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[PC Update 23.5] Revenant Feedback Megathread


Marcooose
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after playing around a while with revenant my experience is:

the 1 is getting better by 'thralling' 7 instead of 4 enemy's. But as long as thralls can be killed by team mates its not really usable, nekros do it better.
the 2 is nice as it is, i wouldn't change it.
the 3 could be a nice 'panic' button, but is way to ineffective and therefore only used for other pruposes.
the 4 got nerved (for no reason in my opinion), it is still ok, but not exiting any more. it was powerful yes but you take damage from all sources while using it, also your movement is limited, to me that was a fair enough deal.

over all revenant is an ok warframe that still have it's fun sites, but stays behind my expectations.

 

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Here's my feedback :

First ability : only revenant and the enemies should be able to damage his thrall, the fire pillar damages are trivial a waste of gpu performance imo.

Second ability : excellent one nothing to say.

Third ability : one of the most useless ability in the game, it's costly, have a slow cast and is underwhelming.should be replaced with something that instantly consume thrall to get health/shield/energy back.

Fourth ability : add a gigantic spectral eidolon that hold his hand while he dance ... what ? :3

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On 2018-08-31 at 12:10 AM, Kidkilla said:

It's a get out of jail ability,

If that's the case then 4 needs to cast a lot quicker and arguably do more damage then, you can be killed in the time it takes to 'spin up', especially if you've lose your 2 as you 'spin up'.  Also they need to make his 2 re-castable if he's being aimed at 'tank' style of game play. 

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The real problem with the Thralls is that they are DUMB AS F* they ignore Revenant and go for the objective while almost ignoring enemies, making very low damage and being insta-killed by allies. The Thralls could be much better if they escorted the player, providing a real meat shield (since they have no damage), no friendly fire and should die when ability ends, leaving the damaging pillar behind. Said pillar lasting a way too short time ta actually work as a mine.

*slams desk* THANK YOU  Mesmer Skin stacks SHOULD disappear only a few seconds once Revenant is hit. Also enthralling manually to profit from Mesmer skin bonus is slow, all asleep enemies should be enthralled at once when using first, starting with the closest ones. To balance, we could have a cost of 5 energy to enthrall all asleep enemies in range.

The amount of health and shield from Reave is too small.

The only thing about Danse Macabre is the damage is great but when starting to hit lvl 50 it starts to get harder to kill. Amplifying the damage should work in a gradual manner, for each seconds passing pressing LMB, the damage gets higher, with no ceiling. That way you can sweep rooms even at high level, but that would completely destroy your energy tank.

Revenant kit is great you don't need to change it ! But each ability has a defect. Please DE, if you were to add what I wrote, I firmly believe it would make all Revenant player happy.

EDIT : about augment, these are my ideas :

Ballet Macabre : Now absorbs ally weapon fire ! left mouse button now also increase movement speed

Medusa Skin : automatically enthralls attackers, but cost 5 energy each time doing so.

Soothing Mist : Reave now heals allies

Edited by Feuershark
added augments
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I want to talk about an idea I've had for Revenant. While we can certainly deal with what he was and what he could be. Let's improve what he is at this point in time. The first rule of this however is: No Augments. Augments are great, but we shouldn't "fix" warframes with augments. 

From here, I'll start from the bottom and work my way up. Starting off with Danse Macabre.

Danse Macabre is a great ability as it is, but it has some hiccups. You can't refresh your other abilities while you're using it. DE doesn't want it to be a "set and forget" power. The solution is to cancel both of these things out. Allow both Enthrall and Mesmer skin to be used during the ability. Along with that, because of the energy drain inherent in Danse, cut the ability cost to increase the synergy his abilities have with one another. This will allow you to stay in Danse Macabre while also staying an active part of the game. You'll be able to target dangerous or inconvenient mobs while spinning, such as Parasitic Eximi, Nox's or other such high priority targets. Being able to refresh Mesmer Skin will allow you to stay tanky without necessarily needing to rely on high health or shields. 

