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Could we please get a reduction of Revive speed over-all in pvp?


Ovark.2514

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> @"ParanoidKami.2867" said:

> Good players won't let you just run up and revive someone for free like in low level games and they'll also finish them quickly. It's fine.

 

yeah right. good players will always pick up their allies in less than 3 seconds

 

 

the revive boosters need to go. and the pulsing heal that comes with some of them.

 

for example, it aint happening when you got 2 necs, and a guard.

 

 

that just points to other issues though

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> @"Exalted Quality.8534" said:

> Removing or drastically reducing the duration of invuln on down will fix most of what’s wrong with downstate mechanics.

 

They already removed invuln on down. This was done quite a while ago now, though I couldn't find when on the wiki.

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> @"Chaith.8256" said:

> > @"mrauls.6519" said:

> > > @"Chaith.8256" said:

> > > > @"mrauls.6519" said:

> > > > > @"Namless.4028" said:

> > > > > > @"mrauls.6519" said:

> > > > > > Yeah, fast revives should **not** exist in PvP. Same reason quickness stomping was removed

> > > > >

> > > > > Quickness revive was also removed in the same patch

> > > >

> > > > That's good. Time to remove traits and skills that speed up reviving now

> > >

> > > It's not better for everyone to just stack bursts (Holo, Mirage, Soulbeast, Herald, Core Guard, Deadeye) and never have to worry about things after downing someone. That's already what's being seen a fair bit now.

> > >

> > > That certainly would be more convenient for burst combo builds that have limited follow-up wouldn't it? If all fast revivers were removed, that is.

> > >

> > > Also you give no thought to shafting Necro which both relies on being revived, and utilizing Blood reviving in solo play. Shafting Scrapper which is a respectable spec but still lacking & being chained to a fast revive mechanic. You ignored my previous post obvs.

> > >

> > > Your usual "buff my DH" posts are better because they don't highlight your disregard for other specs as much

> > >

> > >

> > >

> > >

> >

> > The core reason behind me saying remove traits and skills that speed up reviving is because we removed being able to stomp enemies quickly. Why remove one but keep the other? And true - it would remove some support utility from classes like Scrapper and Necros that use Blood Magic. I did think about how it would effect them. I would be **very** happy to see blood rezzing disappear :). I wouldn't mind Guardian losing res signet if that helps... I'm not trying to disregard other specs, I just think this is a necessary balance change is all

>

> Fast stomping is not the main counterbalance to reviving, you're operating under a misleading principle.

>

> It's overall damage & CC levels currently in the meta.

>

> I agree Ritual of Life could use a small X% shave to revive pulses, however I think Guardian, Scrapper, Ele, their revive utility existing is a positive balance check. Burst combo builds are better than fine right now. Seriously, the problem with preventing revives is your DH. Try Engi/Necro/Rev or any high sustained damage class.

 

They already shaved Ritual of Life from 7 to 4 in the last balance patch and removed the "increased revive speed" aspect of the trait. It's really not that fast of a revive. And is fairly straightforward to cleave out and/or just stunlock the necro out of the rez.

 

 

The only real problem with rezzing right now is Firebrand is just lunacy in it's ability to pull off rezzes even while under intense pressure.

 

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