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amn624
05-22-2010, 09:14 PM
Okay, this is getting ridiculous. I have posted about this before. If you get revived, you should have the opportunity to REMAIN alive long enough to 1) fill potion completely or 2) RUN AWAY. Enchantresses can do neither. I'm level 32 and just die over and over. C'mon guys! Frustrating!

Eldallan
05-22-2010, 09:21 PM
Yeah thats always nice and annoying.
You just pray you dont get hit when accepting revive lol :P

Neurion
05-22-2010, 09:56 PM
Just check your surroundings before you hit "Accept Revive"

Sure it's annoying (my record's probably at 5 consecutive deaths) but your living partymates should be able to pull the mob away from those being revived.

Mobdropper
05-23-2010, 05:23 AM
This will probably be a big issue with pvp as well, with people being camped and drobed :(

What if a person had 2-5 seconds of invulnerability after being resed? (but they couldn't cast offensive spells during invulnerability as well)

King Richie
05-23-2010, 05:24 AM
There really should be like a 2 second wait where you cant attack or be attacked but u can run away and use potions!

KingFu
05-23-2010, 05:30 AM
Agreed! Doesn't happen to me much, there should be a timer above your head that shows how long you have, to either, heal, run, or quit! 3-5 seconds should be long enough!

amn624
05-23-2010, 08:59 AM
There really should be like a 2 second wait where you cant attack or be attacked but u can run away and use potions!

1) regarding checking surroundings before accepting revive - you often *cannot*, since the message box takes up most of the area. It is no more than a guess.

2) regarding invulnerable time, DEVELOPERS please take the clue; enough have responded so you know this is broken. Please fix! I should either have the ability to refill the potion completely - or it be filled automatically upon being revived - or there should be a brief hiatus during which the character can run or respond.

Dying over and over IMMEDIATELY after being revived is LAME and FRUSTRATING.

Dizko
05-23-2010, 09:17 AM
The problem with invulnerability time would be that if the tank dies, you don't want him to not be able to attack for a few seconds.

That would probably wipe the whole team.

I say buff the enchants revive skill by making each point in revive add more of a % to health and mana upon reviving a dead character. And at level 5 have it bring someone back to life with full health and mana.

Endless
05-23-2010, 09:38 AM
I have a strong suspicion that most skills are going to get revamped soon. With Alien Oasis coming out next month or so, that means(maybe) a higher lvl cap. More points to spend and less variation between lvl capped players.

I agree that higher levels of revive should bring people back with more health. Guess we just have to wait and see.

Futumsh
05-23-2010, 10:31 AM
This one is really not a bug - if you take a revive while combat's still going, you take that risk. You can wait until combat is over, or respawn at the entrance if you don't want the risk of dying again.

Evante
05-23-2010, 03:34 PM
This one is really not a bug - if you take a revive while combat's still going, you take that risk. You can wait until combat is over, or respawn at the entrance if you don't want the risk of dying again.

Good point....Thx for the clear answer

Furrawn
05-23-2010, 04:11 PM
When I do a revive on someone in the midst of combat, I do a heal immediately after so they don't die trying to heal themselves. Since this is only a prob during a mob, I usually use fire blast to get the enemies away for second...

Neurion
05-23-2010, 06:25 PM
I have an idea, why not make lvl 5 revive refill max hp and mp? As it is now nobody's putting more than 1 skill pt on revive because there just isn't enough benefit.

Esus
05-23-2010, 07:11 PM
I have an idea, why not make lvl 5 revive refill max hp and mp? As it is now nobody's putting more than 1 skill pt on revive because there just isn't enough benefit.

I second this idea.

amn624
05-23-2010, 10:34 PM
I say buff the enchants revive skill by making each point in revive add more of a % to health and mana upon reviving a dead character. And at level 5 have it bring someone back to life with full health and mana.

