Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Revive punishment for others needs to go
I like playing with others. But why do I lose permanent health when I revive others? That's just no fun. I understand that I lose it when I die. I like runs with noobs, but always have to revive them and lose a lot of healh permanently sucks.
So please remove this mechanic.
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Showing 1-15 of 15 comments
Pirate Jan 31 @ 1:10pm 
I somewhat agree, it can get a bit much. The person dying feels bad for constantly making you weaker, and you feel bad because you want them to enjoy the game with you. The end result is, until everyone who might be in a group together has already done a lot, it's often easier to be solo, which is a shame. Teaming up should not make things harder, but it feels like the scaling for group play has been tuned for highly experienced players/characters rather than for average or even newer players.

Instead of completely removing it, maybe just slightly less sever?
Last edited by Pirate; Jan 31 @ 4:37pm
Originally posted by Atréju:
Revive punishment for others needs to go
I like playing with others. But why do I lose permanent health when I revive others? That's just no fun. I understand that I lose it when I die. I like runs with noobs, but always have to revive them and lose a lot of healh permanently sucks.
So please remove this mechanic.

Playing multiplayer is a team effort. If anything the health penalty is too little.
XelNigma Jan 31 @ 1:11pm 
Its punishment. It adds weight to failing.
other games either only let you rez a few times or they start making the down time shorter until the perma death.

Games that let you rez allies at no cost endlessly really loose their difficulty.
Are you willing to sacrifice yourself for others? :jimbo:
It sounds like roguelikes aren't games for you...
This is so much more merciful than the old system. There would be no reason to play solo, it'd just be so much easier in agroup with infinite lives
Pastry Jan 31 @ 4:53pm 
The max HP loss can be pretty rough at times I agree. I kinda wish there was some way to reduce the loss somehow. Maybe when you find the monk in a dungeon they could do it instead of giving a blessing or something.
Kuratius Jan 31 @ 6:24pm 
You remember the fountain from the first game? The revive mechanic should either be a debuff you choose for more points to spend on other buffs or it should be a temporary penalty or there should be a class that can revive without a penalty, e.g. priest.
On one hand, I understand the penalty.

On the other hand, multiplayer is actually just harder than solo here. A lack of ability to dodge everything when enemies aren't all targeting you (notable on the final boss where you basically just want to hug them at all times regardless of class), which reminds me of cuphead co-op issues. Scaling enemy tankiness, damage... etc... Not to mention traps used to be aggressively scaled by player number before. And unless everyone is the same skill level, anyone that is skilled now just has an objective liability from the less skilled players.

So... yeah, something should probably be tweaked, but I'm not quite sure what yet. I kind of wonder if it would be a decent fix to make the large pyres also remove a chunk of the max health reduction.
Vandal Feb 1 @ 5:57am 
Why not just take the health and not make it permanent? Like Roboquest, or maybe make it take a percentage over time and it slowly comes back. Anything is better than your whole squad being gimped after a few mistakes.
Last edited by Vandal; Feb 1 @ 5:57am
I'd have less issue with the system if there was some manner of getting that lost health back, similar to shadow curse. Something like visiting the fountain to recover some or all of it would be nice.
Klax Feb 1 @ 9:30am 
Originally posted by Atréju:
I like playing with others. But why do I lose permanent health when I revive others? That's just no fun. I understand that I lose it when I die. I like runs with noobs, but always have to revive them and lose a lot of healh permanently sucks.
So please remove this mechanic.

Completely disagree, please keep this mechanic.
Suros:/# Feb 1 @ 11:17am 
Easy fix. Give the host the option to turn it on or off. An architect setting could even have it be a paid option.
Atréju Feb 1 @ 2:57pm 
Originally posted by Suros:/#:
I'd have less issue with the system if there was some manner of getting that lost health back, similar to shadow curse. Something like visiting the fountain to recover some or all of it would be nice.

Very good idea!
Arturia Feb 1 @ 4:47pm 
Getting revived should act like losing a run; get your money+materials taxed. Perhaps it should also cost a potion, or add curse stacks. It's not really fair when BOTH of you get reduced max health.
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Date Posted: Jan 31 @ 1:05pm
Posts: 15