand? Was it supposed to force revenants into using sword offhand so the metrics will show “look how sword offhand improved, yeah i know it was always viable but shield was just too strong” kind of thing? There is no reason to pick up a shield, just like hammer it was deleted from revenant kitten nal.
As for the trait, it cd should have been raised up to 40sec long time ago.
- Facet of Light
Im not sure why it was nerfed for second time and what troubles it caused really. It was our only option to survive a focus. We do not have any other options to prevent damage from killing us. 0 condi cleanse, 0 invuls. Lets also not forget that this ability was predicable actually and i dont remember anyone complaining about it for a long time. With the nerf it duration should be reverted back to 4 seconds really.
__
I am personally tired of the “balance” in this game and the prices i have to pay up for the unnecesary weapon swap added due to crying back in the beta weekends. I hope developers will reconsider to remove our weapon swap and revert all the unnecesary nerfs that keep happening. Revenant is in a tight spot in balance as due to weapon swap we can chain more blocks than we intended to be. It most likely also prevent buffing our utility skills to be really stronger than they are now (lookng at rite becoming 100% reduction for rev). Also you should balance elite specs around core classes, not the other way around otherwise in future with more elite specs you will end up having a serious impossible to balance out huge mess. Something to keep in mind.
Playing Smite since mid s2, f broken gw2.
Signet of the locust is trash? Oh my lord. That thing that can corrupt 2 boons, heal up to 5k on 24cd is trash? Please give me that “trash” utility, i wont complain at all.
To get swiftness we have to go into herald and pick up Glint. Also i wish you good luck swapping in ranked spvp match a traitline and legend as you clearly dont know what you talking about. Not everyone want to be forced into traveler runes or Glint just so they can get bonus speed that basically all classes has for free. Difference between other utility skills and Glint is that i have to pick up 5 skills whenever i want it or not. 25% move speed trait should be on rev since day 1.
Playing Smite since mid s2, f broken gw2.
So now after taking a break from the game lets take a closer look at the “balance” patch and what it actually did to revenant. A “quick” review at the changes affecting rev directly and indirectly;
- Finish Them” Finishers: The stomping effect will no longer be time-scaled through effects like quickness and slow.
- Reviving: Reviving characters will no longer be affected by time-scaled effects like quickness and slow.
- Preparation Thrust: The damage of this skill has been reduced by 11%.
- Brutal Blade: The damage of this skill has been reduced by 20%.
- Rift Slash: The damage of this skill has been reduced by 10%.
- Unrelenting Assault: The number of attacks this skill makes has been reduced from 7 to 5. The damage of each strike has been increased by 10%. The strikes from this skill are no longer affected by animation time-scale, as quickness provided no benefit and slow would cause the attack to never hit.
- Precision Strike: This skill has been reworked and will now always fire three projectiles at up to three targets. If fewer than three targets are available, the remainder of the projectiles will be launched at the available targets. The chill duration has been reduced from 2 seconds to 1.5 seconds.
- Coalescence of Ruin: The recharge of this skill has been increased from 2 seconds to 4 seconds. Enemies are now able to be struck by this ability only once every 0.5 seconds.
- Unwavering Avoidance: This trait now has a 5-second internal cooldown.
- Crystal Hibernation: The base healing per level from this skill has been reduced by 36%. This affects Soothing Bastion as well.
- Facet of Light: Activating this facet is no longer instant and now has a casting time of 0.25 seconds.
Now what these changes mean? Lets take a closer look;
- Downed state
Not many people care or even think about this but our downstate got nerfed pretty hard. Our 1 doesnt hit hard, 2 is a single knockback, 3 does.. some more damage than 1 and doesnt help us survive at all. Downed state was balanced with slow in mind and by changes to slow/quickness it lost a lot of it value. It is probably the worst downed state atm.
- Impossible Odds
There are many things that affect this ability indirectly. First is obviously qucikness stomping as its no more possible. Second is quickness rezzing also not possible anymore. Third and main offender is nerf to sword autoattack that makes this ability much weaker as quickness is no longer that huge dps boost it used to be.
