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Mask of the Revenant: Update 23.8.0 Feedback


General_Durandal
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4 hours ago, [DE]Megan said:

FIRE WALKER

  • Changed from a channeling ability to duration-based.
    • Why? As a channeled ability, keeping Firewalker active would block all energy regeneration. Making the ability a single cast with a long moddable duration solves that problem, encouraging more frequent use.
  • Cast animation changed to a small hop that doesn’t restrict movement.

Fine.

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BLAZING CHAKRAM

  • Cast animation has been sped up, and no longer restricts movement.
  • Enemies hit by the disc are “marked” for a moddable duration, greatly increasing the damage they take from all sources. Marked enemies have a chance to drop energy orbs.
    • Why? Adds great team value to Nezha’s kit - increasing damage taken helps all allies, and energy orb drops enable frequent recasting.
  • Killing enemies while they are marked will now produce healing orbs, instead of the current healing pulse.
    • Why? The current radial heal is invisible and very small, usually only benefitting players in melee range - most players don’t even know it’s there! Health orbs make the result more visible, while introducing other mod synergies.
  • Increased the number of targets the disc will try to hit before recalling, and improved some cases of faulty lock-on targeting.
  • Added a charged throw, causing the Chakram to fly straight forwards and backwards, dealing extra damage to enemies in its path.
    • Why? For a consistent flight path unaffected by lock-on targeting, use the new charged throw. Great for hallways!
  • Teleporting will no longer cancel Fire Walker.

Does sound helpful.

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WARDING HALO

  • HUD now shows a custom counter, indicating how much damage absorption is left, instead of a simple numeric percentage
  • Warding Halo now only blocks 90% of damage taken. Will still block status effects and other procs.
    • Why? When considering Nezha’s revamped kit, he is excellent at mitigating enemy damage - Firewalker and Divine Spears offer great area/crowd control, Blazing Chakram offers healing and self-sustain, and his outstanding movement can make the player a hard target to hit. In this context, Warding Halo’s 100% damage resistance was completely overshadowing his other options - why heal or CC when I never take any damage?
      With 90% damage resistance, Nezha is still very capable of tanking, but encouraged to rely on his other tools to avoid getting overwhelmed. Taking minimal health damage allows for synergy with Blazing Chakram’s health orbs, not to mention new modding avenues like Equilibrium, Health Conversion and various Arcanes. The change also allows us to improve survivability in other ways, such as the increased health pool, and major Warding Halo quality-of-life buffs listed below.
  • Damage absorption invulnerability phase now begins as soon as you cast the ability. Cast animation also sped up.
  • Increased incoming damage multiplier during invulnerability. Damage absorption multiplier also now scales with power strength.
  • When the health of the Warding Halo runs out, it will do an AoE heat status effect and give you a short period of invulnerability.
    • Why? This gives the player precious time to react, helping survivability while controlling the enemies immediately around you. Your next Warding Halo can be recast during this window to ensure you’re always protected!

The Halo only blocks 90% of the damage taken.
So, it's now possible to die while your Halo is up?

    • (Brief aside: as a Nezha main, I was originally skeptical of the 90% damage resistance change, and I suspect many readers will be skeptical too. However, playing the rework myself quickly changed my mind. The various buffs really outweigh the negatives, making Nezha much more capable in a supporting crowd-controller role. If you doubt just how potent 90% damage resistance can be, try out Gara’s Splinter Storm at 130% or more power strength!)

I care more about Survivability then "team friendly" gimmicks.
I'm already maining the Warding Halo augment, so it's already a Team Friendly ability, because I can cast it on allies.

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DIVINE SPEARS

  • Sped up the casting/slamming animations, while removing the mandatory slam at the end of the Spears’ duration. (slam can still be triggered manually)
  • Hitting a speared enemy with Blazing Chakram produces a second Chakram, which fires at a nearby enemy.

So, will I be able to use melee while it's on? Because that's the reason I don't use it.

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On top of all that, Nezha’s sounds have been remastered, adding new auditory cues for important moments, like Blazing Chakrams returning to the player, or Warding Halos running out of health

  • Slight improvements to Blazing Chakram’s enemy tracking.
  • Players will receive a HUD icon indicating the Health of a Safeguard Halo they received from Nezha.

