First of all, I just wanted to give a HUGE thank you! I cannot believe someone from Respawn saw and liked what I created enough to give feedback! That means the world to me. I spent hours on this graphic proposal, expecting it not to get much engagement, and now it's on the front of the Subreddit! **Fun fact: the first Idea I had for this character was only the name "Remnant".**
Okay, now onto my response to your amazing feedback:
Passive - I had a feeling that an "on damage" passive would be controversial. My thought process as to why I thought this was fair is as follows: 1. Bangalore has something similar, the only thing is that her passive works at any distance. Remnant's passive would only work within a small distance of Remnant. Additionally, there is no counterplay to make sure a Bang won't speed up when enemies shoot her. Often when I'm playing non-movement legends, she can escape with low health just because I was shooting in her general direction - allowing her to survive when I would've downed her. 2. There currently isn't a passive that really slows down an engagement; there are ones that add to or speed up an engagement, but none that are really defensive. I wanted players to think twice before rushing a Remnant, or they may suffer that Debuff (similar to how people think twice before pushing a caustic).
Lastly, in regards to knowing the passive is active, I was thinking that any enemies that are affected by the passive (frightened) would have the passive symbol over their character (similar to Ballistc's tactical), and a voice line would play - alerting the player.
Tactical - I think that is fair that you wanted to move away from silence, but if that's the case, why did you give the ability to Seer? Regardless, I agree that if Remnant knows how long their silence was active, then it could still work. Perhaps a HUD element similar to conduit?
Ultimate - Yes to both of your questions, my whole idea with Rev's ultimate was to bring back the death totem in the same way it was - I only changed what would happen when you interacted with it. My idea was to have the shadow form work exactly the way it does in the shadow fall Halloween game mode. So it being "melee only" comes with all the other benefits of being a shadow in that game mode. I think that the fact that you turn into an extremely fast shadow that deals a lot of melee damage would be appealing to players. In regards to players camping the totem, that is part of the risk! You risk a lot of things when you use some other legend's ultimate abilities, so this would be another risk.
However, if you didn’t want the player to have risk when using this ult, I'd say have a "shockwave" mechanic (similar to Newcastle's ult) that wouldn’t deal damage but would push back players any time a legend respawned at the totem.
Thank you so much for reading!