If revenge had a vicinity , I think that’d mske it much better. If you’re just near someone , it gives a tag. This stops people getting revenge in 2v2 /equal fight engagements It also stops people from standing behind you and feint slamming and purposely missing bashes and attacks (that you can’t even see) and fucking you over letting the other guy get free hits. Even tho it’s a 2v1, you don’t get any revenge or anything like that
Absolutely agree with this statement. I just don't like how it would be impossible to get revenge in an equal fight (2v2 3v3 etc.). It would most definitely change up how Brawls and similar situation play out in dominion.
while my opponents give me the staredown during revenge, my teammates will dogpile 3 on one guy and infinitely farm his revenge for him until they all die. I love this game :)
To play devil's advocate... don't you think you're supposed to be at a disadvantage when outnumbered? I do like the idea of being able to attack opponents to get tags and effectively pull them into the fight, but I feel like everything else overcomplicates and overpowers the system. If they made revenge overpowered, no one would want to gank and 4v4 modes would become ridiculously slow. Having multiple opponents attacking you should rightfully put you on the defense, it should not put you in a stronger position
I absolutely agree and you would still be at a severe disadvantage when fighting against competent opponents. I just want to make it possible to not be able to rely on the full bar for any chance at counterplay. The cooldown and the weaker version should just be there for the times you already got some revenge but not "enough" revenge
You keep the banger videos coming 🤙🏻 Another super interesting take, so nicely packaged in good gameplay and your neat voiceover. Man I love listening to you 🖤😅
revenge is literally just broken, i walked past an opponent in dominion who was in a 1v1 and 1 tag left in his revenge meter and it filled, i didn't even attack, i just walked past, i have the clip and everything and to this day i have no clue how that happened
one thing i dont understand about revenge is to why let people roll out of your reach when activating, activating revenge should make the players that aplied the revenge tag unable to roll or sprint out of the fight for the duration of the revenge state
Heros without a proper chase tool like lawbringer just get absolutly nothing out of revenge when you opponent double rolls, giving a debuff that removes the ability to double dodge would be one way to fix it but unlocking and running away would also get your enemy out of harms way. Maybe a combination of a slowdown and a "dodge blocker" could work
why not just buff your own stats as soon as a second enemy hits you. and then work with some kind of range combined with a timer. as long as the enemy stays in that range you keep the buffed stats, if the enemy leaves this range there is a timer so he cant just get out of the range and enter again to take the buff off of you. this would punish 2v1ing even more and you would be able to actually fight 2 people at once with for example hp and stamina buff
We had a similar system when we had gear, it gave you more DMG and more defensive when in revenge, and that was absolutely horrible. The idea with the range seems very good because your opponent actually must leave in order to remove the tag but they could still do one jump in attack to confirm DMG then back up wait for it to expire and come right back to do it again. We simply need extra health, some form of hyper armor and GB invulnerability just to be able to handle multiple opponents.
There's a lot you could do to tweak revenge and make it not awful to fight against, while also making it more consistent to get rid of those 100-0 ganks. We've had testing grounds for years which is exactly where they should be tossing around changes, but they'll never use that for anything meaningful
I dont fully understand what you mean. If you want to remove the visual revenge bar that wouldnt really fix the problem since people can already tell when you are about the gain revenge. And if they aren't able they wil just stop attacking a bit earlier than usual. Add to that what one commend already said about this mechanic being unintitive for long time players just think of the new player experience when you remove the visual feedback
@TheRealIboy IT would be a improvement. Revenge will surely drop early. Good Players can know when its before Revenge . But without a visible revenge Tag Things will get harder for them. And when they Stop ganking early you have more time for mates to get in or doing their Job done. Excuse my english its Not my Main language.
Maybe if damage reduction was better, we wouldn’t need revenge to be good. There are times I mess up ONCE with two+ people spam feinting behind my back over and over and over and most of the time I take a gigantic ass amount of damage. It’s so obnoxious when people spam feint behind me and you can’t do anything about it. I wish the revenge tag would be active if you were in vicinity of someone. It would stop people getting revenge in 2v2’s or group fights.
@@VexingWeeb What do you expect man? For it to be fair? It's ganking, your out numbered it will always be unfair. The fact we have such a strong swing mechanic is already a huge equalizer. A guy in revenge can easily slaughter a whole team who can't defend against a aggressive player. The feint thing is purely the constraints of the UI. One of the few issues with the combat system that you can't really fix without fully gutting the entire thing.
