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Any chance for the revive poke mechanic to return?

5 replies [Last post]
Thu, 07/03/2025 - 10:49
Ewbte's picture
Ewbte

It was one of the main things which hooked me onto this game: sharing that last pip of health with a fallen buddy and saving the run or when everyone is down someone would use their energy and sprint around in an attempt to bring everyone up, often when very deep into the clockworks everyone would still die again and someone else would take the turn over and over until no energy is left and even though the run itself failed it still would've left a good aftertaste. Those were one of the best memories from almost every play session and reason for me to return to SK every day.

At the time it was a very unique mechanic, maybe SK even pioneered it. This days it is shared by most co-op games and loved by the communities of those. To this day I hope that one day I will open the announcement page and see that revive poke is back and yet again brings the joy and reason for knights to create and join open parties, to save others and be saved by strangers, as well as make new friends to explore the clockworks with. Sorry, I got a bit nostalgic here /giggles

Fri, 07/04/2025 - 07:52
#1
Bopp's picture
Bopp
reviving by sharing health

You're talking about reviving a fallen comrade by sharing half of your health with them? I agree, that it was a nice teamwork dynamic.

It was removed in the July 2013 mega-update. It was sort of replaced by sharing Sparks of Life, but that is psychologically different, because Sparks of Life can be hoarded and therefore must be hoarded. ;)

Sat, 07/05/2025 - 07:28
#2
Ewbte's picture
Ewbte
/yes

Yes Bopp! it was great, though bringing it back would require some adjustments to it and sparks (I think the sharing health revive itself would benefit from some timer so it is not possible to just run around and revive teammates without the need to stop at all like it was back then which was a little bit op). Anyway, I think devs know better how to balance it out.

I miss this system a lot (even more than I miss falling on my butt from the Iron Slug charge /gi), and I agree, it is completely different psychologically: not having this feature makes solo runs more preferable overall (solo runs are already pretty good due to crowd control) and eventually this efficient solo grind leads to burnout and quitting. An average grind run becomes a fun adventure when there is teammates who are actually able to take care of each other.

Sun, 07/06/2025 - 01:58
#3
Sweet-Hope's picture
Sweet-Hope

i remember when they replaced health sare with spark of life, someone said it was a bad idea and all the forumers says was good idea becauset they didnt want to revive players because they sucks their health and bla bla yada yada, well guess what? you dont revive players that you know will suck all your health share, you revive the one who will give you the help.

i honestly loved the health share mechanic, i always liked to be the carry of the team who keep them alive in the most dire situation, was awesome team work when your party drop health pills so you can revive them and so on, and that keep people playing the game because they would keep going with you after a hard fight was done.

yes... spark of life is there, but absolutely IS NOT the same thing. spark of life is a rarity not usually drop, yes you can buy them with energy/crown but both things arent sustainable for a player who is bad playing or is learning to play. they get them while doing missions, but most likely they will burn them trough the hard ones. before people were more likely to stay because you can revive them as soon you get a small chance to lend them a hand, and the most important thing: by just poking them ONCE. this made people to keep playing in parties.

now? well is up to another player if they want to spent a single spark of life on a player who dies a lot, which wouldnt be the same as sharing health:

A) the mechanic to revive them, IS HORRENDOUS, 2 pokes, 1 to interact with the fallen player and 2 to confirm the action. is just break the gameplay flow and also locks you in place, so only way to revive a fallen player is after all the dangers are taken out.

B) why bother to do it? yes you can share your spark of life, and ask something in return, Cr, maybe a unbound spark of life, but if thats going to be just better to the fallen player to use on self because they are losing loot while waiting for a space to be revived safely by another player as well losing some money as return for the help.

this also the reason why party dont last enough, as soon one player dies, they ask for a revive maybe the run out of them or dont want to waste them in a random floor and saving for a more profitable level like FSC, and from here is either they dont want to wait because they lose loot or just better to restart or join to another party. and then people playing together.

Health revive was a good mechanic and honestly one of the best aspect of SK cooperative gameplay

Wed, 07/16/2025 - 08:10
#4
Ewbte's picture
Ewbte
/stare

I absolutely forgot that this mechanic also included heat absorption from the downed party members, I do not think that this part of it should be brought back because it was exploited by players which made heating too easy and overall negatively affected player activity.

Sat, 07/19/2025 - 07:31
#5
Bopp's picture
Bopp
disagree

"made heating too easy"

Heating was never supposed to be hard. It was just supposed to signify that you've actually tried an item --- as opposed to immediately crafting a high-star version, say. That's my take, anyway. Moreover, at the 5-star level, radiants are now the gatekeepers of the whole heating process. The value of the heat itself is negligible.

"overall negatively affected player activity"

Sorry, but I don't understand this comment at all.

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