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Anjunakrokus's avatar
3 years ago

Revenant - Analysis, Ideas, and Reborn

Revenant has been in a depressing state for longer than I've been playing this game. And with all of the "hype" around his rumoured upcoming rework "revenant reborn" I wanted to examine what is actually wrong with his kit (hint: it's the ultimate), why I am on the fence about Rev Reborn, and how I would approach "fixing" rev.

Analysis

Design and Hitbox:

Revenant is designed, and marketed, like a ninja robot psychotic murderer. And look, voice lines, emotes, and Heirloom support this design well.

His hitbox is one of the biggest without Fortified.

Passive - Stalker:

Revenant has an increased crouch speed and can climb higher.

The Good: Stalker partially offsets Rev's terrible hitbox due too his increased strafe speed while crouched. The increased climb height allows for ambushes and high skilled movement techs (#guapee).

The Bad: Even with the bonus crouch speed Rev still has a  fridge of a hitbox, and you can easily get beamed because of it. A lot of terrain is also unclimbable due to the geometry of the wall. Often this means that the areas where the climb is actually relevant are near buildings with their perfectly flat walls.

Tactical - Silence:

A throwable which disables legend abilities and deals some damage.

The Good: The tactical lingers and obstructs vision, flashbangs and creates visual clutter, deals some damage, and disables enemy abilities while leaving your team alone. Can also be used one handed and thus while shooting and healing.

The Bad: Relatively difficult to hit. My only remark is that Seer also does this (though for a shorter time period) while also revealing their positing, health, canceling healing and revives, and being easier to use.

Ultimate - Death Totem:

A placable that protects users from death, sending them back to the tomem instead of being killed or downed.

The Good: A unique ability which provides safety for a team.

The Bad: It gives away your location, so your targets are alerted and other teams can jump you. It doesn't do anything if you aren't send back. It can lower your chances of winning (due to the previous mentioned points)

Revenant Reborn

The latest leaks (by Thordan Smash) indicate that there is a rework coming for Revenant. His new abilities would be a slingshot to quickly change position (passive), silence (tactical), and Fade's void grenade (ultimate). His entire look would be reworked and rev even gets some new animations.

The Good: The passive would fix the biggest issue with Rev's hitbox by giving him a reposition ability, and the ult is actually good.

The Bad: This rework would mean that his fundamental design and playstyle would fundamentally change. Also if Stalker is lost, then a lot of the high skilled movement unique to Revenant is also lost. His lore, trailers, etc are no longer accurate.

My opinion: If the slingshot is added to the original Stalker passive then this would be an incredible passive. But I wouldn't want to give up the current passive and its potential. The same is true for his ult, the totem is unique while the void grenade is literally taken from an Apex Mobile character. It would make him more playable, but less Revenant.

Buffs and Ideas

So, how would I approach "fixing" Revenant? I would fix the passive climb to be less dependent on geometry, as well as buff the ultimate to provide value in more scenarios. That is, Revenant needs the following buffs (in my opinion):

  1. Rev can climb past small overhanging ridges, and up uneven, bumpy walls.
  2. Rev's ult provides utility even when you aren't send back.

Ideas:

Passive: Rev can overcome small ridges and bumpy walls. This depends heavily on how the game internally works, but maybe could be done through allowing rev to climb upside down for a short duration (0.5s)

Ult:

  1. Drastically lower the visual effect. Increase the auditory effect on the shadows themselves.
    • You can still hear the shadows approaching, so it's easier to defend yourself, but the entire lobby won't jump you
  2. Your maximum health as a shadow is temporarily increased to 150HP (effectively gaining a white shield).
    • Makes shadows slightly beefier, so they survive longer.
    • If you aren't send back, the first 50 damage doesn't matter (since you would go back down to 100 HP when the ult ends).
    • The ult always provides some benefit.
  3. You regain 20HP on a kill or assist while you are a shadow.
    • This means that using the ult, winning a fight, but not being send back is much less of a feel bad, since it means that you regained some health for free.
  4. An (unarmed) speed buff.
    • Ult always provides some benefit.

I would personally combine 1, 2, and 4 (currently my favorite)  OR 1, 3, and 4.

This won't give Rev more mobility (something that Rev Reborn does do), nor make him the best character in the game. But it should remove the massive feel bad when you use his ultimate and it doesn't do anything

13 Replies

  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    3 years ago
    @EA_Mako
    My sole reason for playing him was Silence.
    I also loved Death Protection, because of the teleport out of harms way.
    I hate the new look.
    I loved the old look.

    Why not leave BOTH Chassis?
    Old chassis with silence and totem.
    New chassis with leap and armor.
    Select Revenant, select Chassis, only 1 version of Revenant per squad.
  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    3 years ago
    I do like the new wall climb with strafe though, wish old one had that.
  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    3 years ago

    He's ripping his old body to shreds, and it's still kicking. Should be able to use old chassis with old powers.

    Current Chassis: Default's the only new one, the others are still fine.

    New Default's face looks ugly, but the spike kinda looks cool. Still prefer his original better.

    Edit: Found Classic. Hope that, if they make new versions of the others, they also keep classic versions as well.

    Using bloodline to maintain original look until that one gets murdered.

    I'm sad he lost his totem, silencing, and assault status.

    Now he's a pathetic skirmisher. He's still better as assault than skirmisher, even if he has a leap ability.

    Ah, his leap is pretty useless for that, that's why. I was hoping it would lock onto targets and leap to them, dealing 30-60 damage. Also, is you do manage to ram into a target with it, it deals no damage.

    I go to leap to a dummy and I sail right over them, and they get several hits on me in the process.

    Regenerating shadows. They only regenerate once destroyed and don't protect while regening, and killing dummies does not restore it.

    Killing dummies doesn't extend its timer either.

    Knockdowns refresh it? I don't see it refreshing...

    Yeah, retested, no refreshing.

    But shadow form gold helm does reduce it to 6-7 second recharge for the leap.

    I take it that's just a plan and not actually implemented yet?

    --Do allow locking leap onto targets, please. That'll make it feel more scary. And useful. (Line of Sight) He sticks his hands out all grabby-like anyways, why not let him?

    Sometimes it's a little goofy. Sometimes it auto casts when half-charged. Upwards leap could be better. I find it's long when distance aimed but upwards about 2 jumps high or tiny. Why doesn't he climb buildings you leap onto the side of? That would make that better.

    Other changes from the update: not Rev specific

    Seer's tactical duration is still lousy, who's supposed to be the silencer now? Need a replacement for who's gonna be silencer. Either let old chassis stay as well or give that to Seer. Don't see anyone else coming close. His passive seems more potent against the dummies though.

    Don't see what's been changed with Ballistic, more shots to overheat maybe?

    I knew the Prowler had an auto mode. I'm sad it's only for red tier version.

    I don't see what the change to Loba's tactical was. Less range perhaps? Bro says faster cooldown. One change I would like though: press tactical to drop to ground instead of trigger, and allow gunfire while it's out. Not necessarily during the toss or teleport animations though, just during the flight of the ring/band/bracelet.

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