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The nature of a rouge-like game is always going to push this choice. If you can easily revive or not die then the base design of the game collapses.
It's hard as a gamer to live with a squad wipe and restart and a co-op effort just amplifies the angst.
I agree with you that the difficulty would suffer if revival was simple; however, the issue is that permanently losing a single character is as good as wiping and leaves the players to continue trudging through a hopeless situation for no reason.
Before lives dying used to simply add more chaos. Why not a merger of the systems where you have the choice of taking a chaos to revive a player if lives have been all used up? This would prevent players from becoming spectators as well as at least give the team some form of hope to continue the run while still severely punishing the team for extra deaths outside their number of lives?
Honestly, I'd rather the game just ended if you ran out of Life Pool, like Renowned Explorer's Resolve mechanic: Whenever a character is downed, you lose one Resolve. Lose all resolve, and it's game over. Something along those lines would suit this game a lot better, in my opinion.
Examples include trying to max the value of sanctums (deciding to go into an encounter first because you still have half health), Funneling equipment onto one character, not valuing immunity items (especially if you know what you are facing ahead of time) or not putting focus onto a unit that can completely gimp you (My herbalist once had 4 curses put onto him in a single fight)
In my example of funneling equipment onto a character (or everybody looks after themselves first), one thing we did was put almost all our money onto a character (usually, the one with party heal or someone with high movement who can sneak from encounters) and give him the final say on what to buy. Yes, the next tier sword would be amazing, but is it worth spending 200gold to give him an extra 6 attack while our hunter has armor one tier below the rest and getting beat up as a result of it?
Yes, what you described is frustrating and anti-climatic when it happens. But more often than not, there is a lesson or two you can learn from it
After level 2 everything you say is correct, pre-2 I still feel the game is high RNG. Sometimes the monster just go first and wreck you. But that's a balancing issue, and personally I have no problem with that, I love that the game is pushing you and offer challenges you might not be ready for.
So once again: It's not the fact that we wiped that's bothering me at all, I like that aspect of roguelikes. I've lost characters with 150+ hours playtime in Diablo Hardcore, for instance, didn't stop me from going back in.
it's the way the game just fizzles out, usually with no way to reverse it, that's my issues. I'd much rather die when i die, rather than play on gimped beyond redemption or, even worse, with a player in coop unable to interact with the game until some way to gain life is reached.
Like I mention in a comment above, a system like the Resolve system from Renovned Explores would work much better: If you have no resolve left and a character dies, your party's morale is broken and they cannot go on. It just feels more "satisfying" to die a clean death to me.
In short, I have no issue with getting a game over because of the Life Pool system. I just think it sucks to end a game on a soft wipe.
My 2 cents.
While I have no real problem with any of the proposed remedies for your issue, I suspect that they all fall into the Prolonging-the-Agony category.
btw a vision + portal scroll + golden root can sometimes pull your ass out of the fire in these situations by finding the nearest chaos device. Can be useful for a scourge problem too.
Great games can be ruined by poorly thought out additions, it happens all the time. For me, this ridiculously stupid life point system completely ruins the co-op multiplayer which is the only reason I purchased this game in the first place. Games are supposed to be fun, when they become boring chores and they already have a boring story, they get uninstalled.
It's extremely poorly thought out because there's no easy way to get a life point. Rather than forcing such a poorly thought out system on people, they should give you an option when starting a new game to use this system or use a traditional system.
Now we have to restart all over again, because we're not wasting our time trying to find a life point. I have a feeling this game is going to end up in the recycling bin very fast.
How are Chaos Devices spawned anyways? Is there one hidden in every tileset, or are they just randomly created for you to stumble upon like random events?
I have a game with 0 revives left where I lost a character. Would be great to get some guidance on how to locate a Cult Device.