Reave is a fun as hell mobility option and its synergy with Danse Macabre and Enthrall. I think it is good enough to keep as is, but with one potential tweak. Thralls could have energy sucked out of them as well as health and shields. This will allow them to serve a third purpose which will increase the synergy between all of his abilities, allowing you to keep using abilities as needed, rather than having to luck into orbs or needing to take health damage with Rage.

Mesmer Skin is a pretty decent way to avoid damage. It's got innate scaling due to the way it works, it reduces incoming damage with a temporary stun. There's just a few things that really kill its usefulness. The major one being: It cannot be refreshed or refilled. Enthralling holds a very good solution to that. By hitting a thrall with Danse, you refresh one point of Mesmer Skin. This gives even more incentive to be an active participant in the game, using enthrall to keep up Mesmer skin via Danse Macabre, suck more shields, health and energy with Reave, Along with being able to completely reset the ability if it runs out because you're not paying attention. 

Enthrall is a great ability in a lot of ways. Its synergy with the other abilities being increased for both Mesmer Skin and Reave has been addressed, but not its own functionality. The biggest downsides to Enthrall is enemies like to run away and hide or just not attack, and your own teammates have a tendency to plow right through them. There's a couple of things that could help. 1. Is giving the Thralls the Nyx treatment. Make them invulnerable to friendly damage. A helpful thing to do would be to take them out of any enemy counters for Defense and Interception so that they will last to the next round so that they can be used for the following round. Additionally, making enthrallment possible by taking damage as well as giving damage will increase their likelihood to spread similarly to Saryn spores, giving more chances to Reave and Danse Macabre them for their synergies. 

TL;DR The full picture of these changes means that his Danse Macabre is buffed through being able to use all abilities. It recharges his Mesmer Skin via Thralls. His Reave can drain energy from Thralls. His Mesmer Skin is buffed through his Danse Macabre Passively. And Enthrall is easier to spread and may even be able to last through defense waves or interception rounds, making it more reliable to gain the buffs from them. 

This could all result in one thing. Revenant being a Warframe that can be played nearly entirely without using weapons. By using these abilities in conjunction with one another, he can deal damage, use minimal crowd control, avoid damage and dash into and away from enemies. This would not make him broken, nor would it make him an afk frame. If one wanted to de-incentivise his afk gameplay, you can simply make it so that after a minute or two of not using another ability, his energy drain for Danse Macabre goes up, thus making it all the more important to keep active during gameplay rather than only using one ability. However, I think incentivising using more abilities already makes him a more active frame, rather than simply toggling Danse Macabre on and off repeatedly. 

Edited by Drakontis
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Here are basic number changes I would make. Nothing huge but nothing small either

Enthrall: Cap raised to 10 and puller radius set to 4m

Mesmer: not number changes needed

Reave: Decrease initial cast time to make it smoother

Danse: Reduce energy cost to 15 energy a second

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Bit of a different direction but I think this is an idea that should be proposed: basically instead of focusing on the mind control aspects of Enthrall, focus more on the 'mark' aspect of it. After all a basic problem with Enthrall is the conflicting incentives of a) keeping thralls around to help you; and b) reaving/killing them for health/overshields/traps. So the goal here is to separate the concerns of having 'minions', and 'marks'.

A simple way to go about this would be to explicitly introduce a second type of debuff separate from Thrall to denote Marked enemies, which could also work on a separate limit from Enthrall. This Mark could be associated with the trap/reave/danse aspects of Enthrall, so basically a semi-enthrall that can be upgraded to a full Enthrall. An added benefit of having this distinction is allowing a greater number of Marks while still limiting Thralls. Enthralling Marks could then come with additional benefits, such as boosting damage (compared to Enthralling unmarked targets). In fact this is similar to the cost reduction given by enemies hitting Mesmer Skin and could easily be reworked by giving Marks the cost reduction and making Mesmer Skin Mark enemies. Finally, two additional ways to Mark enemies should exist with their own advantages, design-wise: applied by Reave, thus allowing Revenant to keep gaining Mark benefits during Danse Macabre; and replacing the Enthrall effect on Thrall damage, thus making Marks spread more naturally and making Enthralling a Mark a more conscious decision (in this version perhaps a bigger boost/unique effect to Enthralled Marks is needed).

