No Energy Revives!
I can deal with the high energy costs on Elevators and Energy, and those quickly drain my daily mist tank making me want to buy CE at times.(I actually have bought CE, too)
But being able to buy revives with Energy is terrible game play design.
Even if the costs increase each time, the current set up for revives without energy costs the team more health, so they have to balance their own survive with yours and make a strategic choice.
Or they can just spend Energy and revive with full health.
Now the only requirement to getting far in the game is buying heaps of CE and just reviving if you die.
That means that for rich players there's nearly no penalty to death, while for the poor players the game is actually a challenge, and is in that way more fun.
Revives need to be normalized.
I believe the energy cost resets on each floor, so each floor should give the team 3 or so revives that they can spend (Maybe 2 per party member, but they are all shared)
Then, since you still love making us spend Energy, offer a similar service to the Trinket and Weapon slots where you can buy a extra Revive per floor that only you can use (not shared). This would replenish every floor, but only last for 30 days (I believe that;s how long Trinket/Weapons last).
Even allow player to buy up to 3 Personal revives, with the cost increasing each time, but with a maximum of three active at once.
We should be fighting to survive, not fighting to spend as little energy as possible!
I wasn't aware of when they reset.
Having the "Lives" I suggested previously reset per run would work better then.
Energy revives do not get reset per Depth, they get reset per unique instance of a run. Even for a rich player this can quickly spiral out of control (doubling every time from 5) and end up costing 1000 energy a revive easily. Even for those with lots of energy that is a waste.