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Old Mar 01, 2006, 01:49 PM // 13:49   #1
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Default Temporary Invulnerability, Knockdowns, and Event-Based Resurrections

In the game, there're a number of places, many in PvE, and a few PvP locations, where a player is resurrected by a map-wide event when certain conditions are met. (The party is dead/the player is dead at the 2 minute mark/etc.)

Upon resurrection, you gain full life, energy, and have an unlisted temporary invulnerability that seems to end when you attack (though I could be wrong on that aspect), that prevents you from being damaged or inflicted with hexes or conditions. However, despite that, you can still be knocked down, and (unconfirmed) interrupted. The latter is not quite as big of a deal to me, but the former I find a bit annoying.
The most obvious abuse of this aspect of the invulnerability comes at Perdition Rock, wherein Hydras spam Meteor Shower. If your party is wiped out by them, they tend to find you at the Resurrection Shrine, and spam it there too. If you've just gotten rezzed into a Meteor Shower, despite not taking damage, you will still be knocked down by it, pinned during your momentary invulnerability, and it may even lead to your death as you try to move away, but can't because of this. I'd assume the invulnerability is to prevent just that sort of thing, setting up traps and/or AoE spells to kill people immediately upon resurrection before they have a chance to react, and if that is the case, then because of the knockdowns, it can very well fail.
I suggest, therefore, that during this period of temporary invulnerability, you be immune to knockdown as well.

The other issue I have with these event-driven resurrections is the disparity in how professions recover from death with them.
Warriors -> Maintain adrenaline, and are almost completely functional immediately upon resurrection. Most warrior skills recharge quickly, so a warrior is likely to be up on their feet and performing at near-optimum efficiency in next to no time
Rangers -> No adrenaline for bowmen, but they generally do well anyway, as preparations and bow attacks recharge fairly quickly, and that's where a lot of their ability lies.
Monks -> Most of their support skills recharge quickly. If they're a bonder, then they've got a bit to go before being setup again. While they're not doing as well as Warriors or Rangers immediately upon resurrection, they'll most likely be fine.
Mesmer+Necromancer -> Their skills range between recharging quickly, and recharging moderately slowly, but in the end, it's likely that they'll be completely recharged and back to doing what it is they do in 20 seconds or less. Usually less.
Elementalist -> The very, very, worst to resurrect. A number of their commonly used skills have prohibitively long recharges (if you cast an 'attunement' spell for a little before dying, I pity you.), and perhaps most importantly, they keep all of the exhaustion they've gotten thus far.

In the arena, "The Crag", this difference in recovery times is most pronounced, and shows in approximately the order listed.

I'd suggest recharging all of a person's skills upon an event-based resurrection, and removing all exhaustion. If nothing else, the exhaustion. Every class should have approximately the same ability to just get up and go after these resurrections, and it just doesn't seem to be that way.

Edit: Wow, I shouldn't write these things so late at night x_X

Last edited by Mercury Angel; Mar 01, 2006 at 02:12 PM // 14:12..
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Old Mar 01, 2006, 02:05 PM // 14:05   #2
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im not sure about the skills...but the removal of exhaustion would make lots of sense...you overwork yourself in 1st life...die..get ressurected...now why do you still have the penalties of that 1st life now that you are in your 2nd?

*edit* the same should go for adrenaline as well...why would you have adrenaline charged up still in that "2nd life" sort of thing. without that, warriors can still just pop up and start hitting things, but they at least cannot adrenale spike them the second they are res'd.

Last edited by BannyD; Mar 01, 2006 at 02:07 PM // 14:07..
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Old Mar 01, 2006, 02:58 PM // 14:58   #3
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hmm I think there's already a ritualist skilll that makes an ally temporarily undamagable or whatever.
I'll look that up...
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Old Mar 01, 2006, 03:07 PM // 15:07   #4
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Quote:
Originally Posted by Blessed Winds
hmm I think there's already a ritualist skilll that makes an ally temporarily undamagable or whatever.
I'll look that up...
I don't think you understood the post o_O
In certain areas, upon resurrection, you ARE made invincible. When you're attacked or cast spells upon, you take 0 damage for a little while, and hexes+conditions don't stick to you.
The initial part was about how I think knockdown immunity should be included in that invincibility.

Try going to the PvP arena, The Crag and either just standing there and being attacked for a short period after resurrection, or attacking the enemy immediately upon their resurrection. You won't even scratch them.

Based on an odd little exploit/bug/lack of foresight I found playing around, there's also a sort of an anti-friendly fire lock too, that prevents you or your allies from taking damage from certain skills cast by your own team, like Scourge Healing, Spiteful Spirit, or Price of Failure. However, your team can still be knocked down by certain such rare friendly fire effects (very unlikely to happen during normal gameplay), which makes me think it was unintended.
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