This is what I consider the bare minimum 'least change' needed to make Revenant make more sense and play more actively. So to sum it up: make Thralls, Mesmer Skin, and Reave apply a weaker version of Enthrall with a higher limit that gives synergy benefits and traps on death but without mind control; make Enthrall on these enemies stronger and free.

Edited by Airgetfrog
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I have some feedback regarding Revenant's abilities.

Enthrall is really hit and miss in its current state. Even solo, while leveling my Helminth Charger, I couldn't get this to work very well. My dog body slammed everyone I enthralled. It was hard to propagate to other enemies as a result.

It might be unreasonable to change the AI to ignore Enthralled enemies but it's a little disappointing. Another suggestion for this, is maybe give them a small window of invulnerability. In this period, the thralls can store damage received(from allies/enemies) and redirect that out again towards enemies. Also, when killed, the stored damage goes into the pillars creating very powerful no-go zones for enemies. It might help with having the thralls disintegrate whenever they are hit by friendly fire.

Mesmer Skin is very powerful as it is. It has a long casting animation which, I suspect, is probably intentional. If I had to give any suggestions with this, it might be a better audio/visual cue as to when/what enemies are affected by it.

Reave is too expensive. The recovery animation also doesn't protect you at all if your dash ends near powerful enemies. Maybe make this transition better into the game's movement system?

Danse Macabre is just a lazy skill. I've already encountered players spamming this and basically making gameplay for an entire party totally unenjoyable and frustrating. It's another in a long list of skills that makes me play solo a lot of the time. I have no feedback on how to improve it other than change it entirely or remove it.

This thread is long so I apologize if any of this was mentioned elsewhere.

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Alternate title: Revenant: A Love Letter An Effortpost.

I love Revenant. He's fun to play and has A* fashion straight out the gate. His kit has great potential, but falls short in some areas. You've all heard the complaints - they are valid, if overblown. Below you will find my humble opinion on his abilities, now that I've spent some time with him. Nothing complicated, just some synergies and numbers.

Long post ahead - skim-read bold lines to get the gist, or read the TL;DR if you're in a hurry. No Vorpasta, pinky promise.

 

Retaliation is his passive. He knocks down enemies when his shields deplete. Usually either enemies don't break your shields at all or they have already killed you by the time your shields drop. There's nothing to do here without implementing shield gates, and that's not a topic I want to get into here. Moving on.

 

1: Enthrall is an interesting but incredibly niche ability, difficult to use to its full potential as a Radiation proc on steroids. Revenant's entire kit synergizes around this ability, but several fatal flaws prevent it from reaching this potential in mission, especially playing with teammates.

In solo play, you can actually use Enthrall for what it's supposed to do, which is take some aggro off of Revenant and allow him to use his other skills. Some thralls survive long enough to allow interactions with Danse and Reave, which provide small benefits to the abilities. Most commonly I found myself mind controlling enthralling one enemy in a group while under fire, giving me some breathing room to cast Mesmer Skin and jump back in with Danse. I also found myself wishing I could enthrall a whole group at once rather than spending time mousing over each enemy and spamming 1 - the casting animation is far too slow for an ability that is supposed to be his bread and butter. This is a theme in most of his abilities, actually. I feel like any testing was done with Natural Talent already equipped.

In public matches, thralls are too short-lived to serve their primary purpose, and instead die very quickly. (especially where most people have used Revenant... Hydron.) This only serves to emphasize how useless the little death pillars are - they have no range, and if they deal any damage at all I have not noticed. Thralls can't spread quickly enough to divert aggro from Revenant or benefit his kit, which brings the flaws in his other abilities to the spotlight. I found it pointless to attempt casting Enthrall after the 5th or 6th time my puppet Lancer got a faceful of teammate Saryn before the poor thrall had fired a single shot. Seeing her nuke the map with Miasma gave me an idea though, and seeing the WAVE COMPLETE banner appear while my enthralled Nox was still alive gave me another idea.

