codestripper wrote: »I think that's pretty smart utility really. devoting a whole loadout to resing, kind of like having a combat medic. then again, I don't PvP
CatchMeTrolling wrote: »Whatever change they make will probably hurt small scale more like usual. It’ll be a double edge sword.
the major issue I have with resurrecting allies in pvp is that there are no quests or achievements tied to it...
I rez a lot of people, a lot of people...and, I'm primarily a solo player...
focusing on keeping your allies in the fight is one of the few support techniques a no cp, non vet character can really excel at in vivec during open field AvA melees and during sieges...
unless you are dumb enough to constantly stand by the door while the enemy above pours flaming oil on your head...
after the first, maybe second time rezzing someone in that situation - you're on your own...
what necromancer resurrection ultimate?
RighteousBacon wrote: »CatchMeTrolling wrote: »Whatever change they make will probably hurt small scale more like usual. It’ll be a double edge sword.
Would a 30 second wait time on rez do that? I feel like that would be the best one to kind of ease into it
It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.
BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.
Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.
BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.
RighteousBacon wrote: »It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.
BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.
Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.
BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.
I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER
RighteousBacon wrote: »It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.
BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.
Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.
BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.
I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER
So you are upset because a group larger than 2 can resurrect someone when they are fighting only one person (since your buddy died).
That makes the OP in this thread even more absurd. Your logic is totally flawed and your example makes that clear. Next we will balance the game for the solo player.
Edit: However, in the end we are all entitled to our opinion.
You clearly stated you want things balanced for a group of two against a larger group. That is the basis you offered for your idea. It is clearly patently absurd and illogical, to have any part of a PvP system designed for masses of players so it is balanced to a two person group.RighteousBacon wrote: »RighteousBacon wrote: »It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.
BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.
Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.
BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.
I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER
So you are upset because a group larger than 2 can resurrect someone when they are fighting only one person (since your buddy died).
That makes the OP in this thread even more absurd. Your logic is totally flawed and your example makes that clear. Next we will balance the game for the solo player.
Edit: However, in the end we are all entitled to our opinion.
Not sure what makes my logic absurd and flawed here...but as you said, we’re each entitled to an opinion
RighteousBacon wrote: »It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.
BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.
Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.
BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.
I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER
I’ve said it before and I’ll say it again - Resurrection sickness needs to be a thing. Let people get back into the fight, but they need to be less effective.
IE. A second battle spirit (half dmg half healing) applies for 2 minutes after being rezzed.
Only in PvP or the PvE folks will pitch a fit