Heroes of Hammerwatch II

Heroes of Hammerwatch II

檢視統計資料:
Ninja Sakura 1 月 17 日 上午 3:33
Remove Max HP loss on Revives
As title suggests its please remove the max hp loss on revive for both the person who revives and the person being revived.

It's very counterproductive to let people join your multiplayer session partly through a run. They don't have the relics to be as close to the people already in the run. They die, you res them, you lose your health, they lose their max health, rinse and repeat.

It doesn't make progression or multiplayer any fun later in the levels due to this. Its harder to make any improvement.
< >
目前顯示第 16-24 則留言,共 24
Watt 1 月 19 日 下午 5:23 
I am in the DONT REMOVE camp, otherwise the multiplayer just turns into more of a zerg rush then it already is. And really this only becomes a problem in lobbies that have more then the base ammount of people, 10+ it becomes a ♥♥♥♥ show real quick. Somethin I have been tring since last night is to just spam the message "Anyone below lvX stay in the back and revive people, high levels will not"

Biggest way to fix this revive 'problem' would be to have filters in lobby creation for player level, like only allow level 10+ or 5-10 ect. Or just only play with friends, that solves most of this.
Shurimoo 1 月 19 日 下午 5:52 
I think we either need soul link back (because it keeps everyone's power level the same while still punishing deaths) or revive needs to lower health *and damage*. As it stands, losing only HP encourages becoming glass cannons and hurts melees significantly more than ranged characters. If damage drops as well then ranged characters cannot force a run to keep going ad infinitum and the party must stay alive as a whole and work together to clear enemies (unless there's a massive level/gear disparity, which would always be an issue). The key thing with dropping health and damage is that it means your defensive/offensive ability remains the same relative to the other class/player as it was before the death so a paladin would still be tankier than a mage after x deaths (even if they both instantly die- at least the mage no longer has instant-kill damage against the enemies so he *needs* his paladin friend alive, as damage and utility, for the run to reasonably continue). There's obvious punishment in terms of disparate skill levels playing together and stuff but I think no matter what you do those are going to get punished and I prefer it to at least be egalitarian rather than griefing one archetype more. If people are dying, the run should eventually end because if it was singleplayer it would have ended off the first death and to me part of the core design of HoH is the meta progression and guild bonuses etc so losing isn't really that big of a deal.
Толстяк 1 月 24 日 下午 7:54 
have you tried git gud
引用自 Ninja Sakura
Remove Max HP loss on Revives
As title suggests its please remove the max hp loss on revive for both the person who revives and the person being revived.

It's very counterproductive to let people join your multiplayer session partly through a run. They don't have the relics to be as close to the people already in the run. They die, you res them, you lose your health, they lose their max health, rinse and repeat.

It doesn't make progression or multiplayer any fun later in the levels due to this. Its harder to make any improvement.

I disagree. Without the penalty it is easily abusable.
FaTNeSS 1 月 24 日 下午 10:11 
Honestly, the person whos died should receive the health penalty as that makes sense as a consequence. But, for the person who's kind enough to resurrect them? They shouldn't be punished for helping. It makes me not want to resurrect anyone during a game because the HP loss is costly and feels awful.
Traltwin 1 月 25 日 上午 12:08 
I'd like them to KEEP the HP Penalty ... but a Fountain should have you regain some of the burnt HP from death/rez'ing a character.
アンジェル 1 月 25 日 上午 12:21 
引用自 FaTNeSS
Honestly, the person whos died should receive the health penalty as that makes sense as a consequence. But, for the person who's kind enough to resurrect them? They shouldn't be punished for helping. It makes me not want to resurrect anyone during a game because the HP loss is costly and feels awful.

Multiplayer is a team effort. Better: everyone should get the health penalty, not just the person who revives. That is already sort of grace.
Taal 1 月 25 日 上午 1:21 
I havent played HoH1 BUTT I LOVE the idea of soul linked?? maybe it gets removed after a floor? omg I want that! maybe as a magic upgrade or sth??
Nei 1 月 25 日 上午 3:33 
引用自 アンジェル
引用自 Ninja Sakura
Remove Max HP loss on Revives
As title suggests its please remove the max hp loss on revive for both the person who revives and the person being revived.

It's very counterproductive to let people join your multiplayer session partly through a run. They don't have the relics to be as close to the people already in the run. They die, you res them, you lose your health, they lose their max health, rinse and repeat.

It doesn't make progression or multiplayer any fun later in the levels due to this. Its harder to make any improvement.

I disagree. Without the penalty it is easily abusable.
I am already being abused by the guys that die 10 times in a run that I just avoid reviving all together at that point
< >
目前顯示第 16-24 則留言,共 24
每頁顯示: 1530 50

張貼日期: 1 月 17 日 上午 3:33
回覆: 24