Goals: Reduce clunkiness, fix buggy interactions, and add additional counterplay and/or reward where appropriate.
Healing orbs replaced with a pulsing heal over time around the Revenant. If a tablet is active, the healing will also take place around the tablet. Heals do not stack.
Healing orbs are a poor mechanic in practice. Changing the mechanic to give better control to the revenant. Orbs were difficult to see in the middle of combat.
Sevenshot - This skill now goes on inturrupt cooldown when line of sight is lost rather than full cooldown.
Bugfix. Seven shot currently goes on full cooldown when losing line of sight of it's target before finishing the cast.
Spirit Crush - Damage reduced by 30%. Can now be cast behind the player
Reducing clunkiness while lowering the damage to prevent this skill from becoming too oppresive.
Scorchrazer - Cast time increased to 1 second. Warm up effect added for better visual clarity. Cooldown reverted to 12 seconds. Knockdown increased to 3 seconds (In PvE only).
Solving the real problem with this skill. The animation is too subtle for how powerful the effect is. Giving players a better opportunity to play around it.
Renewing wave - Functionality change: Healing pulses longer for each condition cleansed.
Tweaking this skill to work with the new healing mechanic while keeping the gameplay intact. This skill will still grant more value when conditions are cleansed by its effect.
Surge of the Mists - Evade decreased to .75 seconds. Self root removed. Damage coefficent increases by 0.05 for each hit that connects. (Total 2.25 if all hits connect)
Reducing clunkiness while adding back the skill expression of the skill. Rewarding players that manage to land all nine hits. The skill is now vulnerable for half of the warmup frames, adding counterplay.
Unrelenting Assault - Latch Range increased to 900.
This skill still requires that you be within 600 range to activate. However, it will no longer fizzle unless the target travels >900 range away or enters stealth.
Deathstrike- This skill can no longer be activated without a target.
Cleaning up the gameplay.
Drop The Hammer - Knockdown increased to 3 seconds.
A 1.75 second cast is among the longest in the game. Increasing the stun duration so that the reward is appropriate to the amount of risk.