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View Full Version : Revive/Respawn Cooldown



Mothwing
08-31-2011, 10:26 PM
As im typing this i realized it should be in Suggestion's and Feedback, but we'll see what happens.

My idea is this:

After getting completely maulled by one of those annoying giant crab things in Numa Prime, i came up with this idea. A Revive/Respawn Global Cooldown. The system works in such a way to where you have time to pop some stims/pots or let an Engineer/Mage help you heal. During this 10-second cooldown, you are invulnerable to any type of attack or damage EXCEPT! Any type of offensive or attacking spell/skill cannot be used until the cooldown is over. Only Engineer's can use their heal to help you/themselves catch up. This would prevent many uneeded/unhelpful deaths in the future.

-Mothy

Nourish
08-31-2011, 10:50 PM
10 seconds is super uber long lol. Maybe just around 3-4 seconds or not even use this idea and instead of invulnerability just decreased damage or something to that extent

Conradin
08-31-2011, 10:52 PM
How about 2 seconds? Allows you time to buff and pound some pots.

Mothwing
08-31-2011, 11:59 PM
How about 2 seconds? Allows you time to buff and pound some pots.

Agreed. Just an idea remember. Im not saying 10 seconds and 10 seconds only.

Kakatoa91
09-01-2011, 03:57 AM
im not sure if mod is needed on the rev skill.
A krab or 2 is not a problem anymore, runs in ruins map should be now smooth, fast, stimless and nearly no death till guardian.
(Just did about 20 runs and team death count was less fingers in a hand)
If not its your team mates that need to improve a bit.

For me the only time I see a problem when im revived is when the pop up screen is showin. Would it be transparent, you could see better where you spawn.

Also invulnerability when rev is like overpowered... even 2 sec. Miner boss would b like easier.