The "revive teammate" mechanic needs some tweaking
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Having the option to be revived, while in a party, is a good idea considering how the new game is built (maps resetting when you die, higher difficulty, etc). However, in our experience with my wife (playing duo only), the current implementation needs some tweaking to make it actually usable. As it is, it's ALMOST impossible to get revived in a boss fight because : 1. The revive timer is very long 2. Bosses focus the person alive (obviously) and even if they don't because they are doing some animation or focusing summons (if you have them), they have 500 AOEs that interrupt the revive and it technically goes back to 0 (even if it's not EXACTLY 0, it might as well be) So, the two options i see are to 1. Make the revive faster 2. Make the interruption/rollback on the revive from taking damage lesser IMO, the first option is not great, it'll make it diablo-like and kinda take away too much of the challenge/difficulty. I'd rather keep it fairly long, so you actually have to do an actual effort to revive someone, but make it so that you can have some leeway of moving, dodging or even tanking some damage while doing it. Risk and reward. Last bumped on Dec 11, 2024, 6:55:57 AM
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I'd say #2 but remove the rollback completely. If a player is willing to risk tanking the hits to revive their teammate, it should be rewarded, not penalized.
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" I'd go for a slight hybrid of them, no rollback for hits while reviving but getting hit slows the revive, revive timer slowly reverses/rolls back if you stop the revive, so a mix of tanking hits and/or dodging (or repositioning) then quickly starting the revive up again would be needed. Could potentially have the amount of slow for getting hit/speed of rollback when you drop the revive scale with number of players as well, to ensure that reviving is doable for duos but roughly the same as now when in a full party. |
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