Suggested changes: Reduce base cast time by 50%; change cast from single target to AoE cone (think Banish); either Thralls can only be harmed by Revenant (no trolling, like the Nox) OR Thrall effect spreads on kill, whether by Revenant or teammates, much like Saryn spores
 

2: Mesmer Skin is Revenant's main defense, as well as an enabler of Enthrall. Very potent, easy to use, but faces issues in higher levels of play due to Enthrall's current impotence, the casting time, and inability to replenish charges.

The biggest plus of Mesmer Skin is the stun. Besides making riven headshot challenges easy (got a Knell riven, fittingly), Mesmer Skin enables you to Enthrall enemies provided you can actually aim, or just murder them if you're public. The number of charges scaling with power strength is very useful, as you can't recast the ability or regain charges by any means, though I question how I can have 9.76 charges. Once I use 9 charges I end up with a 0th charge which still reflects damage but does not allow recasting. If the charges are discrete, just show whole numbers in the ability screen.

The biggest issue with Mesmer Skin deserves it's own paragraph. The casting animation. It's brutal. DE, please, have some mercy on us poor registered losers. The only skill I can think of with a longer animation is Nekros' 4 (which, by the way, is drastically shortened if you're not summoning new shadows), which at the very least draws some aggro away from the frame during the long cast time. I put on Natural Talent while leveling Revenant. By the extraction screen I was convinced I forgot to put it on, rushed back to the Arsenal, and there it was, mocking me with all the might that gold card could summon. I took it off to fit on more power strength, more charges, resigned to my fate. Listen, I'm sorry for whining about Oxium, please make this bearable, we can work this out. I just don't want to get my gnome hat knocked off by another Bombard rocket while I'm trying to put Mesmer Skin back on.

Suggested changes: Reduce base cast time by 50%; either allow recasting or give Revenant an invincibility period once all charges are spent.
 

3: Reave works best as a mobility tool, although a clunky one at that. It has synergy with Enthrall, which means it's not very useful in public.

My experience with Reave consists almost entirely of banging into walls, chest high railings, boxes, cryopods, and falling off the map. Once I learned the double tap I understood this skill a bit better. Much like Enthrall and Mesmer Skin, this ability takes far too long to cast (outside of Danse Macabre). It also takes a whopping 75 energy to cast - between this and Danse Macabre, maximum efficiency is almost a requirement. It's also pretty strange that the distance you go is actually affected by Duration rather than Range, almost like a channeled ability. So... why not make it a channeled ability? Hold-to-channel and the double tap we have now would both be fine imo, and might decrease the high energy cost we have now. Also, I really want to zoom around the Plains with Reave, and I can't do that very well currently.

But that is sidestepping Reave's selling point - siphoning life from your thralls. I was actually kinda excited for this, seeing how hyped [DE]Rebecca was on the devstreams showing it off, but in game it falls flat. Seeing as we have Mesmer Skin up most of the time, our health doesn't need much more replenishing. We have Medi-Ray and Hunter Recovery for that. Shields need it less, they recharge on their own. What we do need is a way to get Mesmer charges.

Suggested changes: Reduce cast time by 50%; decrease the energy cost and/or make Reave a channeled ability; scrap the HP siphon and allow Reave to replenish Mesmer Skin charges.
 

4: Danse Macabre, finally, is really good even with the energy nerf (provided you build for efficiency). It does tons of damage in a good range, is very fun, and the adaptive damage is a wonderful idea. I have no real complaints about this ability in terms of power.

Anyone can tell you how fun it is to put on You Spin Me Right Round or Dancing Queen and spin circles around Hydron. This is an ability done right. It's just... it's so good. Sure, Mesa and Equinox do better, and the lasers have no verticality whatsoever, but that doesn't really invalidate Revenant. If people only played the best frames, we'd all be playing one of Volt, Mesa, or Trinity.

I usually run Zenurik + P.Flow + a good deal of efficiency, but if one of those elements is gone the drain is pretty brutal. I think 15 energy/s at base would stop any complaints.

The other common problem I can think of with Danse Macabre is actually just a complaint of Mesmer Skin, as currently we can't refresh our charges during Danse which lowers survivability drastically. If Reave is changed to replenish charges rather than HP, this introduces a nice active synergy with these three abilities, or all four if you get double charges from thralls.

