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[Survey] Energy Cost and Cool-down as Balance Factors in PvP/WvW


Virtuality.8351

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Feb. 25th, 2020 Balance Patch

Traits

> * Riposting Shadows: Increased energy cost from 30 to 40. Reduced endurance gain from 25 to 15.

> * Phase Traversal: WvW will now use the PvP version of the skill, which costs 35 energy. [Previously 30 in WvW.]

Skills

> * Unrelenting Assault: ...Increased cooldown from 12 seconds to 15 seconds.

> * Chilling Isolation: ...Increased the cooldown from 6 seconds to 8 seconds in PvP and WvW.

> * Mender's Rebuke: ...Increased cooldown from 5 seconds to 8 seconds.

> * Warding Rift: ...Increased cooldown from 15 seconds to 20 seconds.

 

Revenant is the only profession in the game with its skill initiation not only restricted by cool-down, but also an energy system similar to Initiatives for the Thief class. Unlike Thief though, with their Initiative points spent only on weapon skills, Revenants requires energy points to heal themselves and to cast utility and elite skills. While legend swapping does restore your energy to midpoint, it takes a full 10 sec cool-down and potentially locks you with a skill set unsuitable for upcoming changing of situation.

 

With ever increasing energy costs and cool-downs, do you feel that the class has come to a stage that it suffers from too much restriction, or do you consider it still manageable? Is there any skill that you consider more reasonable for the balance hammer to hit on the cool-down instead of energy cost, or maybe on the contrary, the other way around?

 

(Please specify the game mode and scenario related to your feedback, for example, sPvP, WvW roaming, organized guild group or pug group in WvW, and so on.)

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