PS : If I sum all my chars...
No changes for me. You have to be aware of your surroundings and bash or stun those who are reviving.
And well if you can't - certain fights aren't meant to be won sometimes. You can't win them all.
PS : If I sum all my chars...
The problem with a cooldown I see is, what if someone died and is laying on the ground in front of me. I take time to rez them to help the fight and they still can't get back to it? I just took time out of the battle for nothing. THAT would make me more angry than seeing the same player die over and over. If I've raised you twice in a few minutes, I can just choose not to do it again if your deaths bother me that much.
GreenSoup2HoT wrote: »Let me burn the corpse or run a stake through them. This way my kills cannot revive. This then gives better incentive to gank outside enemy sieges on high traffic lanes. Killing off reinforcments is a tactic i think should be encouraged.
It should take longer. Like GW2 longer. In that game it takes about 15 seconds to rez someone.
But as long as forward camps are so easily placeable I think it hardly matters.
GreenSoup2HoT wrote: »Let me burn the corpse or run a stake through them. This way my kills cannot revive. This then gives better incentive to gank outside enemy sieges on high traffic lanes. Killing off reinforcments is a tactic i think should be encouraged.
What about a soul magic ability that you have to permanently channel in an AoE that keeps dead corpses unrezable, uses a small amount of mag and/or stam every second and maybe morphs to reduce damage to you while channeling by XX% or increases healing in an area by a small %
What about a soul magic ability that you have to permanently channel in an AoE that keeps dead corpses unrezable, uses a small amount of mag and/or stam every second and maybe morphs to reduce damage to you while channeling by XX% or increases healing in an area by a small %
GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »Let me burn the corpse or run a stake through them. This way my kills cannot revive. This then gives better incentive to gank outside enemy sieges on high traffic lanes. Killing off reinforcments is a tactic i think should be encouraged.
What about a soul magic ability that you have to permanently channel in an AoE that keeps dead corpses unrezable, uses a small amount of mag and/or stam every second and maybe morphs to reduce damage to you while channeling by XX% or increases healing in an area by a small %
Id rather just something that is like ressurect but the opposite. The beam turns red and takes the same amount of time and now instead fills a soul gem. This way you can steal your enemys soul to revive your allies or recharge weapons later. Sounds so evil.
This would make ganking or killing priority targets very worth while if you can force the teleport back to base.
Sucks to kill someone and have a zerg run over and ressurect them.
leave it,tired of pvp changes that you know will DESTROY pve.
GreenSoup2HoT wrote: »Id rather just something that is like ressurect but the opposite. The beam turns red and takes the same amount of time and now instead fills a soul gem. This way you can steal your enemys soul to revive your allies or recharge weapons later.
leave it,tired of pvp changes that you know will affect pve.
PS : If I sum all my chars...
leave it,tired of pvp changes that you know will affect pve.
Well, we are talking just about PvP rez. It means, in Cyrodiil, you will have a restriction, in PvE no. There is no challenge in this game if you know you will always be rez on the battlefield.
Take in consideration than you'll have a cooldown will change your mind when you'll see enemies, and think twice before to jump on.
Lieblingsjunge wrote: »As long as there is made a distinction between PvE/PvP. Ressing in PvE should be instant - as.. people.. like me, likes to stand in red circles!
In PvP I'm not sure, as there is a lot of ways people play PvP. Making a 30s-1m cooldown benefits the groups fighting big groups, but smaller groups will suffer from it. If you're 3 in a group, two of them die - one sneaks away: the guy that snuck away resses his members once. But unfortunately the bodies got camped so the guy that recently got ressed died again due to low resources. Now he has to wait 1m before he can be ressed again.
Or add in a personal-cooldown. You can only be ressed by the guy that ressed you the first time for 1-2-3 minutes, if you die again. So if I would ress someone and they would die again, nobody but me could ress him for the next minute or so. Should limit the zergling-ressurrection, without screwing the smaller groups over. Although, it would be pretty hard to make this work in practise >:B
But then again - how long should it take before the cooldown resets? I mean, you can't let it stack forever, so when should the cooldown for the cooldown(wat) be over? After 5 minutes? 3? 4?
Lieblingsjunge wrote: »
Or add in a personal-cooldown. You can only be ressed by the guy that ressed you the first time for 1-2-3 minutes, if you die again. So if I would ress someone and they would die again, nobody but me could ress him for the next minute or so. Should limit the zergling-ressurrection, without screwing the smaller groups over. Although, it would be pretty hard to make this work in practise >:B
Lieblingsjunge wrote: »
But then again - how long should it take before the cooldown resets? I mean, you can't let it stack forever, so when should the cooldown for the cooldown(wat) be over? After 5 minutes? 3? 4?