Suggested changes: Change base energy consumption from 20/s to 15/s.
 

That's it. No Vor. Thanks for reading. Double dip thanks if you're at DE, great work on the frame, please give it the last bit of polish it wants. I'm really enjoying Revenant, he lives up to the hype, same with Phantasma (tip: use the alt fire with Nidus' 2 or Vauban's 4). Please fix Vetala armour though, the attach points are skewed up on several frames and the colour channels make zero sense.

 

TL;DR for the time impaired: Reduce cast times on 1 2 & 3, let Reave restore Mesmer charges, give Enthrall some AoE and allow Thralls to stick around for long enough to be useful, and let us Danse for the low price of 15 energy/s.

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4 minutes ago, Sybariel said:

Most commonly I found myself mind controlling enthralling one enemy in a group while under fire, giving me some breathing room to cast Mesmer Skin and jump back in with Danse. I also found myself wishing I could enthrall a whole group at once rather than spending time mousing over each enemy and spamming 1 - the casting animation is far too slow for an ability that is supposed to be his bread and butter.

This echoes a problem people had with Limbo, and I can't help but wonder why his ability doesn't work like updated banish.

As it is, minions suck. They're a bad mechanic in the game because they're almost always too weak and too reliant on allies not killing everything. It works for Nekros because he only needs corpses, but for Revenant, it's terrible. Thralls need a HUGE damage buff, and damage reduction from other players. They should be more than just a temporary distraction. If you're going to make three abilities centered around controlling enemies, make those enemies worth controlling.

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1 minute ago, (XB1)GearsMatrix301 said:

Reave needs a major cost reduction. It’s hard for an ability to be fun if you can only cast it like 5 times before running out of energy

Part of my idea is to cut the cost of all abilities while in Danse, making it easier and more fun to cast additional abilities while spinning like a top. 🙂

 

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I do have some feedback for Revenant:

 

  • Increasing the Thrall cap for Enthrall to 10 and also add in a passive ability to where the longer enemies are enthralled then the higher the overshield drop becomes (up to a certain cap). This would promote more use of Enthrall overall and also make it a bit less tempting to kill them early on, and rewards players if they choose to wait with a higher overshield pickup bonus which could be useful in some situations. Also, potentially adding in the ability to charge Enthrall so that it can affect an enemy longer the longer it is charged and affect multiple enemies at once on cast (assuming they are grouped up together)
  • For Mesmer Skin I would love to see a bit more better video and audio cue as to when enemies become affected because in normal gameplay I cannot tell at all and improving on this would be a great help to players playing the frame in general
  • For Reave I would make it so that you can chain it together with parkour movement so that the mobility can be more useful and that depending on what type of enemy you are using Reave on then it will let you recover health (from Infested), shields (from Corpus), and buffs armor (from Grineer) for a short time based on duration. It gives the player more freedom to choose what they want and more variety
  • For Danse Macabre lower the energy cost to 18 /sec but also allow it to synergize with Enthrall pickups in that if you pick up the overshield buff then it will (slowly) convert overshields into sprint / movement speed for Danse Macabre and if you hold down left click then the sprint / movement speed slightly increases even more with also increasing the energy and overshield drain in return. This gives Revenant players a bit more ways to move around faster instead of having to rely on Reave all the time and also gives incentive for players to pickup the overshield buffs
Edited by Trizion
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8 hours ago, LULAWS said:

Mesmer Skin

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.

Your mistaking two different glitches and thinking they are the same thing. When enemies are shooting you in side a Nullifier bubble they are exposing the issue with the way Mesmer Skin is coded.

When you get hit, you still lose a stack, but the counter will not update unless the damage is reflected back. Since the damage cant make it back, the stack gets whittled away without telling you. 

Edit: Actually the damage counter and the stack itself both update when the damage is reflected. So until they get to a curtain level (about level 105) they can't touch you with Mesmer skin on.  I guess they changed it in the last update. 

