Emergency Revive Revamp

Emergency Revive added some significant power creep into the game. Health pills sit in your inventory, largely unused due to the free healing this thing provides at the end of each level. All the while, your teammates lay on the ground, incapacitated by their own ineptitude, unworthy of paid revival. Let's fix both of these issues at once, shall we?
Emergency Revive:
Upon falling in combat, the knight in question is revived for their BASE health (5 hitpoints.)
Reviving is no longer automated. The player chooses whether to trigger it.
Emergency Revive, if unused, no longer heals the user at the end of the level.
Emergency Revives are ONLY REPLENISHED AT CLOCKWORK TERMINALS.
Pretty harsh, right? Now here's the balancing act: interacting with a fallen knight grants them 2 hitpoints out of your total of 5. I even MSPaint'd you a picture:
http://postimg.org/image/huiqjn9h7/
See? That's some good Paintin' there. This would give your party 2 free revives per person, 3 if you don't mind giving them, say, a singular pip of health and giving up your own insurance. Perhaps there'd even be an achievement for that, hmm?
"But 2 health is nothing!" Yes, dying is supposed to be a bad thing. What you might not know is 2 health is more than you think. The game employs a 'Sonic rule' of sorts where if you have at least 2 health, a hit, no matter how strong, won't kill you. Unless it sets you on fire. With all these Seraphynxes around and with a little bit of good footwork, you'd find yourself in good health once again in no time. Also, the alternative is that you don't get to revive at all seeing as it's not anyone else's job to spend their money on you. Seeing party members drop out the moment they die makes for a fairly tedious game and discourages partying up.
This would actually encourage people to help newbies without trivializing the game in doing so. Health revives crippled the entire team slowly over time and if applied to low tier newbies, the massive health pools of betrinketed veterans made them essentially immortal, hampering the challenging gameplay generally required for anyone to have fun. With this version, not only are health pills a valued commodity again, you get to keep your health to yourself and there's little real downside to helping others seeing as you only sacrifice your own revival by doing it a third time, encouraging socializing and teamwork. And seeing as revives are not replenished for every level, you don't end up with every single damn team having a minimum of 8 revives per level, trivializing content and making Sparks, an intended energy sink, useless. Balance!
Sure beats leaving the idiot in Ashtail laying on the floor, don't you think?

this system is just bad, restore the old mist and crystal energy revive system. way more balanced then this autohealing free revive stuff.

Definately liking the idea of choosing to use the rev, nice prevention of wasting sparks in the case you happen to fall in a lag wormhole all of a sudden.
And make it optional to use sparks instead of the revive while you're at it: a 45k+ prestige Vanguard with what is most likely 9001 sparks could easily sacrifice one to keep the rev points for the other less priviliged party members.
Not however digging the idea of practically having to give up my cute little flying fireball (and maybe the ghosty once I get it) for the cat. This would make soloing all the grindy but relatively hard missions either even harder or more tedious, and I'm kind of a klepto when it comes to sparks, especially when I have to use them on myself because I was being a total dope/ bad RNG/ severe lags and there's nobody there to help me. The Torto event having unexpectedly burned 100+ of my sparks doesn't help with reassurance.
I mean, having the choice of gathering up a party or going in alone while having equal opportunities in both cases is a selling point for SK as an MMO, isn't it?

I have to say, I like the idea. I've always missed being able to revive others and thought that the emergency revive mechanics are too generous/forgiving. At the same time, I don't want to give up spark revives or an emergency revive altogether, so this works nicely.
I agree with Ihavespecialeyes above that an option to spark revive instead of e. revive in this case would be useful for those with stockpiles.
+1