This entire thing is a very easy solution.
- Purple Gear no longer gives you TWO stats but only 1 stat that at lvl 18 is maxed.
BOOM.
Revenge problem solved.
Now you cant have both attack and stamina "maxed".
Now you cant have BOTH revenge gain stats maxed AND attack and defense and duration etc etc.
Youll have to pick 1 stat. Which not only creates more diversity and "builds" but fixes revenge.
Oh and if you want to go even further with this. Have Revenge merely increase your stamina regen during revenge rather than having attacks consume no stamina. This solves the "spam zone attack" issue.
IMO, the brokenness of Revenge isn't how powerful it is or potentially OP, but rather how often you can get it when geared properly. You can easily see examples of this on youtube where people post vids of their "miraculous" conquests in 2v1/3v1/4v1, but it doesn't take much to see it was because they spec'ed heavy for Revenge gain and how often it procs because of it and so basically have "godmode" up almost constantly.
I don't want to see Revenge removed completely, it definitely adds to the gameplay...But maybe cap it at like 1 or 2 per minute, or let it come up as often but make it have diminishing returns for each subsequent Revenge state?
Yes, the frequency with which people can activate it is by far the biggest problem, often an opponent can even activate it twice during the same duel.Originally Posted by Namuna38 Go to original post
Thanks for letting me know you're listeningOriginally Posted by UbiJurassic Go to original post![]()
Perhaps there should be additional requirements for Revenge to be available?
Quick ideas:
- having taken damage from more than one enemy player in a certain amount of time (so it's actually used for 1 vs multiple scenarios)
- a cooldown timer so it cannot be spammed in a single fight?
- I was thinking about perhaps involving the KDR or match score, but that isnt exactly fair towards other players
I would definitely remove Revenge Gain from equipment, this would return focus of the game to balancing out your attack/stamina/defense etc and hopefully point the game towards more skill based fighting.
Has anybody ever thought about developing a new strategy for fighting Revenge builds? It's a thing. At least half the people complaining about it are getting flogged because they use overly aggressive play styles or play on a team where 2,3,4v1 scenarios keep happening and the revenge meter goes from empty to overflowing in about 3 seconds. I have a Revenge build for that exact purpose, to punish gankers or at least give me a chance to retreat and regroup.
It's up to each player to decide if they subscribe to the fair fight model. This includes whether or not you pop revenge 1v1. I say no. Mostly. If the team is relying on me for the win, weeelllll.... I'm possibly going to parry with the Y button.*
If you keep poking the bear, it's going to tear you a new ar$ehole.
*or if you go for the gravity kill.
Fingers crossed!Originally Posted by Mr_Gallows Go to original post
I don't disagree. I think, especially in higher gear tiers, that revenge mode constantly is way too much. Perhaps a cooldown of like a minute, or just slow it happening so much, or adjust it so that it occurs faster when someone is actually fending off 2-4 opponents, but at the high end it triggers a couple of times a fight when its just 1v1, and it just drags out.Originally Posted by Alcaeus616 Go to original post
For me its not just revenge mode, but also the super limited stamina bar that is problematic. I don't want stamina to be a non-issue, but presently I think it is tuned way too high, and runs out too fast. Couple that with characters that like throws, kicks, and shoulder blocks, all which sap your stamina and you spend the entire match in black and white with flashes of yellow. I personally would prefer the statuses (exhausted and revenge mode) to be less of a constant and more of a special state, which would require adjusting their frequency to tone them down a bit.