Revive mechanics and closed quarters boss fights
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Experienced arpg gamer here, and I love the game so far! I am currently at Level 18 and equipped with mostly level 4-5 skills plus support gems. Gear can definitely be better... I do have a couple of rare items including a nice +2 light skills staff with fcr and rare boots. All of my other magic gear is worked up as much as it can be atm. Passive tree is balanced on a combo of fire/light dps and es. I make it a priority to farm up gear/levels prior to a boss fight (to stay 1-3 levels above the monster level of a certain area). My res could use some help too... That will come with time/better gear.
But, how does the community feel on the current revive mechanics (in open world or within boss arenas)? I don't mind the boss fights, it enforces preparedness. But why is nearly every boss fight in such a closed-quarters environment? I'm not asking for a 10-acre plot to fight on. Give me something more than a postage stamp though. Or, perhaps decrease revive times or enable a revive build-up, so if interrupted during a teammate revive one can finish reviving as (limited) time permits. Reviving in the open world: Teammates should be able to revive themselves at a checkpoint after dying in the open world. Thanks. Last bumped on Dec 8, 2024, 12:45:10 AM
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" Attempting to revive a player in a duo boss run is near certain suicide, remove interrupts to revive process. As for reviving at checkpoint, yes but with a time penalty of say 30 seconds to start with and 45 second time etc etc (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Any perceived disrespect is unintended, I have High Functioning Asperger's and its socially inept. |
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Tryin to revive players is so bad, its terrible, its a trap. I dont think they care enough about team play in this game and thats why I got my friends excited to come over here and play this. Its making me feel bad for hyping it up to them.
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