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Mask of the Revenant: Hotfix 23.6.2


[DE]Danielle

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you should decide what revenant's 1 should be.

it should be EITHER built around the damage thralls do when they die, in that case it needs to be severely increased.

OR it should focus on the minions fighting for you, in that case the thralls should be more like nekros' 4. that means 

  • thralls shouldn't be damagable by allies (if you have something like a saryn in your team or are simply playing with aoe weapons you can't do anything against killing them off all the time).
  • they should also be useful for something, like either give you some form of buff (like nekros' shield of shadows) and/or have their damage massively increased so they can do something against other enemies. (in case you forgot: due to the way armor scaling works in wf, lvl 15 enemies can still kill each other in relatively short amounts of time, but at relevant levels (>60), they can shoot each other for hours)

 

his 2 isn't a bad ability, but when a charge is consumed it should give you a short (maybe 1.5s) invulnerability, similar to what happens when inaros' 4 augment blocks a status. otherwise, fast firing enemies like heavy gunners or small crowds just shred through it in a second.

 

his 3 feels pretty useless, maybe it could restore charges for his 2 (than you could double the energy costs of his 2 to make it worth using)

 

his 4 is a lot of fun. before the nerf, the amount of enemies you could kill with full energy was fine, now it's a bit to low. you don't have to revert that nerf, i can understand that you don't want people to stay in such abilities forever, but then you should increase the dps a bit as a compensation.

 

thanks if you've read through all of this ;D

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Nice.

 

In about a day we've gotten the pause for single player fixed, and minor tweaks to Revenant that seem to be sideways rather than forward or back.  I'm hoping that over the long weekend (for those not in the US, it's labor day and Monday is a holiday for many people) we get a few more relays, built with other syndicates and themes.  Same materials, just something like another syndicate wanting to build more relays and each unlocking a new weapon.  If we've got two weeks this is longer than the Acolytes, so hopefully it isn't done in 2 days for most because of the 3 hours artificial wait, five times over.

 

To that end, the Zylok is pretty weak for its relative position.  The MR 6 ranking forces it to compete with the Rakta Ballistica, Aklex, and Bronco Prime.  All of which do something better than it, and it's effectively gated behind a huge wait with 25,000 salvage and 10 morphics.  I can understand filling a hole for new players, but this gun is just thoroughly underwhelming for its investment.  If this were 3 years ago, and you had to compete with the Brakk and Detron for frustratingly difficult RNG drops it'd be more acceptable, but enough content has been added to flesh out this equipment tier.  Maybe knocking that mastery rank down, or increasing the stats of the Zylok, will make this a bit more impressive of an offering.

 

Let's talk Revenant.  The stats are pretty solid, and not messing with them was fantastic.  This is Excalibur level jack of all trades and a welcome differentiation, considering it's been a long time since you released a non-specialist frame.  I say this as a fan of Zephyr, who can no longer use the birb because birb prime is out and the nerf to duration meant that birb prime was the only way to go given the much better armor and inability to turbulence past that specialist stat.

That being said, 1 is better.  The increase in thrawls is nice.  I feel your demonstration of an army during the prototyping had an adverse influence on expectations, because showing something amazing and releasing something mediocre makes that acceptable thing seem worse.  Maybe a little less hype would have been in order with this one, to calibrate expectations properly.

2 is acceptable.  I think it's broken in play, because I've often had 0 charges left on it.  That prevents a recasting, but for some reason damage is often still 100% redirected.  Maybe it's a unique bug, but it's just too unreliable in practice to be good.  Likewise, the maximum of 6 charges base is unimpressive.  I understand you can get 24 with maximized power strength, but at that's with heavy min-maxing.  This power might need structural changes to make it viable as anything but an edge case panic button to prevent death at lower levels and with small mobs.  

3 is....I think the phrase is underwhelming.  It functions similar to Hydroid's Tidal Surge, with less crowd control and a higher cost.  The intended replenishment of energy via sucking thrawls dry is novel, but the required setup is painful.  Cast 1, wait or recast, utilize 2 to stay alive, pray that 2 works properly, wait for thrawls to line-up, cast 3, pray to RNGesus that the increased drain rate covers all the energy cost of setup and time associated.  This setup doesn't reward as much as Zenurik's dash, or provide the crowd control and mobility of Tidal Surge.  Given what is above, the synergistic potential between multiple powers is just underwhelming.

4 is good.  It demands too much power to use charged, it's got a poor pattern and thus inconsistent damage, but it's adaptable.  I can see why it was used as press 4 to win, but there's just no usage scenario where this ability doesn't have some viability.  It isn't great, but it's definitely an ultimate that makes some sense.  Maybe the fix here is to bump the power drain back down, decrease the lasers from visual poison to 3-4 instances, and have them home onto enemies.  Even as Revenant, the laser light show is not great.

As overall feedback, I think there's an error with the placement of 2 and 3.  I understand that switching them makes Revenant a hybrid between Hydroid and Nyx, but that can be remedied.  First off, remove the synergy with thrawls being drained more.  Enemies not under thrawl are forced into a lockdown state, like Harrow provides.  This allows one thrawl to populate and army, or thrawls to get some free hits on the enemies.  This changes 2 to allow for mobility and crowd control, with a correspondingly smaller energy drain.  3 becomes Mesmer Skin, which now works more similarly to Trinity Link.  Damage isn't redirected or charged, it's sponged to thrawls which now are required for synergy with mesmer skin.  This being similar to the Vomvalyst/Eidolon relationship and mechanics.  Now that 4 has cheap mobility and lockdown, the decrease in lasers will still clean rooms with a bit of work.  

 

The feedback above is meant to maintain the feeling of Revenant as introduced.  Thrawls become significantly more important to manage, and instead of visual poison the crowd controls come from directed motion and controlled lockdowns.  The obvious comparisons to Trinity, Harrow, and Nyx are apparent, but the novelty is in maintaining thrawls and 4 complementing enhanced mobility with 2 to be the master of an army you constantly replenish with those who were your enemies.  I thought Vlad...erhhmm, Revenant, was supposed to be vampire and Eidolon themed.  As it stands, the apt comparison is a joke about vampires sparkling in sunlight (4).  I'd prefer more of the monsterous and vile Stoker version, where sustaining a wretched life requires making enemies fight themselves and using this conflict to better one's self.  Consider me a purist, and hopefully I can consider you open to the feedback from someone who would like to see Revenant be something special.

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3 hours ago, [DE]Danielle said:

Note on Revenant:
We continue to closely monitor feedback channels on Revenant and will continue to do so over the long weekend. Thank you! 

The "nerf" on energy consumption on revenant's 4th makes him less appealing to be used tbh. The nerf is probably "made" so that he will not be the old banshee 2.0 so I guess I'll go back more on using my speedrun Volt Prime and Mesa.

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Please bring Zylok's crit up a bit. 8% is really low, considering both Marelok and Sybaris have decent crit... I was super hype for Zylok and it really upsets me that it's just another mastery-fodder type weapon considering it is a hybrid of two of my favorite weapons. If the crit could be brought up to even 15% or 18% I'd be really really thankful :/ I know this isn't a huge game changer and this will most likely get ignored, but I'd really be excited if the crit was brought up even anywhere near close to the Marelok or Sybaris' crit chance :/

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