Sounds reasonable, since it adds rationale to level the skill. Problem is, its the other player's skill. Mine is at 1 because that's all I need to revive everyone else.

amn624
05-23-2010, 10:39 PM
This one is really not a bug - if you take a revive while combat's still going, you take that risk. You can wait until combat is over, or respawn at the entrance if you don't want the risk of dying again.

No, it is a bug, or at least a design flaw. Consider the size of the message box, which completely obscures the area that I need to know about. In most of these cases, it appears the mob is too far away to re-kill especially since the Enchantress is able to take the time to revive me. This is especially furstrating with ranged attacks that give you ZERO opportunity to respond.

As well, the game is not about WAITING to accept the revive. Sorry, but I do not agree with your response. I think adjusting this effect will take very little on your part and add far more enjoyment for us.

amn624
05-23-2010, 10:41 PM
When I do a revive on someone in the midst of combat, I do a heal immediately after so they don't die trying to heal themselves. Since this is only a prob during a mob, I usually use fire blast to get the enemies away for second...

Hmmmm. I think you did that with me today. I noticed the heal! Nice, but if you remember I died immediately again anyway.

Furrawn
05-23-2010, 11:31 PM
Amn64- It's definitely imperfect. Sometimes the revivee still dies. Sometimes i still die. Lol it's the best strategy i've been able to come up with:(

Dev- why should we have to wait to revive? why have revive if we can't use it in the midst of battle when everyone is most needed?

Revive should perhaps come w full health for the revivee if we have five skill points in it?

asommers
05-24-2010, 01:13 AM
Sounds like we need to take care of a couple of things:


A reduced mana cost as well as increasing the percentage of restoration to full at rank 5.
Making the respawn/revive popup less intrusive.


-ALS

Obliteration
05-24-2010, 01:52 AM
Sounds like we need to take care of a couple of things:


A reduced mana cost as well as increasing the percentage of restoration to full at rank 5.
Making the respawn/revive popup less intrusive.


-ALS

I say just give a 3 second immortality without the ability to attack. That would give us time to cast buffs and drink the potions.

Azrael
05-24-2010, 07:15 AM
Sounds like we need to take care of a couple of things:


A reduced mana cost as well as increasing the percentage of restoration to full at rank 5.
Making the respawn/revive popup less intrusive.


-ALS

Spot on! Kudos to Esus for the idea (i think thats the right person)

Also, adding an immunity period will have a negative effect on pvp, so i hope that isn't considered.

amn624
05-24-2010, 07:33 AM
Thanks for listening and responding!!! Much appreciated. I had much the same problem "described as a "bug" by testers, with a Atari 800/C64 game I programmed called Tutti Frutti back in 1984, and I am gratified you see the point. In my case, when the character "died", it was reassigned a random location to be "revived" (this was a pacman clone) but too often the revive location was too close to the enemy. The program simply forced the "revive" to take place at least several steps away from the enemy.

In this case, this would be a great implementation of a rationale to take heal to lvl 5, although there should still be some leeway for those who wish to keep heal at lvl 1 to save skill for other slots. My suggestion would be to negate all offensive abilities and afford invulnerability for 1, 1-1/2, 2, 2-1/2 and 3 seconds according to level. This should take care of complaints that it might be too easy and it certainly obviates the obvious problem raised in the thread of the revive-killed loop.

nerdherd
05-24-2010, 01:42 PM
Sounds like we need to take care of a couple of things:


A reduced mana cost as well as increasing the percentage of restoration to full at rank 5.
Making the respawn/revive popup less intrusive.


-ALS
This would be a perfect solution!

Eldallan
05-24-2010, 04:27 PM
This will probably be a big issue with pvp as well, with people being camped and drobed :(

What if a person had 2-5 seconds of invulnerability after being resed? (but they couldn't cast offensive spells during invulnerability as well)

This won't be happening in pvp since you respawn with full health. Only when revived during pvp battle could this happen.