The idea of the revenge system to counter not being able to do a thing was quite intuitive, and I like the basic idea. Unfortunately, from the videos that I've seen, it seems to be a bit too much of an advantage. Having attacks be completely unblockable means that high damage characters with long attacks (meaning that it is very hard to dodge, even impossible in certain situations) could straight up slaughter both attacking members, which makes it a lot less appealing to work together against a skilled opponent. Also, if one of the attackers are on low health, they can be killed very quickly and the remaining attacker is stuck at a huge disadvantage, possibly unwinnable situation.
I would suggest changing this system so that attacks could still be blocked, but cause huge block lag (attacked character can't act during this period) and leave them open for big damage if the person you're teaming up with doesn't punish the significantly shorter lag from their attack. This way the defender can still overwhelm the attackers if they do not play correctly, but still give the attackers a good reward for catching a player who wasn't with his team.
Another possible idea would be to make the attacks partially blockable, so damage is taken but it is not impossible to avoid taking huge hits that would be otherwise blocked.
I personally think the first of the two ideas is better balanced, and I welcome anybody who has one to post it, because as it stands, the revenge system seems far too strong, especially in the hands of a skilled player, and it rewards players who don't play as a team.
Ooooh okay. That is very fair. I heard it in a video released today. The person in the interview was french so he must've just miss-phrased his sentence. Here is where I saw the clip.
https://youtu.be/_VwpJxQ3XBk?t=5m3s
Even time stamped it for when he said it ^.
So final thoughts since it's only uninterrupted, I think the system is fair and a really good idea, thread closed.
I wasn't fond of the idea when it was revealed, I felt that 2v1 fights should be nearly impossible, but after trying it out I'm a convert. It gives you a bit of a chance or at least let's you try to hold out for an ally, but it is hardly a God mode and if you treat it as such you will get cut down in short order. That said aesthetically I'm still not wild about it. It's a little dramatic. Some of the feats are flashy as well, but somehow the glowing gold body seems a little out of place.
Yeah, I'm on board for it, too.
I was sort of on the fence about it, leaning against, having only played the campaign mission at E3, but it really does help make you less of a lost cause in outnumbered fights. It's fairly balanced for what it provides, though. As Avarus said, it isn't God Mode. You'll still die (pretty quickly) if you activate it in a 3v1 and just start swinging.
Wish it was called something other than Revenge, though. Adrenaline is a more accurate descriptor for what the ability provides (uninterruptible attacks, health boost), and you gain it primarily by being in a desperate situation. Second Wind would also work, but I also think that's what . Revenge sounds more like an in-match reward for killing an enemy that just killed you.
I'm really not bothered by the special effects. We need over-the-top animations to give us sufficient visual cues as to what the heck is going on. They're not so extravagant as to blind me like in a lot of MMOs, and it doesn't even damage my immersion much (except the Parry With My Face activation :P).Originally Posted by AvarusTyrannus Go to original post
Agreed. I still think it should be disabled in Duel Mode, but then gear needs to be taken into consideration.Originally Posted by DraxeI Go to original post
All in all I'm on board with Revenge Mode. I was leery at first too, but it works. The only thing that it needs is to knock down Guard Breakers when you counter them.
Just a tiny little bit of innocent rampaging. Nothing serious... Maybe a teaspoon of anger.Originally Posted by coma987 Go to original post![]()