- Enchanted Daggers
Its not something i consider a healing skill, it something i consider as huge failure in desing. It feels more like a dps move that can be reflected rather than healing skill. By nerf to UA this ability also got nerfed futher as it lost completely it synergy ith said skill.
- Assassin Annihilator
Also due to lowered UA frame time this skill depending on the posiiton has a chance to proc only one per UA instead of 2 it used to do.
- Sword
The intention of sword to change it into “singling out enemies” is just a joke honestly. Precision strike and Unrelenting Assault works against this concept. Its just so wrong on many levels. But lets stop complain and take deeper look;
While i understand the intention to nerf auto and move damage somewhere as auto was “dealing too much damage” i dont understand why at same time thief autoattack was buffed to deal even more. From logical point it makes absolutely no sense and only show favorism over classes. Both revenant and thief uses resource system. Thief autoattack was buffed so that they can use initiation in defensive manner, but what about revenant? We also need energy to use our defensive abilities and not end up like a sitting duck. With a nerf like that basically forcing us to change playstyle energy needed to use skills should also be lowered as compensation.
Precision strike is a complete joke. A utility skill that is being forced into a dps role for no reason. Not only it scales terrible to do next to 0 damage when someone else show up, it also has to be used in target hitbox due to the amount of bugs it has and how slow projectiles are. This skill was never designed to be a dps move and should have been reworked to melee single target skill to work as intended in “singling out enemies”. Precision strike is not prepared to be our dps move in current state.
Unrelenting Assault nerf is uncalled for and it actually affect 2 mentioned things earlier. While i do understand why it was maker easier to dodge in 1v1 (despite the game claiming to balance around 5v5 not 1v1 but w/e) i am not getting why it was also nerfed damage wise given how easy it has become to avoid it completely. A daredevil or engi can block it every single time in current state due to reworked bandid defense and reduced cd on gear shield. Vs minion necros, rangers, mesmer or gyro scrappers this skill is also completely worthless
- Coalescence of Ruin
Now that one is really funny! Hammer as whole was already useless in spvp due to how terrible it is, in pve it was used to tag mobs and the place where it causes any issues was wvw due to it nature. Thing is its already unreliable skill that tend to bug out a lot and miss even on flat terrain. Certain aoe fields also block this skill by preventing it spread futher as field is kittened kitten man cap. Now also another revenant can nullify my damage bc i used the skill at the same time as him. Are you insane?!
Let me get it straight – instead of reworking skill to either make it a normal reflectable projectile (which also fix the problem with double hit) or ground projectile like tremor which is similiar in concept, also reflectable and doesnt bug due to uneven terrain developers just decided to overnerf the only skill hammer has in the most possible lazy way without compensation whatsoever /facepalm. We ended up that has 4 cd, cost energy, is unreliable, has range penalty (unlike true shot) and also deals lower damage at max range than trueshot? I dont even… like nope. Please delete this weapon and gve me an ranged option for revenant already, for me hammer is dead and revenant was released without ranged weapon.
- Unwavering Avoidance:
Hey man, gm trait in herald line causes rev to have nearly perma stability by dodging, what we will do? Tomorror we will rule the world nerf a trait that doesnt need a nerf, gut core rev some more while at same time force people into herald like never before. Hey mind, youre a mastermind!!! – Pinky
Am i supposed to add anything else here? Maybe i could throw something about logic but meh.. if you nerf such minor trait that causes no issues on it own and even agrees on it nerf then you wont understand at all the issue with that.
- Crystal Hibernation
Back in the beta weeks some people asked to make it a mobile skill but it was explained shorty – if we make it mobile then the healing will have to be drastically reduced. So the skill got nerfed one time already by increasing it cd, and this skill is butchered. Selfroot ability, 3sec channel, 2,5k healing. 0 compensation, nothing at all.
Who in the right mind will pick that up over terrible sword offhand? Was it supposed to force revenants into using sword offhand so the metrics will show “look how sword offhand improved, yeah i know it was always viable but shield was just too strong” kind of thing? There is no reason to pick up a shield, just like hammer it was deleted from revenant kitten nal.
As for the trait, it cd should have been raised up to 40sec long time ago.