When you say '"full force" your getting one shotted right? Well sadly, that is more consistent than you realize. After confirming it with Nullifiers, Ballistas, and Napalms, I can say with 100% confidence, that if you get hit by something that can do single shot damage higher than your combined health and shields; Mesmer Skin will do nothing, regardless of your stack count, and you will instantly die. This mean that the ability will not work at high levels, and it the worst scaling defensive ability in the game. 

If you are playing Revenant past level 100, beware of Ballistas, they will be the first ones to break Mesmer Skin.  

 

Edited by VioletGoblin
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Revenant's kit just does not work. He's supposed to be a minion frame but he sucks at taking minions and playing him is clunky.

All his skills synergize off killing minions but taking them is too slow. You have to take them one bye one, they die instantly, they spread to slowly, and the animation for it takes too long. Make it a AoE conversion a la Limbo's banish. Raise the minion cap to like 20 or something as Nekros's shadows are a poor measuring stick. Nekros's shadows CANNOT be killed by his teammates, he summons ALL 7 at once, they give him 90% DR and Nekros does not need to sacrifice his minions to have synergies with his other skills. Revenant should be able to take thralls other ways rather than just pressing. If Revenant kills an thrall with Reave or Dance Macabre they should conversion should spread on death a la spore kills by Miasama or a la the Resonnace augment. That would allow Revenant to print thralls while still on the move not having to stop moving and killing. 1 should be for starting the chain or converting enemies at range. This would incur a trickle down buffing all of his other skills.

Unnerf Dance Macabre. It's not even that good, the targeting sucks, you can't hit enemies 1cm above you and it's completely reliant on the tile set giving you a place to spin.The ONLY reason it's used so ad nauseam its because his other skills are are clunky and terrible. To put it simply it's only good because the rest of his skills are terrible with 3-5 second cast animations to do nothing. Revert the channel cost back to it's original number or increase the DMG of dancing to reflect the increased energy consumption.  

His one is a bad Smite from Oberon, his 2 his a bad iron skin, Reave is just tidal surge with a crushing blow gimmick that sucks, and Dance Macabre is a bad Blade Storm/Peace Maker (They all kill things in LoS by spinning your camera around). Reave % HP mechanic is interesting but killed by the clunkyness of his kit. Being able to kill any enemy is a set amount of hits is cool but when you factor in the time it takes to convert a thrall and Reave him 3 times Ash could have Fatal Teleported like 10 guys making Reave completely outclassed by Teleport which only costs 35 energy as opposed to 25(To enthrall) and a whopping 225 energy to Reave 3 times. So Teleport moves you further, does the same gimmick with 1/4 of the button pushes, and is functionally 5 times faster to execute. However if Enthrall was to be reworked to be AoE this would  remove like 75% of time it would take to utilize Reave. Also if Reave is an "escape skill" why does it have a 2 second delay before dashing when not in Dance Macabre? Remove the delay already. 

His Mesmer skin is what I like to call almost good. There just isn't enough synergy. It's current synergy is a poor concept. If I'm in a high level mission I'm not going wait for an enemy to hit me and consume a valuable Mesmer Armor charge especially when Mesmer Armor takes 5 seconds to cast. If I'm going to take a thrall I'm going to do it proactively before he can damage my armor. For the added Synergy increase the amount of Mesmer Armor charges by the amount of thralls you have. This would added some much needed Synergy to Mesmer Armor. Also Mesmer armor could do with a base charge buff, it's just a different flavor of Shatter Shield with the Stagger Shield Augment. Mesa already has a shield that stuns enemies that attack her except hers doesn't break after 6 uses. Granted it does not protect her from melee but still, Mesmer armor could be better considering other similar skills. Perhaps also buff the base charge amount to 10-12.

Lastly on to his passive. I've literally never noticed the proc, it's too small. If you want to keep the passive as is increase the radius. Or alternatively make it something different and more Eidolon-like because Eidolons don't knock you down when their shields break. Like getting proc'd makes you immune to procs of the same nature for 3-5 seconds a la sentient adaptation, turn whoever broke it into a thrall, or summon a Vomalyst on ground pound a la Hydroid's passive. Be creative or just buff the base effect.

