hey guys the Revive System Need a Edit. Please Push this Thread. It Need changes.
1. After Revive only 50 % HP.
2. Revive Time minimal 10 Sec.
3. Only 1 or 2 Revives per round.
Now you have a Chance versus 3 Players.
If they dont Change it, i'll never Play more than 2vs2 anymore. Because the ****ing revive is so fast. And than 100 % HP. And if you are alone versus 3 you can give up.
Yeah this feature really needs some love.
I dont think that we need a nummer of max revives but the time to revive someone is MUCH to fast. I know it´s boring to revive someone but the other gamemechanics, like run away 10 mins, makes this revive too strong and imbalanced. 100% life is also too strong.
- Tripple the time to revive someone!
- 50% HP life atfer a revive.
I agree revives are stupidly too fast.
The few eliminations I did lose, I lost because of the stupid revive system.
I had a match where I won my duel but didn't get an execute and I sat on top of his body.
A PC and a warlord come running at me and the PC ran literally through me. I took one swing at her and turned to stop the revive and it was already too late.
It literally took me more time to take one heavy attack and turn my character around than it took for the warlord to give his dead teammate a full heal.
Obviously he had the revive feat and probably gear too, but still. That's obnoxious.
3v1s are currently impossible without an environment hazard. I was getting 3v1'd for about 4 minutes and killed 6 people total that round but couldn't keep anyone who I killed dead because one single guard break on me was long enough for the other guy to revive his friend.
You should only be revivable ONE time per round. THAT'S IT. You die twice and you're done.
Revives should take 8 seconds and the feat should reduce by 2 seconds. The gear should be able to reduce another 2 seconds maximum if it is a fully upgraded purple.
And you should revive with only 35% of your maximum hp. At least force the player to go heal before they are a huge threat to you again.
This needs to be done.
I agree, they want to have a speed reviving with gear? Fine. But base reviving speed has to be longer. Even if you are watching for it and happen to have a slow character, like Raider, you are in a risk to see people rezzed right in front of you.
As stated above, don't let people be rezzed with 100% health. It counters the importance of your life, and is also not immersive or fun.
25% or 50% is plenty enough. You should have a penalty for dying, as opposed to staying alive and fighting. You can heal up the remaining amount in Dominion and Elimination anyway.
And in 2v2s, I feel it's only fair the guy who died doesn't get his health back up, in the rare event he gets rezzed.
This is not begging for a nerf, it's a problem that could completely twist around higher level plays.
Eliminations for example, could become a game of attracting your opponent into a quiet area if you know you are going to die, so that you can get rezzed later. Why? Because you get back to 100% and that's better than staying alive with low health.
Dominion games completely dominated by a team, can be elongated because of that one Nobushi with feats and gear to revive, and then turned around. I'm all for skilled players to turn games around, but when gear and feats make the game, it is no fun. I'm not looking forward to higher tier play against Nobushis in Dominion for that precise reason.
It's not fun for anyone. Please Ubi, we want this game to work and last.
I intended it to be an "out of combat" feature, like in WoW for example. You manage to pull a ress during "the arena"? Reward is (practically) a win or a reset at worst (if the other guy manages to ress as well).
Else it happens after the fight, when enemies are dead.
But it's not how it works with such a low timer. It happened to me so many times that even while camping a body just peeking at the opposite direction at the wrong time is enough to have a ress completed under your nose (unless you're standing right on top of the body).
If it has to be such a quick thing, then it's to be treated as a common occurrence with low risk and low reward, meaning life should be a fraction of the total or some kind of debuff should be applied (which would make ressing much less appealing in dominion tho).
I'd like to have the timers significantly increased and keep the health (effectively keeping it as valid as a respawn) by having it a high risk high reward mechanic, instead of a low risk one making ressing priority N1 in every case and every scenario.
I understand this choice would lower the effectiveness of executions ( while still making it stronger in others, but mainly weakening) but I'd be ok with that since executions are sort of random anyway (a GB throw can achieve the same results with much more reliability, for instance).
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It actually boggles my mind how they called the game "For Honor" but actually seem to have designed this around the lack thereof. Reviving speed as a stat clearly promotes Xv1 and the revenge mechanic is obviously designed to counter that. It's both smart for facing the inevitable issues and dumb for fueling them.
Agree that something needs to be tweaked here. I love reviving, and I am a speed reviver, I am built around it.
However, full health should be something you can only do with maybe a feat or something.
What I thought would be interesting is to revive with 50% health, and 25% healing over a short duration after you get up, so if you get immediately attacked you arent a fully fresh fighter, as that does feel a bit unfair.
25% would be too low, and would stop revive distraction, but 50 climbing to 75 seems more reasonable. I also think maybe they should not start with full stamina. Low stamina that ha to recover, if you come up swinging after being revived it should exhaust you.
This is interesting.Originally Posted by CuD_ Go to original post
Stamina amounts on ress should definitely be taken into consideration.
Even if someone resses with 100% hp, having to recover a full stamina bar like they were exhausted would affect things dramatically.
The much demanded nerf to out-of-stamina dodges would work with this as well.