Alright.

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Survivability is key with this game's unbalanced enemy level strength.
So we'll see if i'm still maining Nehza in the End-Game. (probably not if I can die while my Halo is up)

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4 hours ago, [DE]Megan said:

ENTHRALL:

THRALLS: We have made changes to have Thralls have more value in life AND death - just as Revenant did. The general rule Thralls will follow is they provide CC in Life, Damage in Death. The goal is simply to have an easy supply of Thralls to make use of in both Life and Death. 

Currently Enthrall has the following uses: 

WHILE ALIVE:
You can get up to 7 enemies Crowd Controlled - they won't attack you or allies and will draw Aggro from AI.
It spreads / is transferred - the Enthralled state is contagious!
You can Reave Thralls for greater scaling Health and Shield Leeching.
If Thralls are killed by Danse Macabre, overshield drops are created. 

AFTER DEATH:
It creates a damaging pillar, and that's it. Not useful enough in death at all!

ADDITIONAL After Death:

  • We've added the following with this update: 
  • While active, the pillar creates homing projectiles similar to the Vomvalyst attacks and Revenant's Signature weapon, the Phantasma!
  • The pillars can now be exploded to output their damage radially if hit by Danse Macabre.

So the Thralls still move around and fight right? Or do they just stand there in a trance now?

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4 hours ago, [DE]Megan said:

MESMER SKIN:

On the development build before release, Mesmer Skin was recastable but we removed this due to balance concerns. But, our gut reaction was right and thanks to your feedback we've changed it back to how it was and you can now recast Mesmer Skin to recharge it! 

That's good.

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4 hours ago, [DE]Megan said:

REAVE:

  • Lowered Energy cost to 50.
  • Revenant is now fully immune to damage while Reaving - it's meant to be a life-saver! 
  • When Reaving Thralls with Mesmer Skin active, it restores a charge.
  • When Reaving Allies with Mesmer Skin active, it adds the protective energy to your allies who happen to be in range. A small protective bonus!
  • When REAVE is cast while in DANSE MACABRE, Energy cost lowered to 25. This allows for quicker, risk-free placement of Revenant for tactical maneuvering.
  • The Direction of Reave now follows last Reticle aim point which makes casting more responsive to intent. 

So if I aim to the left, but am looking to the right, i'll Reave left?
That doesn't sound helpful, that sounds annoying.

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4 hours ago, [DE]Megan said:

Oxium Osprey Changes:
As a result of a review from the Capture Mission changes that affected Oxium acquisition (Galatea, Neptune) and Oxium acquisition as a whole, we have made tweaks to better benefit your Oxium grofit:

  • Oxium Ospreys now appear within the first 5 Waves/Rounds of all Corpus Defense/Interception missions.
  • Slightly increased the spawn chance of Oxium Ospreys in all Corpus Defense/Interception missions at higher Waves/Rounds.

You could have made them drop more Oxium, instead of make them spawn more often.

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5 hours ago, [DE]Megan said:

The emissive on Operator Facial Accessories is now controlled by suit Energy colour.

Or you can give everything it's own color pool so anything can go with anything.

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3 minutes ago, Omega-Shadowblade said:

..... uhhh. Might I suggest actually trying the changes? Feeback on the writing when the update is live isn't very useful.

You expect them to try it? No, we must knee jerk as hard as we can. That'll prove we know better. 

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7 minutes ago, (XB1)GearsMatrix301 said:

Yeah, everyone seems to forget that chakram marked targets drop health, and it bounces between them meaning multiple health drops.

and i'm pretty much can't die with magus elevate, all those red orb and yes 90% dmg reduce + synergize with hunter adrenaline.
Can't ask for much more

and not to mention immune to knock down & status

Edited by sasanao22
forget to add some thing
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34 minutes ago, (XB1)GearsMatrix301 said:

Yeah, everyone seems to forget that chakram marked targets drop health, and it bounces between them meaning multiple health drops.

And don't miss this little change here either that can be a big help:

  • Changed Health Conversion to only remove stacks on Health damage. Previously it removed stacks on any damage, which was counterproductive when the damage was on Shields as they are not affected by Armor.
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