For the longest time, I feel like Three Rings has been ignoring player feedback. The Shard Bombs were neutered, many players cried out in horror both in-game and on the forums. All the feedback in "Testing Feedback" went ignored, and not only was an objectively BAD update let into the game, but it was implemented in a way that was easily exploitable. It was basically a mass "[REDACTED] you" to anyone that ever used the Radiant Sun Shards, or even the Ionized Salt Bomb.
Now they're doing it again. Nick is showing us this update. A lot of parts, like the Battle Sprites, new boss, and maybe the new crafting system, are great, but they're mostly sideshows compared to the circus of horror that is the removal of health revives and the addition of Sparks of Life, which will henceforth be called Sparks of Bribing because they basically let you bribe your way to victory.
Let me point out all the reasons that Three Rings should NEVER REMOVE HEALTH REVIVES OR IMPLEMENT THE NEW SPARKS OF BRIBING, EVER.
-1: Removal of health revives will promote selfish gameplay. Why should you take one for the team by running in the way of those mobs and knocking them away from the gunner? You don't want to die, you'll have to spend energy! People will care more about their own health bars than the party's health as a whole.
-2: Removal of health revives is not enjoyable for anyone in the party when someone dies. The dead guy, of course, has to either shell out 10 of the mist he wanted to run something else with, or lay there and watch as the rest of the party kills things and gets crowns. The guys alive, even if the dead guy doesn't beg for revives, still are going to feel guilty about having their ally just laying there. It removes fun from the game, which is something that you do not want.
-3: Energy revives costing only 10 mist each time cheapens the game. We all know that escalating energy revive cost punished people for getting the whole party killed, which should happen- if you're experiencing total party wipes twenty times, your team obviously needs more practice. With the system as it is now, reviving after the twentieth wipe, assuming a group of four players, costs the group a total of 1240 energy. With Sparks of Bribing, this same incident would cost the group 200 energy. Which would be fine if the monsters were actually tough, but that's not the case because most to all monsters have been heavily nerfed.
-4: Back to removal of health revives, your argument for removing them, like your argument for neutering the Shard Bombs, is as follows:
"In conjunction with this change, and after much debate, we are removing health sharing revives. Our observations show that health sharing to revive downed party members ends up being detrimental to teams working to complete levels; diluting overall team health to the point of team members being repeatedly one-shotted in combat." - Nick
Your argument is invalid. Oftentimes a Knight can actually enable the party to take MORE hits through Health Sharing; take, for example, a player with four health pips. This player's likely to die in two hits, one hit that gets him to 1HP and one hit that kills him. (You DO know how your damage system works, right?) Now suppose he splits his health with another guy. They will both die in two hits, one that gets them to 1HP and one that kills them. That's a total of four hits. It is objectively a better idea to revive in this case.
In addition to this, I'd prefer one 1HP crowd control bomber packing a Shivermist, one guy with a CTR max Blitz, one gunslinger firing Alchemers like a pro, and one swordsman with a Divine Avenger or Sudaruska to any one of those at 2HP or 4HP.
Let me make another TF2 comparison. The Sandvich, an unlockable item for the Heavy Weapons Guy that replaces his Shotgun, can be used to refill the Heavy's health completely. The Heavy can also throw it to turn it into a medium health kit, allowing him to heal his teammates. The Heavy sacrifices something he could use to heal himself (possibly until his death) to give some health to another ally. Worth it? OF COURSE. The Heavy can save a Medic that's burning to death, or give the Soldier or Demoman the HP he needs to take down a Sentry Gun. That's called teamwork. HEALTH REVIVING IN SPIRAL KNIGHTS IS THE SAME WAY. The Gunslinger can sacrifice a few hits to get the Bomber up and running so he can lay down some Shivermist, or get the Swordsman poised to hit that irritating Trojan Knight in the back! I'd rather get one-shotted, myself.
-5: The whole thing is an obvious and brazen money grab; you limit revives to whoever is willing to spend mist on them. Anyone over the age of 10 can see you're trying to take our money. But it'll backfire hard; not only will there be less money spent per "disaster" party, but the sheer gall of it will liquid people off and make them give your game bad reviews.
Now to mention one more thing. Nick, listen to this one.
"Please note that these changes are glimpses of a larger picture that we are not yet ready to reveal."
Nick, you might not know this, but THOSE ARE THE KIND OF WORDS THAT DRIVE YOUR PLAYER BASE TO RABID INSANITY. The most of this "Larger picture" we're seeing is you going liquid all over our favorite weapons, making the interface ugly, and saying "screw you" to teamwork. You're painting a very bad "larger picture" and we'd like you to finish it or at least tell us what you're trying to draw before you show it to us. We're getting tired of it. People are going to quit.
Buy sparks with an alt every day. Doesn't matter if they are bound. (if they are not, it makes this even easier?)
In a month or so, that alt will be able to solo a SL with proto armor thanks to free hoarding :P
Unless it's a CE-only item in wich case it's evil.