TL:DR

1. Enthrall Changes: Cap raised to 10-20 (Maybe effected by power cap), and made AoE a la Banish.

2. Mesmer Armor: Increase the amount of charges by amount of thralls you have. So 6 thralls would be 6+6 for 12 charges.Maybe faster cast time and perhaps a increase of base charges to 10-12. 

3. Reave: Thralls killed by Reave spread their thrall enchantment upon death. Remove charge delay. Maybe allow to dash vertically. 

4: Dance Macabre: Thralls killed by Dance Macabre spread their thrall enchantment upon death. If you want to keep the ultra lame energy cost at least buff Dance Macabre's DMG to compensate. 

Passive: Useless as is, either buff it numerically with a much larger radius or go back to the drawing board. 

All of this should make Revenant more fluid to play by significantly reducing time to take thralls which should compensate for teammates kill them instantly.


PS:

If you've read this thanks for reading this wall of texts and please forgive me if I sound scathing in my review but I actually really like Revenant. You don't just write and essay about a frame you don't care about so kudos for making an enjoyable frame. 😇

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I know ppl will hate me for saying this butt i think his 4 is OK.but i think that narrow-minded is a viable option, but at least when you hold charge button on his 4 you should have INCREASED his RANGE also. then people would putt narrow-minded all of us happy. well most of us😎

Edited by PaperKnight_
making bold underline on Charge
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  Just reporting a bug. Revenant's passive doesn't seem to trigger sometimes while Arcane Aegis is activated. Naturaly I mean after shields are downed and you've clearly taken health damage. I suspect the cause of this may be because a check isn't happening before the shields can be restored by Arcane Aegis. But I don't know what i'm talking about lol. Please investigate this.

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1 minute ago, NEUDRIVER101 said:

  Just reporting a bug. Revenant's passive doesn't seem to trigger sometimes while Arcane Aegis is activated. Naturaly I mean after shields are downed and you've clearly taken health damage. I suspect the cause of this may be because a check isn't happening before the shields can be restored by Arcane Aegis. But I don't know what i'm talking about lol. Please investigate this.

Could be that there's a minimum amount of shields that must go down so it can trigger? Or that theres a cooldown?

Idk either way feels bad for the idea and suggestion I had.

But I'm still voting for reduced damage to shields as his passive. 

In addition to the suggestion of Mesmer Skin only applying to health damage, this would bs amazing.

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While i was Testing him in the Simulacrum Earlier, i noticed Mesmer Skin’s Stun works on the Ambulas. So it’s possible to just stand there and shoot at a lvl 120 Ambulas until it dies. Not sure if this is going to stay but it’s makes him a frame you want to use if you want to facetank Ambulas. 

Edited by VPrime96
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Passive: 

How about... 10-15% damage to shields gets redirected to your Thralls, increased with Power Strength, capping at 90%.

 

Enthrall: 

Don't let the Thrall cap hold you back from casting it again: if you're at cap, Enthralling further targets will release the oldest ones. 

 

Mesmer Skin:

Make it auto-Enthrall. The stun is literally worthless. Let this ability be refreshable. 

 

Reave:

Make its range and percentage figures scale with Power Strength and Range. Have it harvest loot off of struck enemies. Needs casting invulnerability, too. 

 

Danse Macabre:

Make each damage tick from it compound 2-3% of enemies' max hp on top of current damage figures.

 

 

I've gone on lengthy rants earlier expressing precisely why I've proposed these changes. This post just lists the takeaways in a streamlined format in the hopes that it, not being a big scary essay, won't scare away any DE eyes if they happen to read this far back in the thread. 

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Everything here is a good suggestion, but I think I have a better idea and solution to the enthralled minions.

Instead of making the enthralled minions invincible, make it so when they die, they leave behind a ghost version of themselves that lasts a percentage of the duration of enthrall, this ghost works exactly like an enthralled minion, except it does not take a slot of enthrall and is immune to ally damage (kinda like nekros shadows of the dead).

The idea behind this is that your thralls dying is inevitable due to teammates, but why reject killing an enemy when you can kill it and get your synergy buffs, WITHOUT sacrificing any of the advantages of having a thrall minion by leaving behind a ghost.

