I find almost all the "good" players now revolve around abusing the revenge. high level items are given waaaay too much revenge for simple blocks.
I mean sure no one likes to get teamed on but its the choices you make when you join a 4 vs 4 and you shouldn't go running solo in a group of enemies.. however; they seem to go into it knowing they will get the revenge super fast and intending to get that unfair boost of shielded HP and damage boost to win.
i have noticed that people have clued in revenge is OP and all the "good players" seem to spec their player to pure revenge growth and duration. This "boost" should not work in 1 vs 1 because its totally killing the fun and point of this medieval gameplay by getting magical revenge boosts every 4-5th hit they simply "block".
there is basically no point to attacking with anything other then guard block since its the only thing that stops this revenge boosting.
options to fix this:
1. if its 1 vs 1 no revenge is gained
2. nerf revenge on items by 50% at least.
3. remove revenge all together teaming is part of the game and making the right choice should be the key not giving "revenge" boosts.
4. totally remove revenge at all from items and make it a generic damage and time duration.
its really killing the fun when its all about getting revenge first to win or poping revenge when you are about to die.
opinions?
Here is simple suggestion how to solve it the simple way, using existing tools:
Add cooldown for revenge mode (sharing cooldown with feats, i guess you could even add another icon next to the feats for revenge). Also let items which lower feat cooldown affect revenge cooldown too (just like for feats). In addition, extend revenge mode duration a bit to balance it with above. By reveng mode cooldown i mean the time after which it can start loading again.
By this solution people will also use feat cooldown reduction in items more which as far as i remember is together with some revenge boost stats. it will provide more funs with builds and two different ways for revenge mode build aswell (becasue you will need to choose between revenge/feat mode cooldown reduction and/or revenge gain by hits and revenge attack boost) which is also kinda balancig revenge mode itself.
My only real issue with Revenge is that you get free knockdowns on staggering moves like Warlord headbutt, Valk/Conq shield charge, and Warden shoulder charge. For Valk/Conq/Warlord, it leads to you just getting knocked down, then hit, then knocked down again while you're getting up, then hit, etc.
Remove that silliness and I don't think there's really a problem. They could also reorganize stats so you can't totally max on Revenge buffs, which is a good idea. I just don't know how they do it without causing a ruckus of "I earned/bought this gear already, now you're making it useless/not the stats I want". They'd almost have to let you customize what your primary/secondary stats on epic items are after the revamp if you have epic items already equipped.
Well, I just deleted everything I wrote explaining how easy it is to deal with "revenge" mode.
Why? Because you have to learn it for yourself.
There are at least 3 ways to deal with revenge in 1 vs. 1.
And at least one more when they are 2,3,4 vs 1.
The only way that a player in revenge can eliminate the other team is that they are very bad.
"I mean sure no one likes to get teamed on but its the choices you make when you join 4 vs 4 and you should not run alone in a group of enemies"
The same applies for you.
If you play a game with "revenge" mode is "the choice you make"
You can go back to the Mincraft anytime.
Nah, just kidding.
But sometimes it is not "your choice" to run alone on the map.
Many times you are paired with people without skills and at 5 seconds you are only against 4.
Just remove the revenge gain stats completely. Because right now that's the only build to go with. And that's all you deal with.
Running into 108 GS teams is basically a death sentence. Nothing better than seeing 3 of your teammates all one-shotted by a Nobushi who pops her revenge and zones. Or Peacekeeper who spams her zone killing everyone in sight. People who say it's not broken are either blind or are part of the group that's already maxed out.
Myself, now that my gear is maxed out I'm part of the problem. But at least I still see it as one. Nothing feels better than knowing I'm destroying people because I can pop my revenge 2-3 times against 1-2 people. Makes me feel so skilled (Not).
Fact is, this is a mechanic that was supposed to be solely for standing up against being ganked. But with the Gear stats currently, people can pop it off against one person and take no risk in death. It makes Dominion less about skill and team play and more about having stacked gear.
If it's 1vX, and I'm part of the X, and the 1 gets Revenge, I either:
1. If they aren't locked onto me, I fully charge up shoulder bashes and follow with free top heavies. Teammates hopefully hit them while staggered.
2. If they are locked onto me, I play defensively, looking for blocks/parries/GB counters.
It's still just a matter of playing it properly. The only issue is stagger spam abilities that chain CC during revenge. A bit much, imo.
yeah i agree with most of the above posts and everyone seems to agree that it is a problem. a cooldown could be viable and well as for nerfing items that give revenge at the very worst they can just refund them steel for them.
I think in the end it takes away the skill factor and would need more "fixes" then its worth having in the game at all.
so i can also say i support just taking it away all together and keeping the medieval feel to the game, after all it IS a team play style so picking the right fights and staying with a partner would be key here.
going super saiyan to willingly take on a group causes more issues and abuse then its "fixing".