Way to overpowered at the moment
Suggestion:
a) resurrect needs to have a res animation, fill up a bar just like when you res manually
b) knocked down res needs to have a fail rate, less % with high skillpower
c) full dead res needs to have a high fail rate, less % with higher skillpower
example:
75% res chance if knocked down at 50k skillpower 100% at 100k skillpower
50% res chance if dead at 50k skillpower, 75% at 100k skillpower
something like that
Hey, thanks for the feedback. Scaling the res chance based on your skillpower is interesting.
/gabelikes
I think rezzing should not be based on luck, but if everyone who goes for electronics gets 100% this could be ok/good. And/Or faster revive time with higher electronics.
How about making it unlocked at a specific skillpower?
Say resurrection with 75k skillpower revive from dead with 125k skillpower (just calling random numbers).
Another possibility to keep it not locked behind static numbers we might overcome later on in the game easily you might want to have it something like this:
Resurrection from being downed when your electronics is more than 1.5 times the firearms stat and stamina stat combined. Resurrection from death if this factor is 2. (again just random numbers.
Like this you can have it already with lower stats if you really skill on electronics. You'd totally be support and this would be your purpose.
As JacenVayn says resurrection should not be based on luck. It's a critical thing if I want to revive someone and praying to the RNG gods is not something I would want to do in such a case.
I think adding % res chance is bad, make skill uncertain so u not like use it, because u not know if it work.
Better SP change HP u get after get up or something like this.
i think reviving someone that is dead to full hp is a little too much.
my suggestion is that with defib you can revive players knocked down and the hp amount is based on your skillpower AND can make a dead ally to be in the knocked down effect
If it didn't work the first time, you would just have to wait until your skill charged and try again.Originally Posted by MSedziwoj Go to original post
Yes the full hp is totally brokenly op.
Booster shot on dead player should only reduce the revive duration: You're shooting booster > you start revive at X%
Admittedly I'm not on the PTS nor have I watched any of the streams, so I haven't seen it personally. But I think having Skill Power affect the HP given upon revive is a great way to balance it, as this is pretty much standard practice in turn-based JRPGs I have played over the years. There are many revive items, but the cheaper ones will bring you back with like 10% HP, while an ultra-rare item that you would save for the final boss would bring you back with maybe 50% HP. I don't even think revive with 100% HP is a thing in these types of games. And while I get that this is not a turn-based JRPG, it's the best example I can think of for revives.
Yes Defibrilator is way too OP right now. We wanted to try it out, and it turns out to be a bad idea. We'll probably revert to only allowing res from downed state, not from death.