#Raven Balance Update 1/31/2024

35 messages · Page 1 of 1 (latest)

rancid tangle
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Share your thoughts related to Raven's Balance changes in the 1/31/2024 Update! Please check other threads for Aisha and Ain changes!

static shard
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Blade Master > Furious Blade

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Now on another note, im surprised Shockwave - Divier (Mod) was touched FIRST than the Normal version, considering the worst feature of the later is that it literally deals NO DAMAGE

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The Mod had an strategical feat and that was removed in favour of consistency, which surely took a lot of work but the Unmodded version is a simple fix that only needs numbers touchup

safe sequoia
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RV kingdom is sort of gone. Now we will see other Raven paths more.

static shard
misty edge
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Im just glad NI got more clearing skills. RH still RH (?). FrB got more shockwaves was kinda expected. RV deserved the nerf but atleast not as DA so he’s still usable.

hidden bane
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Straight up, Raven is Eating BIG.

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With the exception of one, to some extent.

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for RV, understandable, i'd say leave him as is. Tho the catacomb gutting worries me. Maybe bring that up from 2-3? least he'll still give some dmg buffing for bravery skills,
or just outright switch his catacomb buffing to all skill dmg %s based on the stage that the monster being attacked is on(
-example :
*Seed stage 1? 2% ASD buff from catacomb balls(usual max 5 stacks)
*stage 2? 2.5% ASD buff (max 5 stacks)
*Stage 3? 3% ASD buff(max 5 stacks)
(buff values are halved in PVP)
(if this is too broken potentially, due to how Valastria stage growing is, then Getting a ASD buff from a higher stage removes or Rewrites the lower stage buffs, if this is impossible, then I'm all ears for answers)

Only reason i'm going at catacomb is due to it still being a neat skill for dmg increasing for the party, although the rest of his kit is super solid still, and should be LEFT ALONE( go ahead and do your nerfs in pvp tho, go nuts), along with the thought that RV's Elemental debuffing & Duration would be the focus of the nerfs.

Still, regardless of it all, RV is still is a good spot. Would leave him as it.

atomic girder
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Undo the nerf on Path of the Dead's uptime. That's it for Revenant.
Also stop forcing Rage Hearts and Furious Blade to reawaken every 20 seconds. The gameplay is way more interruptive than it should be.

plain beacon
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I just wish Shockwave Divider (regular and mod) did more damage tbh, other than that I majorly vibe with these updates

atomic girder
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can this be addressed

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or base skill upgrades that adjust to the class path

static shard
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2 out of 10 Skills, 3 if you count shadow step, bit of a nitpick imo, but yeah it would be nice if Sharp Charge decided on what it wants to be and became actually good at it and divider stopped getting nerfed

topaz yew
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Heeey at least your main skill isn't the base kek

hidden bane
hidden bane
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And speaking of divider, they should have split modifiers for their sword wave near the end.
Instead of a pve cap at 20(which is FINE for pvp, mind you fb hurts like hell in pvp), id ought to see that lifted to 30 or 50% for pve, allowing more dmg spread and viability on the mod version.

Still, theese are all nitpicks, and i believe that at the moment, FB is eating good.

(If i had to Suggest changes)

(Thanks coki91 for the motivation)

But i do want to see more mod skills for fb(or even raven, or everyone in general)

KoG bring in the Mod skills Ver. B!!!

Some crazy ideas in my vile mind:
*[mod] Shaf charge- 2-3 hits (hoping for a 3.500% per hit modifier"pve" and a 650% per hit"pvp"(or make it lower, doing that so we dont have a "shadow ambush or second cheese option. FB can be oppresive with HSS, and Shockwave-cutter[Mod] power-wise( if im wrong, explain why. )
-first one leaves (flash wound-increasing damage recieved by 12-15% for 15 secs(8 secs for pvp) to make it mpre modernized to this game, I'd sought to see it play similarly RV's valasria stage system, (which can linger, regardless of hyper armor)
Effect-wise: a longering line of light that expands and thins, being the length of the human body(lore wise he's able to cut through time, now imagine time having a gap)

hidden bane
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[Mod.b] giga drive: multi-hit 1.3-1.5k
-Looking for a straight up sword slam that happens 50-80% faster than normal ver, doing multiple hits, and making a wider ground effect that buffs players in the circle by 15% attk power for 18 to 22 secs.(ground effect last 2 secs after skill dmg phase)
Intent was to give fb a "supportive" ability but im sure this will never happen.

Plus this [Mod] skill talk is jist horrid fanfic from me.

Once gain , imo FB is pretty well.

hidden bane
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at least there's this part.

