Revive mechanic

During boss fights and in certain areas there is simply not enough time to revive a teammate. I find it very frustrating that a tiny hit completely knocks you off a revive and you have to start again from 0.

As I'm speccing to be tanky I feel I should be able to take some hits and survive through them to get a revive (or at least try).

What would I like to see change wise?

Ground/area effects should not knock you off a revive - you should be able to race them. This would lead to tense situations where a good gamble can pay off. Perfect example of this is
Spoiler
Balbala's miasma
You're standing in a damaging effect so you're constantly taking ticks of damage, the revive never starts. Give me the ability to race it and find out if i can live long enough to get someone up.

Make the revive work like an hourglass - My partner pointed out that "the icon on the revive marker is an hourglass, why doesn't it work like one?". By this I mean fill the meter when you're on it (flip the hourglass and it begins to fill), deplete over time if you get knocked off so you can at least catch it and somewhat resume (it gets flipped back and you lose time).
Last edited by FrostyWildcat#4827 on Dec 8, 2024, 5:41:09 PM
Last bumped on Jan 24, 2025, 11:03:46 AM
Agreed, often if one player dies too early the only option is to just sit there and die to restart the boss fight which isn't fun for either player. If I could use resources like life/flask charges (by charging the hourglass while taking hits) to be closer to losing the fight naturally to revive my partner it would be more fun for both of us even if we lost the fight the same amount of times. As of now with my casual fire sorceress it is near impossible to revive my partner without full clearing the area
Agreed. I think revive should be risk v reward, but really we need to have a higher revive reset on dmg threshold or something. Not a lot of bosses have decent reset points.

I'm open to any improvement tho. At this point it's faster to reset entirely or just solo it.
+1

The ideia of a hourglass mentioned is very good. To increment that i would also suggest that only the hits that stun the character would stop from reviving, being any damage taken to life is a mess

Also you're forced to always stays close on maps, if someone dies it will need the other player to travel through the map just to do a revive. Give the players the option to revive to the checkpoint at least in acts and lock it in bosses
+1
Agreed, however the entire Party play feels off. Damage scaling from enemies is a bit overtuned still, and party members blocking each other while dodge rolling or running through gauntlets in the trials is obsurd.

So many aspects of party play need addressed, reviving is just 1 of them.

Huge agree.

Honestly I would love the revive to work how it does in Diablo IV.

Where the revive progress is saved if you need to dodge out of a mechanic. That way we can rez in increments during a boss battle that is intense.
No, if more than one party member tries to revive, it often is very doable to revive even if the boss in question loves to spam shit.

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