- Facet of Light
Im not sure why it was nerfed for second time and what troubles it caused really. It was our only option to survive a focus. We do not have any other options to prevent damage from killing us. 0 condi cleanse, 0 invuls. Lets also not forget that this ability was predicable actually and i dont remember anyone complaining about it for a long time. With the nerf it duration should be reverted back to 4 seconds really.
__
I am personally tired of the “balance” in this game and the prices i have to pay up for the unnecesary weapon swap added due to crying back in the beta weekends. I hope developers will reconsider to remove our weapon swap and revert all the unnecesary nerfs that keep happening. Revenant is in a tight spot in balance as due to weapon swap we can chain more blocks than we intended to be. It most likely also prevent buffing our utility skills to be really stronger than they are now (lookng at rite becoming 100% reduction for rev). Also you should balance elite specs around core classes, not the other way around otherwise in future with more elite specs you will end up having a serious impossible to balance out huge mess. Something to keep in mind.
Posted it here as i think this thread fits it nicely already.
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)
Pretty much everyone except guard has +25% move speed by now on top of kittenload of swiftness. Maybe you didnt realized but not everyone wants to run Glint just so they can have swiftness.
Devastation is a traitline that focus on damage, mobility and Shiro according to wiki but i dont see anything related to mobiltiy there, meanwhile in adept we have 2 traits that does exactly the same – one raise dmg by 10% based on stacks and another 10% crit dmg.. both of them are useful only with sword. We have a place to put +25% move speed trait right there replacing vicious trait. Core rev needs that.
Playing Smite since mid s2, f broken gw2.
Have you see the damage with Cruel Repercussions +150 ferocity from Assassin’s Presence , Roiling Mists , among other damage modifiers?
I feel as though the Hammer Bolt damage could be toned down slightly actually ( ~ 5-10%).
You wot m8? Not with current 1sec casttime by any kitten means. Rev already lost ranged weapon.
Playing Smite since mid s2, f broken gw2.
Nobody likes it when their OP character’s profession gets adjusted to be not so OP.
Adjusted? K np. Destroyed to trash level? Please..
Lets also not mention tons of bugs that plagues this toon+even more unviable stuff..
Ventari? Jalis? Etc.
Playing Smite since mid s2, f broken gw2.
I do play the game m9. l2p plz
Necro, scrapper, druid or thief?
Playing Smite since mid s2, f broken gw2.
Hammer 2 too stronk in wvw. Please nerf, its still gamebreaking.
On a serious note i wonder if there is any point at all picking up shield now? Selfroot for 3sec block 2,5k healing on 25cd compared to crap sword offhand with 2 sec mobile block on 12cd? +offhand sword doesnt clip with mistward blindfold nor mistward shoulder
Playing Smite since mid s2, f broken gw2.
condition cleanse
I got rekt hard
Playing Smite since mid s2, f broken gw2.
True but condi mallyx has been gutted more since it basically needs viper ammy to deal dmg and without the runes to hold up the sustain viper ammy just isn’t going to cut it.
I played with traveler runes and been doing just fine on viper.. made it to legendary 2x while also facing ppl from esl teams and beating em up 1v1 (depending on class)
Point is condi rev will be eated alive by a thief, necro or scrapper. So hes already out.
That leaves power rev.. damage nerfs, sustain nerfs and buff to thief wrecking ppl with aa, no changes to scrapper (lets face it 2s cd on rocket boots makes no diff at all), and necros facerolling you without even trying.
I dont see a reason to pick rev in current state at all.
Playing Smite since mid s2, f broken gw2.
http://metabattle.com/wiki/Build:Scrapper_-_Marauder_Hammer
“A Power based Scrapper, currently one of the most commonly used builds in tournament play.
Frequency: currently the most common Engineer/Scrapper build at tournaments.”
Cele? Mkay. Dunno what happened to druid on the page tho as he was listened meta too.
Playing Smite since mid s2, f broken gw2.
Meanwhile new golden wings was datamined. Legit..
Playing Smite since mid s2, f broken gw2.
What scrapper used cele? Wth. Scrappers runs marauder as they have insane sustain. Do you even play this game? Druid doesnt give a kitten about cele as pet was doing all his damage either way.
Playing Smite since mid s2, f broken gw2.