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That's because unlike WW the primary value of this skill is as a heal. So it's a really good heal. I still see no problem with it save maybe the double-proc rune.
Aye with the provocation rune you can probably leap in every group of mobs and mash Revenge on your LMB
I had fun with Revenge and Jar Quest, staying in the middle and using only revenge XD.
Imo must skill for tank oriented Barbs. You can beat boss while ignoring trash and use for heal like in SK fight but only time will tell how useful will be later.
When the average heal can easily become more than the average damage taken, we have an obvious problem. Current revenge mechanics basically completely trivialize any encounter that has a large number of low damage melee monsters that you don't have to kill right away - As long as their damage dealt is lower than revenge proc chance times revenge healing value, you're better off keeping them alive, and potentially much better off keeping them alive. That doesn't sound like very good skill design, and I doubt it'll remain in its current form.
Furious charge with heal rune is a bit less problematic, but can also cause similar problems with a massive 8% life healed per enemy hit!
And to think the OP was worried about damage...![]()
It should probably just heal for a flat amount + extra per enemies hit, such as...
Or...Tooltip Description: Revenge has a 15% chance to become active each time you are hit. Inflict 220% weapon damage to all nearby enemies. You heal for 6202 Life plus 1240 for each enemy hit.
That makes it an attractive skill for both single target and swarm situations without overpowering it for the latter.Tooltip Description: Revenge has a 15% chance to become active each time you are hit. Inflict 220% weapon damage to all nearby enemies. You heal 15% of your maximum Life plus 3% for each enemy hit.
I don't think Revenge will be the skill for everyone (not in SC anyway), but certainly some builds will make very strong use of it. It works best for the real tanks who are built to stand there and take the hits - lots of vita, Nerves of Steel, Superstition, maybe a shield (if blocked hits count) etc. The killing speed will be moderate but you'll be able to steadily chew through crowds by attrition. Also, you will need to complement Revenge with some single-target firepower/suppression in order to take out the monsters you don't want to take hits from. I think the 'reliability' of Revenge is a red herring because this kind of skill is about being able to sustain a long fight rather than becoming unkillable. The best survival skills are the ones that let you simply run away and regroup (through enhancing your own movement or crippling monster movement/attack), and it's these that will be the real 'must haves' in HC I suspect. No matter how resilient you are, sometimes a fighting retreat is the only way to win.
By contrast, I'm sure there will be berserker builds that really focus on strength, attack speed and damage, and on suppressing monster attacks more than mitigating them. The idea with these is to hit quickly, kill quickly, gobble up the health globes and move on. Revenge isn't such a good idea as these characters are probably better served by staying mobile and not getting swarmed in the first place. Of course you want healing and AoE damage, but something that hits everything in a line in front of you is probably better AoE for this style of play, and for healing, you want it based on player damage rather than player life.
If anyone has the ability to post in the official D3 feedback forums, can you start a topic on revenge and ask that blizzard adds a visual cue to your character..like a glowing aura or icon over the head so we don't have to stare at our skill bar waiting for revenge to activate? Or a sound even would work.
There's a distinct "ding" sound when Revenge becomes active.
I wouldn't mind a visual cue either. It's relatively easy to miss the sound cue during fights.
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