Thanks for the Ver. B correction.

static shard
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They also said Apocalypse Type Void was the ultimate weapon

split whale
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I can't really speak on FB and RH but I'll speak from my experiences on NI as RV.
Nerfs to RV were definitely warranted but this went a bit too far. The nerf to V key's CD, effectiveness and duration is by far the most unwelcome of the changes, especially because it affects RV himself. RV is already extremely reliant on his own V key to deal damage comfortably due to his incredible CD problems and the current V key duration is short enough that players with a reasonable amount of CDR can only get in one skill rotation before V key's duration is up (8 orbs). If you want any more than that you either have to bring party CDA, or you have yellow 5/5 reawakening and TSS. Yellow 5/5 might allow you to squeeze in an extra skill or two but that's it. I'm not sure how DPS RV players are faring right now but I can't imagine that it's well.
NI changes are extremely welcome, especially the incredible buffs to clearing with just the existence of Mod GP. The faster cast times overall (Mod GP being fast, HG also being relatively quick, RoF getting faster) makes the class so much nicer to use from a QoL perspective. The initial fear that I had with all these fast cast times was that NI would begin to have CD problems again, but thankfully this isn't the case (assuming 27% CDR, which is ERP + 5% CDR artifact + MC MP). He still has no defence ignore but the patch otherwise solves almost all if not all of his existing problems.

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I don't think it can be overstated how impactful NI's clearing buffs are. While it's not applicable to raid performance (which is generally what the community places a massive focus on), picking a class to main and knowing that you'll also have a good time in regular dungeons is a blessing. I went with the EXP alt route which required me to spend so much more just to be able to have a good time grinding, and it's a really good feeling knowing that NI players don't have to deal with not-so-great clearing anymore.

fathom island
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FB:
Its awesome that he finally got a secondary DPS skill that isn't a base skill with ~11k% to press. The passive adjustments are also very welcome. FB with his current gameplay mostly staying the same feels really good to play, even with the forced 20 second reawakening.

RH:
Getting size scaling and reworking Guardian Strike made his already good rotation feels even better (post-CDR buff). Mod Nuclear now being a proper debuff also helps in keeping a relative 100% uptime on it (depending on Hyper Armor cleanse).
The only thing I miss about his re:boot is a fix towards his Relentless Power passive, so that the buff isn't lost (or is at least a small duration like 3~5s) when switching between titles, using throwing consumables, switching slots etc. Otherwise very welcoming changes that only need numerical adjustments if theres any need to.

NI:
Getting a lot of fast high %age skills and speeding up Rain of Fire is such a great thing that he now doesn't require external ASPD sources to actually DPS fast. Mod Giga Prominance now being reworked to be useful and fixing his clearing (which stayed in 2013 for over 10 years) really rounds up the class. The only thing I fear about NI is him being similiar to be CL prior to his recent nerfs with his utility and buffed up Ifrit Flame debuff, but we'll see in upcoming content with how he fares in that regard.

RV:
He is dead.
I myself was irritated about how he was in nearly every single group in both attack types, but gutting him that much without fixing his fundamental flaws he had since release is something I don't understand.

  1. Halving Catacomb amplification would be fine, if he at least gave all tier damage at Seed Stage 3 instead of Bravery only. Strength characters already benefit less from having RV in their party due to not having Catacomb stacks at 5 all the time compared to their bravery brethren. At least give it 10% tenacity/strength/bravery at Stage 3 similiar to Nyx Pieta and Demersio.
  2. Nerfing his system uptime may have fixed the issue in him being a tier 0 support/subdps, but it also made his own gameplay unbearably boring and sluggish.
    Without being host RV rarely had the opportunity to get his own orbs for CDR, which meant after 1 rotation and some other skills his entire bar was on-cooldown, forcing him to use filler skills like Master Class in-between or even autoattack. As it is he has to rely on reset tenebruous to be able to DPS further without any downtime.
    At least give him 50% of the reduction someone got when obtaining an orb (in this case 2.5s) to aleviate his CD issues a bit.
hidden bane
# fathom island FB: Its awesome that he finally got a secondary DPS skill that isn't a base skil...

Good points. Tho i disagree to some degree on RV being dead.
That valasia system still keeps him well, still works against the hyper armor, though ik PoTD"Path of The Dead" still needs some of his cooldown back.
(PSA to KOG: EITHER BUFF IT OR DONT TOUCH IT KOG. Incase they see this as a "oh its good? Lets nerf him!" Message)

As i said earlier, Catacomb does need to be changed to asd for stage 3.
Makes it viable for all character kits and makes the gutting a bit more acceptable. Actually, No. Values still need to go from:
10 at max stat(2%) --> 15% at max stat (3%) meaning they should make the last stage of it a asd/b.s.t.a skill dmg buff for the last stage, making RV more viable in his support role in the endgame.
( if he doesn't need this, persuade me otherwise. Is it because of the rest of his other kit? Or something else?)
I agree with what you said there.

plain beacon
static shard
plain beacon
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I don't use Shadow Step either OkayuDoyaa

misty edge
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No raven using shadow step? shookhedgy

topaz yew
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Scandalous

static shard
plain beacon
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The whats?

wanton plover
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10/10 patch W patch for revenant