@@alphaxbox3728 An easy fix is to make tags be a proximity thing rather than just just swinging. and there's a reason why the revenge mechanic is in the game. if they wanted you to get ganked and for it to be unfair, they wouldn't have the revenge mechanic or try to tweak it over the years. A guy in revenge can easily slaughter a whole DOG team, that's their own fault for being bad lol and they need to just learn how to get better. that guy would've slaughtered the whole team revenge or not. Dying to getting feint spammed from behind is not a skill thing, there's nothing you can do to counter it besides just turning around and attacking that person , which sometimes isn't doable with some characters (ie bp, kyoshin, characters with a stance like that who can swing then retreat into their stance instantly which just leaves you exposed) but then the other person behind you will just do that and it just repeats till you're dead. Whether it's supposed to be fair or not is a redundant statement. there's a mechanic in the game to make it fair or to make it so such things are so frustrating. But i've heard waaaay more complaints about revenge not being fair for the reciever more than any other complaint, followed by "I literally blocked that/I'm aiming that way in reference to when you block something or someone swings in a direction you're already aiming and you still get hit.
I think getting a tag for quickly smacking the guy feinting behind your back would be a good change. But yea, otherwise, you REALLY don't want overpowered revenge. High level players will always optimally adapt to whatever is implemented, so if outnumbered opponents become a bigger threat, the game will just become running around looking for 1v1s or a low health opponent they can 1-shot in a drive-by ganking. Idk about yall, but that sounds so dumb to me.
People in higher skill levels can already tell when your opponent is about to gain revenge, I really don´t see this fixing this mechanic. They would possibly stop attacking you a bit sooner just to guarantee you not getting it but in the long run people would just learn the rough amount of revenge you gain
This game already loses too many players because of obscure or unexplained mechanics. This would make the problem of newer players feeding revenge so much worse imo
If revenge had a vicinity , I think that’d mske it much better. If you’re just near someone , it gives a tag. This stops people getting revenge in 2v2 /equal fight engagements
It also stops people from standing behind you and feint slamming and purposely missing bashes and attacks (that you can’t even see) and fucking you over letting the other guy get free hits. Even tho it’s a 2v1, you don’t get any revenge or anything like that
Absolutely agree with this statement. I just don't like how it would be impossible to get revenge in an equal fight (2v2 3v3 etc.). It would most definitely change up how Brawls and similar situation play out in dominion.
@@TheRealIboy you shouldn't get revenge in an equal fight though. Your teammates should be peeling for you.
while my opponents give me the staredown during revenge, my teammates will dogpile 3 on one guy and infinitely farm his revenge for him until they all die. I love this game :)
*staredown intensifies*
Dedicating yourself to sohei is like walking around with toothpicks in your toenails… just dont stub your toe
To play devil's advocate... don't you think you're supposed to be at a disadvantage when outnumbered?
I do like the idea of being able to attack opponents to get tags and effectively pull them into the fight, but I feel like everything else overcomplicates and overpowers the system. If they made revenge overpowered, no one would want to gank and 4v4 modes would become ridiculously slow.
Having multiple opponents attacking you should rightfully put you on the defense, it should not put you in a stronger position
I absolutely agree and you would still be at a severe disadvantage when fighting against competent opponents.
I just want to make it possible to not be able to rely on the full bar for any chance at counterplay. The cooldown and the weaker version should just be there for the times you already got some revenge but not "enough" revenge
You keep the banger videos coming 🤙🏻
Another super interesting take, so nicely packaged in good gameplay and your neat voiceover. Man I love listening to you 🖤😅
Thank you so much!!! Much love to you
revenge is literally just broken, i walked past an opponent in dominion who was in a 1v1 and 1 tag left in his revenge meter and it filled, i didn't even attack, i just walked past, i have the clip and everything and to this day i have no clue how that happened
Your aura was enough to give him the tag. I'd say that's a proper flex
Godamn dude, not saying I don't believe you, but could you post it so I can see? Shit sounds funny af.
one thing i dont understand about revenge is to why let people roll out of your reach when activating, activating revenge should make the players that aplied the revenge tag unable to roll or sprint out of the fight for the duration of the revenge state
Heros without a proper chase tool like lawbringer just get absolutly nothing out of revenge when you opponent double rolls, giving a debuff that removes the ability to double dodge would be one way to fix it but unlocking and running away would also get your enemy out of harms way. Maybe a combination of a slowdown and a "dodge blocker" could work
@@TheRealIboyNuxia's tier 3 as a passive revenge effect?
@@Darkslay3rexe Sounds good to me to be honest
How is this not viral
Thank you so much for your comment!
Let's make it go viral
I love your Sohei videos.
