Personally, I think the Revenge mechanic needs to stay, it encourages people to continue to fight fair rather than going 2-4 v 1 like I've seen some PvP games go. Way too often I see people trying to run as a pack and slaughter individual players one at a time and it's simply not enjoyable. Revenge helps balance against that kind of play.
This said, I do think it needs to be looked at. I've had quite a few situations where I've waited for a target to finish a battle, let him kill off my ally and then jumped in to continue the fight 1v1, but because the revenge meter doesn't properly reset despite the original target being dead, he just revenges in a 1v1 fight and slaughters me. -That- I feel needs changing. I could care less about revenge in a 2v1, 3v1 or even 4v1 scenario. A lot of people who complain about revenge only do so because they fail to understand the game is designed around single combat. There's a reason you can block a second opponents attack with a simple guard in their direction.
The game would lose it's appeal if it allowed people to just roflstomp with a gank squad with no risk. As it stands, I still have games where all the other team does is run around in a pack of 4 ganging up on individual players and I usually just hope those games end quickly because it's not a matter of "Getting good", it's a matter of the game not being designed for that kind of play. I can easily take on 2 people, sometimes even three but if they get a hit in at any point it's over because you just get ping ponged back and forth.
The revenge system is good in theory but at the end of the day bad while in pratice.
if the fight start in a 2v1 with everyone at 100% hp then it is a way to give a small edge to the lone player, especially if he has a "tanking" class, totally fine.
the problem is when in a 1v1 fight after some time both sides are at about 15% and then mr X comes crashing in, maybe the other guys tries to put in a heavy strike but... revenge! everyone on the ground and the poor fella at 15% gets killed.
This is the problem with revenge and why usually u do not directly engage in a fight but u should carefully consider when and how.
The thing is that it is really strange, I want to help, i want to charge in but I should not because being there disturbing ends up being a bonus to my enemy.
i would love to see the revenge changed just a tiny bit.
1) revenge bar does not decay lower than 90% of max
2) increase by a fair amount the time to charge it up.
so the meta-build of stacking revenge will still ensure that you are going to have your meter full every time you are going to need it but i won't make it so blindly stupid.
OR
Simply put a fixed amount of revenge gained with NO way to increase it.
You make a valid point, but the problem is that this ability is not working as intended. It suppose to keep the grief/ganking at bay by balancing the playfield. The current state of this ability encourages the player in revenge mode to become the griefer. That player is able to spam that ability with no cooldowns. I'm pretty sure it was not supposed to be design to be played like that. There is middle ground here. Like i said before. A cooldown on that ability will resovle this issue. I understand the concept to prevent griefing, but its being abused.Originally Posted by MuddledMind Go to original post
Because this is the very same type of player that looks for these glitches during beta's and does nothing to report or say something to fix the bugs or glitches so that they can exploit during the live gameOriginally Posted by Demiz3r Go to original post
I don't disagree in the slightest that it needs a bit of tweaking, and I certainly wouldn't be against a cool down on the ability. That said, I might even be okay with it only lasting for as long as you're fighting more than one enemy. From what I've read and understood it's really only there to try and persuade players away from ganging up on a single target, which it does just fine, but I agree in that it seems to come up way too often in these situations.
I think I'd even prefer it be a passive benefit that reduces damage taken, increases damage dealt and reduces stamina cost of abilities when engaging more than one enemy at a time without any allies in the area, that instantly fades when your nearby team mates is equal to the amount of enemies in the area, or when you are 1v1 again. Would likely go a long way to counter the spammy nature of Revenge and stop weird scenarios like I mentioned in my last post.
I agree wholeheartedly! The revenge mechanic is really an antispam/stunlock feature. If you're having trouble with enemies Revenging, then you should stop spamming small attacks and time a couple of big ones.Originally Posted by Whiskey_Double Go to original post
TyrrelDuckard... You are a piece of s hit. I've seen the revenge mechanic abused in every game I played past the first day. Noobs that have no business playing the game use it to get kills. I have sat back with a sliver of health and defended and killed off 2 attackers. Revenge is a mechanic for b itches. Made by b itches.Originally Posted by TyrrelDuckard Go to original post
I like this idea. i think this would be the right way to handle this issue. Hopefully, ubisoft is listening to this feedback. Thanks for your response.Originally Posted by MuddledMind Go to original post