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hmm i tried to hear the indication sound of revenge becoming active, but there is nothing to be heard for me. when i use revenge though, there is something like an eagle scream, is that the indication you are talking about?
No, there should be a relatively high pitched "ding" sound when Revenge lights up.
I seem to find myself keeping revenge in every build, if only for the healing effect. Any extra damage dealt as a result of having revenge is a bonus. Really, I don't see any other barb healing method that comes close.
Keep in mind how most builds work: You pick 2 spam-able abilities, one that uses fury and one that generates fury. Then you pick 4 more abilities that will add as much damage (and/or survivability) as possible but cannot be spammed (aka battle rage, revenge, war cry, overpower), so you really only need to compare such abilities to each other. No point comparing cleave to revenge or to compare hammer of the ancients to battle rage.
With that said, you need to think "what will I take instead of revenge?" and while there are other good options that will probably give you a bigger damage boost, the healing from revenge seems unmatched by anything else (active or passive). Maybe ancient spear, but it's hard to tell without seeing how much damage we're dealing and how important is single target compared to AOE (my current bet is AOE will win out in the long run). Sure there are healing passives but they don't seem to provide nearly as much healing and do seem to make you lose quite a bit of damage or armor that could be gained from other passives.
Sure we'll have to wait and see if revenge is actually overpowered or just another viable option for your builds, but in the end ignoring its healing aspect and then saying it's not powerful enough is just being silly.
So the heal is reduced to 5% in Beta Patch 16. Quite clearly a justified change and the question is whether it will get nerfed even more later?
To be honest, I was surprised it wasn't nerfed more than that. Runed you can get a 30pct proc - with 4 enemies on you its about a proc per enemy attack rate, which would heal 20 percent max life. Seems pretty overpowered - not that I'm complaining. I'm guessing it will be nerfed to something like 2-3 pct and 150pct dmg or have the proc rate change to 5 unruned or get a 10-15 sec cooldown.
I think they'll have a very hard time balancing it properly as long as it scales so incredibly well with more enemies. Nothing should scale *that* much with number of enemies IMO. Stuff like adding a cooldown (which is reduced by the increased proc passive) and giving it a base heal value if it hits at least 1 enemy plus a small increase in healing amount per additional enemies hit will most likely be needed if they want to have a chance to balance it properly.
putting a cooldown on it and reducing its damage would turn it into a really bad overpower
imho they have to be very careful with revenge, more nerfs could turn this skill into uselessness pretty fast.
A reasonable nerf is a 6-7 second cooldown. The rest is fine.
Personally I wouldn't touch its damage, but the trigger chance and heal should be probably reduced even more.
A reasonable nerf, to me, would be that the healing effect is capped at "...and can heal up to a total of 20% of your max life." depending on the number of enemies hit.
Then again, there are Life Steal passives and gear, which pretty much finding a similarly powerful way to heal wouldn't be too hard. What strikes me as weird though is the relative power in comparison to, say, the life-on-crit-chance rune for WW and such - this one just seems so powerful in comparison to most other heals.
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