This has only happened to me twice, but it was when we were trading blows back and forth, blocking a lot, etc, and the other player was able to reach Revenge state. First time I died because I was forced to block repeatedly until i was backed into a corner and he did a guard break and proceeded to kill me. Second time he blew through my heavy attack (since youre un-interruptable in revenge state) and even though he had almost no health, survived due to damage reduction.
I think it's pretty dumb to have the revenge state, a mechanic made to counter 2v1s, be present in a mode where it is a duel. Rare as it may be, it is still frustrating.
It's a pretty fair comeback mechanic, if you ask me. They have a lot of power and can be aggressive but they're not invincible and it does NOT last forever. Might break your pace a bit to go on the defensive but you can do so and also control where they try to put you. I'm of the opinion it should stay.
I disagree. The mechanic was designed from the start to deal with multiple enemies at once. I wouldn't mind if they made a comeback mechanic, but make one specifically designed and balanced for duels. Also, every time it happened, we were both at our last health bar, and I just happened to go on an offensive string that triggered the state. It wasn't a comeback at all, it was him gaining a massive advantage when we were on equal ground. And sure you might be able to survive and punish against an average player if you outplay them, but a player that knows what they are doing will easily just control you to your death.Originally Posted by Yianyan Go to original post
I feel like revenge in Duels is generally okay if a fight is intense (it has to be if you're leading into revenge states) and trading blows for a long time. The issue happens when you have a guy with stacked Revenge gain on his gear triggering Revenge within a very short period of time, but that's an issue with gear stats as a whole more than revenge.
Alright upon reviewing some saved gameplay footage I need to retract this statement. As it currently stands, Revenge DOES NOT Decay while locked even after a solid 18 seconds of no interaction between characters. Revenge only decays after a character is unlocked for 5 seconds.I think when its not affected by items, Revenge in duels just adds an extra layer of depth that perhaps isn't well illustrated. You should be paying attention to avoid feeding blocks to your opponent (which fuels revenge faster) and backing to cool them off if they start to glow orange. It usually takes a loooong time of persistent trading without gear effects to get Revenge to trigger in most Duels.
I think at a certain point of playtime you start to get matched with people who are higher level and who likely are paying attention to their gear and grinding out packs to get their stuff high level, and that's usually where you see this sort of thing happen more regularly.
This is not good design wise since it effectively punishes offensive players in the long term by allowing a defender a much higher chance at a higher rate of revenge gain given vanilla gear stats, and offers no real way in a duel for a player to force their opponent to cool off without rabitting around and completely breaking the flow of combat drastically and for a pretty long time.
I would like Revenge to work how I originally said, but that will require it to be allowed to decay while locked after at most 10 seconds of no interaction between the opponents, ideally probably just five, that way it forces players who want to attempt to gain it to actually change their playstyle to actively bait opponents into feeding them.