It also lines up with the theme of revenant, its basically like the vomvalysts, if you kill their physical form they turn into their ghost form.

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Revenant Rework

Preface:

I know he was just released, but I thought I would put my ideas out there.

My interpretation of Sentients is that they are extremely adaptable to a situation, both offensively and defensively by switching modes.
They also appear to be able to aid one another in a group manner and provide boons to their comrades. 

Goals: 

- Enhance/Maintain the Sentient aesthetic and stay relatively close to the original interpretation.
- Introduce minimally invasive mechanics from an implementation perspective, that scale into "late game".
- Improve Ability/kit cohesion to feel more fluid and non-contentious with teammates.

Current Issues:

- Revenant's mind control mechanic (1) is low impact, low reward, thralls die easily to friendly fire and maintaining them has little impact on encounters themselves
- Revenant provides little to his team other than dps in the form of his 4 (which is fine, but leaves him feeling like a one trick pony)
- Revenant's 2 ability feels uninteractive. The cc is useful for survivability but doesn't feel aesthetically "sentient"
- Revenant's 3 ability doesnt feel like an appropriate way to sustain himself, does not scale well and doesnt inherently feel "sentient"

Proposed Changes/Reworks:

    Passive: Sentient Mechanic

    For each Sentient under Revenant's control, Revenant's abilites are enhanced as he gathers sentient energy to reform his body (maximum 100).
    Revenant can also change the focus of his sentient energy, protecting himself from damage types, or adapting to his enemies defenses.
    
    Abilites:
    
    - (1) Enthrall: Convert a target into a thrall. Thralls turn on their allies and enthrall other enemies through damage. On death, thralls become vomvalysts
    that continue to attack enemies. (This portion could be converted to a Augment) Nearby vomvalysts heal Revenant over time while he is in Defensive mode.
    Thralls and vomalysts remain under Revenant's spell until this ability runs out.  

    - (2) Mesmer Skin: (35s base duration) While in Defensive mode, for each Sentient under Revenant's control, Revenant gains stacking health, shield, and an adaptive % damage reducion buff. Damage reduction increases based on the type of damage recieved and resets upon the ability ending, Note: this could also be simple Armor for easier implementation.
     While in Offensive mode, Revenant gains a stacking adaptive damage type bonus based on the defence of the target he is attacking.
    (stacks scale with power strength)
    
    Conditions:
    (requires a minimum of 1 Sentient under his control to cast)

    - (3) Coalescence: (Channel ability) Sentient energy infused in thralls and vomalysts coalesce into a Battalyst that gains health, shields, damage and armor based on the number of infused targets (influenced by power strength, releases thralled targets). In Defensive mode, the battalyst will orbit and stay close to Revenant providing
    damage reduction that is redirected to the battalyst (affected by power strength) and passive shield regeneration up to overshield cap to revenant and nearby allies (affected by range). While in Offense mode, the battalyst will seek targets with extreme prejudice.
    
    This ability maintains the Sentient count of those infused into the Battalyst and are lost upon death or release of the battalyst. This is meant to preserve buffs and provide an incentive for maintaining the sentient count.
     
    Conditions:
    (requires a minimum of 3 sentients under his control to cast)
    
    Pressing this ability again infuses new thralls and vomvalysts into the battalyst while holding it again will deconstruct the battalyst.  
    
    - (4) Reconstruction: Hold to swap between Defensive Configuration and Offensive Configuration. (Channel ability) Pressing this ability in Offense mode activates Danse Macabre with the original implemenation but damage, and range scale with the number of sentients under revenant's control.
     In Defense mode, Revenant cries out for the aid of sentients under his control (like a Teralyst) sending out shockwaves that cause magnetic procs on shielded enemies, corrosive to armored, and disorient/stun enemies for 5 seconds (effected by range)  and give a speed boost, damage reduction, health/shield regen to allies that persist for 20 seconds base (effected by power strength and duration).

    Conditions:
    Activating these abilities requires a minimum of 5 sentients under the control of Revenant and consumes 5 sentients upon use.   


If you got to the end, thanks for reading, I'd like some feedback.    🙂

Edited by D1v1ne
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