Currently, energy revives are one of the biggest energy sinks on the game. And it's the worst one aswell, because 99% of the time, it's not worth it at all.
It's pretty simple. Every time you do an energy revive, the next revive doubles in the energy price. So if you were at 10, it becomes 20, then 40, then 80... Capping out at 1000... However, there's no limit as to how many revives you can do.
This feels really unfair on free players, who don't have much energy to waste - While the players that buy CE can just go and revive tons of times, the more crazy ones going infinitely, with no worries, but a free player cannot risk more than two revives, at most, or they would simply be at a major loss.
But that's not the main problem. The main problem is the whole pricing on revives. I mean, come on. 1000 energy? What?
Currently there's literally no kind of material or loot that would ever be worth wasting that much. The most you can get in a run would be about 15k+ crowns, coupled with a few materials usually worth 10k or so. And this is on a T3 run, on the best gate set-up possible for crowns and such.
Currently the CE price is pretty low, so if you got tons of good mats on a perfect run, the loot could even make up for the energy lost. (Assuming you don't go crazy and spend over 1500EN on revives...) But now consider after release - The price will certainly go tons, since we will have much more demand for CE.
But anyway. This is just a bit ridiculous - You can go on infinitely, as long as you pay for it. What's the point in some challenge if the players can simply revive themselves and just keep doing it until they win a boss, a danger zone, or something more challenging like that?
But obviously... No one is even going to waste that much on revives. It's not worth it, right?
But now simply think about it. You're on the last stage of Vanaduke, an incredibly hard boss. You have died several times already and you're at a quite high energy price, and then you die. Then you're faced with two options. Either give up and make all this time you wasted getting here and fighting him, the other energy wasted on revives, pretty much a waste. Or you can revive for an insane price and attempt to finish this.
In general, the problem is that the players will simply think "Damn, I was so close", and then if they give up, they will feel really demotivated for getting so close, and wasting so much time and energy, and failing. So on certain cases, the players end up being encouraged to revive more, until this one situation would end - But only later they'd realize this was much more of a waste.
I'd suggest limiting the amount of revives up to a 80EN price, or possibly 40EN, if we wanted to be a bit more strict. And after that, not allowing any more energy revives. This allows for up to six (Or five, if 40EN) revives on T1, decreasing by one each tier. The reason behind a limit isn't even the insane prices; It's simply how long you can go with revives. The game doens't provide much of a challenge if you can just revive yourself a billion times and keep going, even if it costs a ton of EN. It's a bit disappointing - You can easily defeat bosses like Vanaduke by simply wasting tons of energy on revives, when something as challenging as that should only really be easily accomplished by a lot of practice and gearing up.
Or if the limit idea doens't sound very good for you, I'd just suggest lowering the cap, to at most 200. Having it at 1000 feels really unfair, like if it's some sort of trick to get us to waste thousands (...Quite literally) of CE so we just buy more.
But yeah, that's about it. Either limit the amount of revives allowed, or reduce the energy cost cap. The current system doesn't work well.
The only issue I have is that it might take funding from the game, and new games really need a strong income or they don't last long, besides more often then not me and my friends do the hp in half method, something I don't want limited.