Lightning strikes down creating a big radius of energy dealing a ton of damage and knocking anything to the edges of the room. After the lightning strikes, rain comes down for a second or two. Pretty cool OOO! I doubt anyone will see this once the update goes live though since no one really does 1k revives( they would be stupid for doing so) but it looks sick.
Anyone try the 1000ce revive? Its sick!!
you paid 1000 CE for a revive, or someone else did, cause no matter how fancy it looks its kinda dumb thing to do...
I also realized that you get damage bonus for a couple seconds. I think it's about ten seconds long. But I got to admit, the 1000 CE revive looks really nice!
This sounds like it should be reserved for the 320 res to me. Try as I might, I doubt I could ever find a party ba enough to use the 640 let alone the 1k. i have only used the 320 once ever, and I was simply messing around to the point where it was on purpose.
10 + 20 + 40 + 80 + 160 + 250 + 500 + 1000....that is about 2k CE that you are using to do that particular revive.
thats a lot of dying hahaha but yes pretty awesome
10+20+40+80+160+320+640+1000=2,270 CE.
2,270 CE to blow up a monster. Eh... Worth it in the test server. Not worth it ingame. The 1,000 CE revve, atleast. I'm wanting a video of that revive as I already forgot how awesome it was. :(
Here's a thought to consider.
Consider scaling back the whole upper cap cost of max Res.
As many have posted in several of the testing threads - this is fun on the test server because there is no cost to dying here.
In the actual game though - only two types of players are going to use this.
a) the new player who doesn't know any better
b) the player base who has more CE than brains. ;)
If the 1000 CE Res was scaled (and all the others) down to the 500 CE or 250 CE price point - you might actually find a larger percentage of players use it.
Rationalize how many players will spend 1000CE vs. how many would hit the button multiple times @ 250 or 500 CE.
If you scale down - limit the first couple of Res levels to knockback only.
As a "big" new feature, only a handful of people will ever use it.
(there are probably sad kittens out there as a result)
Jacobey
I think this would even increase the amount of CE spending overall, as players would be more willing to risk getting up again if the next res, should they fail, not be so costly.
I don't think I belong here (didn't pay $10 in last 30 days) but I believe I have to say this:
In my 879 hours of Spiral Knights, in my numerous runs through clockworks, including 4 shadow lair runs (3x snarbolax + 1x shadow vanaduke) I didn't see a single person use over 640 ce to revive. My opinion about it: will not affect gameplay. I certainly won't waste 2k ce to see that special "BOOM" revive.
My opinion: it should always happen when you use CE to revive. Maybe it should deal no or little damage, but it absolutely needs large area push-away effect when you use CE revive. So that I can actually revive, not just waste ce to get up just to fall 2 seconds later, being pushed in a corner by monsters, who won't move because there are more monsters behind them.
lets just say this coulda come in handy on our maiden voyage through the shadow lair XD