Jump to content

LULAWS

PC Member
  • Posts

    27
  • Joined

  • Last visited

Posts posted by LULAWS

  1. I have been using Revenant almost all the time since 23.6.2 hit and at 2 Formas my feedback is as follows:

    General
    His casts take way too long. Sometimes it takes longer to cast Mesmer Skin than it takes for a horde to destroy it. And most of the times my Enthrall targets die by my teammates hands' mid-cast. Don't even get me started on Reave's delay. Enemies move out of the way by slowly strafing while it's being cast.

    His synergies, although present, feel lackluster. Being able to get more shields and overshields from Thralls is good, but very basic.

     

    Passive
    Fine as-is, although a little bit more range would be appreciated, considering even levels as low as the higher end of the star chart shields just get depleted by almost anything with burst damage (such as Hyekkas and any Corpus unit with a Lanka). Maybe make it look a bit more Energy Spike (not as visually noisy, please)

     

    Enthrall
    It's pretty good now. I love how it doesn't hold waves back on missions such as Defense.

    The animation is still too slow and the fact anyone can kill them as easily as any enemy makes it so people just kill them by accident or just because they want to, which makes it an ability with cost and high risk of it yielding nothing. Makes it a lot less better at contributing something to the team while Revenant takes other advantages from it (health and shields).

    Affected enemies should just become immune to ally damage that doesn't come from Revenant himself and take away the ability to Enthrall bosses and special units such as them, so that it doesn't mean the ability can stop progression in the same way as Nyx's Mind Control and Nidus' Parasitic Link can. Since they don't stop mission progression it should work just fine and make it more player-friendly and team-friendly. Would also bring it more in line with Nekros' Shadows of the Dead, along with the 7 units limit.

    Make it so these enemies have better aggro displacement. As it stands, most units just ignore them and go for any objective or Revenant himself.

    Energy pillars are kinda fine, albeit their range is a bit lackluster unless used in very specific spots such as doorways.

    Can we get a counter so we know how many Thralls we still have? Checking the map can get confusing in crowded spaces. A counter in the Buffs would probably work wonders and be noticeable enough.

     

    Mesmer Skin
    Now that's a real troublemaker. It's buggy in various situations, the charge counter doesn't round up or down and even loses its number until it loses a charge once you transfer out and back in.

    Absolutely any damage that doesn't come directly from an enemy or that comes from an immune enemy (such as Nullifiers) goes through it in full force, meaning Nullifiers and any units inside their bubbles are still able to destroy Revenant through the ability by totally bypassing it. Very inconsistent when compared with other defensive abilities.

    It just feels clunky and too situational, while being incapable of lasting against any group of enemies you'd find in most places. It's too easy to burn through charges when dealing with whole hordes, which is a constant in Warframe.

    Just make it so when you activate the ability it gives you damage reduction ONLY ON YOUR SHIELDS (similar to Nova's Null Star, but on shields only instead of health only) and make him status immune. That should steer him closer to a the Eidolons, since he was modified by the Sentient that resides on Plains and all of the Eidolons depend on their shields to defend themselves. No more stunning for free Enthrall casts. It's already cheap and would spread more than enough with the changes proposed above.
    Should have good synergy with Reave, as you'd need to keep your shields up or you'd be a lot more vulnerable (again, much like the Eidolons themselves)
    I would propose these stats for it:
    10/20/30/40% damage reduction at rank 3, affected by ability strength up to 95% reduction (not so strong as to be a gamebreaker, but strong enough to make his defenses more consistent against incoming damage and more in line with Gara, Nidus and Mesa)
    8/16/24/32 seconds base duration, affected by ability duration. (Recastable, for the love of Tyl Regor for his tubemen. It's not fun to wait behind a wall waiting to recast a skill so I don't get destroyed in half a millisecond).

     

    Reave
    Life steal and the movement during Danse Macabre are useful and the skill is pretty good as it is now. Although I would advocate for it being able to work as a 3d mobility so it allows for vertical movement, allowing it to be put to better use during normal gameplay for mobility in more practical ways. Would need no changes when used in conjunction with the suggested changes to Mesmer Skin, since it'd be a way to keep shields up while repositioning.

     

    Danse Macabre

    Still a good trash-mob cleaner, but has trouble against heavier units, but is pretty fine on that aspect since it still eventually deals with them up to a certain point by itself (positively surprising considering the damage only scales by reflection without a multiplier).

    Ancient Healers and Toxic Ancients make it absolutely useless. Ancient Healers nullify procs and reduce damage (making gas useless) and Toxic Ancients also delete gas procs. Just give Sentients a special flag that hits Ancients with Radiation so their auras stop working. 

    Give it a multiplier on reflected damage. Enemy damage is not nearly enough to deal with other enemies without a multiplier. That's why Octavia's Mallet works so well and could make Revenant's dps and kps scale better at higher levels (he still falls off way earlier than some other frames' similar abilities without scaling or modded damage)

    Energy drain of 20 per second is a bit too much, considering any enemy that actually needs attention requires boosting, which makes the cost skyrocket and be almost impossible to sustain. There are probably better solutions to stop afk defense clearing on him, although I sincerely can't think of any at the moment. Making him harder to use on normal actual gameplay doesn't really feel fair to the players that actually use him actively.

  2. If you leave the portal and stay in operator mode until the normal invincibility time runs out, you will be permanently damage-immune for the rest of the Zone. No status immunity, though. Both hosts and clients can do so (had an entire damage-immune squad while testing the bug to write a description here, because they noticed it).

    Operator and Companions are still very much vulnerable Seems pretty similar to the script error that caused Loki's permanent invisibility not too long ago. Especially since it involves the Operator mode, once again.

×
×
  • Create New...