Owwww thank you so much
why not just buff your own stats as soon as a second enemy hits you. and then work with some kind of range combined with a timer. as long as the enemy stays in that range you keep the buffed stats, if the enemy leaves this range there is a timer so he cant just get out of the range and enter again to take the buff off of you.
this would punish 2v1ing even more and you would be able to actually fight 2 people at once with for example hp and stamina buff
We had a similar system when we had gear, it gave you more DMG and more defensive when in revenge, and that was absolutely horrible. The idea with the range seems very good because your opponent actually must leave in order to remove the tag but they could still do one jump in attack to confirm DMG then back up wait for it to expire and come right back to do it again. We simply need extra health, some form of hyper armor and GB invulnerability just to be able to handle multiple opponents.
@ it was an issue mainly because of the dmg.
Is this the real life?
Or is this just fantasy?
There's a lot you could do to tweak revenge and make it not awful to fight against, while also making it more consistent to get rid of those 100-0 ganks. We've had testing grounds for years which is exactly where they should be tossing around changes, but they'll never use that for anything meaningful
Sad but true, people give so much feedback in a controlled environment and yet it never leads anywhere
Making the DMG reduction more consistent would go a long way
Delete the visual revenge Meter for the enemys, thats bs. Just Starring and Babysitting around.
I dont fully understand what you mean. If you want to remove the visual revenge bar that wouldnt really fix the problem since people can already tell when you are about the gain revenge. And if they aren't able they wil just stop attacking a bit earlier than usual. Add to that what one commend already said about this mechanic being unintitive for long time players just think of the new player experience when you remove the visual feedback
@TheRealIboy IT would be a improvement. Revenge will surely drop early. Good Players can know when its before Revenge . But without a visible revenge Tag Things will get harder for them. And when they Stop ganking early you have more time for mates to get in or doing their Job done. Excuse my english its Not my Main language.
insane, you think you want this but you don't, the game is never good when revenge is good
Maybe if damage reduction was better, we wouldn’t need revenge to be good. There are times I mess up ONCE with two+ people spam feinting behind my back over and over and over and most of the time I take a gigantic ass amount of damage.
It’s so obnoxious when people spam feint behind me and you can’t do anything about it. I wish the revenge tag would be active if you were in vicinity of someone. It would stop people getting revenge in 2v2’s or group fights.
@@VexingWeeb What do you expect man? For it to be fair? It's ganking, your out numbered it will always be unfair. The fact we have such a strong swing mechanic is already a huge equalizer. A guy in revenge can easily slaughter a whole team who can't defend against a aggressive player.
The feint thing is purely the constraints of the UI. One of the few issues with the combat system that you can't really fix without fully gutting the entire thing.
@@alphaxbox3728 An easy fix is to make tags be a proximity thing rather than just just swinging.
and there's a reason why the revenge mechanic is in the game. if they wanted you to get ganked and for it to be unfair, they wouldn't have the revenge mechanic or try to tweak it over the years.
A guy in revenge can easily slaughter a whole DOG team, that's their own fault for being bad lol and they need to just learn how to get better. that guy would've slaughtered the whole team revenge or not.
Dying to getting feint spammed from behind is not a skill thing, there's nothing you can do to counter it besides just turning around and attacking that person , which sometimes isn't doable with some characters (ie bp, kyoshin, characters with a stance like that who can swing then retreat into their stance instantly which just leaves you exposed) but then the other person behind you will just do that and it just repeats till you're dead.
Whether it's supposed to be fair or not is a redundant statement. there's a mechanic in the game to make it fair or to make it so such things are so frustrating. But i've heard waaaay more complaints about revenge not being fair for the reciever more than any other complaint, followed by "I literally blocked that/I'm aiming that way in reference to when you block something or someone swings in a direction you're already aiming and you still get hit.
I think getting a tag for quickly smacking the guy feinting behind your back would be a good change. But yea, otherwise, you REALLY don't want overpowered revenge.
High level players will always optimally adapt to whatever is implemented, so if outnumbered opponents become a bigger threat, the game will just become running around looking for 1v1s or a low health opponent they can 1-shot in a drive-by ganking. Idk about yall, but that sounds so dumb to me.
Just remove the visible revenge meter
People in higher skill levels can already tell when your opponent is about to gain revenge, I really don´t see this fixing this mechanic. They would possibly stop attacking you a bit sooner just to guarantee you not getting it but in the long run people would just learn the rough amount of revenge you gain
This game already loses too many players because of obscure or unexplained mechanics. This would make the problem of newer players feeding revenge so much worse imo
Cool
Thank you
good thing you're not a dev
Yeah because I would actually fix the game 😉