In the crucible it makes sense that you respawn in the atrium after death when you’re solo. However, when playing as a team we found it was a strange experience
How come we can’t resurrect each other?
It feels bad that a person has to simply wait for the others to finish, which can be a long time if you fell off the map in one of the earlier levels
I’d recommend considering options for changing this
Could we have a system to either use the Echos or clear a floor to resurrect a friend in a crucible run? As it stands, it’s not fun to feel like you want to do the content together, one of you goes down, and the game basically says either you have to go do something else, or your friend has to kill themselves so you can start playing together again. Other roguelikes with Co-op usually have systems in place, such as finishing the floor or finding your friend’s soul to resurrect them. They don’t just boot them and expect you to continue on your own.
Well, dying in the Crucible on multiplayer kind of sucks. Being kicked out just feels like you’re the little brother with the disconnected controller.
I think the Crucible needs to be punishing, and that’s exactly why I don’t believe simply implementing the multiplayer revival mechanic would be punishing enough for dying. That said, I can think of two possible solutions that could work pretty well:
1. Revive at the end of each chamber
Players could revive their teammate at the end of each chamber by spending essences. This way, both players are still punished for dying:
The player who died doesn’t receive any essence for that chamber.
The player who stayed alive loses a small amount as well.
This keeps the chambers punishing and discourages repeated deaths without completely kicking players out of the Crucible.
2. Checkpoints every few chambers
Another option would be adding checkpoints every three chambers or so, where you can resurrect your teammate. This could require spending resources (or not — that’s up to the balance team), while the dead player remains in spectate mode until then.
And of course, there should be a checkpoint right before the Crucible Knight.
TOGETHER that what u say? why didn’t u do some ways to revive your friend at crucible
when one die another forced to die. is not fun just annoying
Checkpoints at 5 lvl crucible when all down teammates revive or u can pay that thing whatever it calls for revive friends
Revive friends any time for yellow orbs
and please add some rooms and bosses in crucible. just add bosses from main game between rooms or make u chose what boss u want to kill like in monster hunter or elden ring nightreign
shop in crucible: green things become are useless after few hours of play. because u finish all upgrades,
MAKE THE SHOP REFRESH EVERYTIME and let us pay for that green things not gold
Firstly, I’m super grateful that co-op was added to the game. I know a lot of the co-op gameplay has gotten different reactions regarding friendly fire, exploration and loot sharing, but I think it’s an overall boon for the game.
However, I think Crucible in particular really needs a revive mechanic of some kind. It feels extremely bad to be the person on the team who dies first, whether through mistakes or just some bad luck. The team either has to continue on without you, or they have to stop the run just to get you back in. If they decide to continue on, then the dead player(s) have to sit there left out. I get that a run should end on death solo, but if it’s a Crucible team effort, the run should stop on a team wipe.
Reviving could come in any number of forms, possibly with any combination.
Resource-based
Sacrifice health (per normal revive mechanics in the open world)
Spend Crucible currency
Start runs with a limited number of team revives, aka lives
Time-based
At the end of the stage after all enemies are dead
After X stages have been completed
After X minutes have passed
When reaching the Seneschal
Objective-based
After killing X number of enemies (so no reviving at bosses)
After XX damage has been dealt
I do think something beyond just losing health may be needed to reinforce the punishment of dying during a crucible run. That is, making mistakes and dying should still be costly but not run-ending.
Anyway, these are just some ideas. I think it would create a greater sense of comraderie, maintain the need for skill from each player, and mitigate “feel-bad” moments. Keep up the great work, and looking forward to more updates!
Great idea. My colleagues and I don’t play crucibles together for that reason. Dying in the first few rounds and leaving your teammate alone for a long time isn’t fun.
They should maybe add a console statue in each level that is only become available when you fully clear the room, so we could spend things from Crusible like gloam seeds, echo shards, and such in a fixed amount to revive teammates.
After each level might be a little much. In other rogue games, you typically have to wait til a shop to spend. We’re already able to spend echo shards on stat upgrades at any time, too. I do think it’d be nice to have something to spend Gloam seeds on. If used for revives, you could save echo shards for other things.
Was going to post something like this so seemed appropriate to vote and comment on this instead.
I’d like to see the dead teammate respawn at the end of the round once all enemies are dead. The dead player earns no further essence for the duration of that room/level.
This already occurs during the boss fight, so I see no reason why it shouldn’t happen during the run.
It’s definitely a ‘feels bad’ moment, when one player from a group dies, and the remaining players must choose between deliberately dying or having their friend wait while they attempt to finish it themselves.
Crucible suggestion: coop runs need some adjustments - mainly allowing players to revive each other. It simply doesn’t work to play through the Crucible with friends currently. Someone always dies, and wrecks the run. The game is supposed to be punishing, but not at the expense of breaking the coop dynamic.
I’d suggest keeping it as-is, though I can see how it’s a matter of taste. Works great for us. I heard some people reset on death before Frampt, but once you make it past they finish the run.
I think the finality of death gives meaning to a successful run. Co-op hardcore has a similar problem, if you see it as one, with greater ‘time lost’ if one player dies, so it encourages a more methodical approach to difficult situations. I’d say that it creates a new co-op dynamic rather than breaking one.
With a ‘roguelike’ mode, like in hardcore, I find that the default expectation should be failure rather than success.[1] Perhaps people could be revived if they snuff it during the boss fight, but one party member succeeds.
Hardcore is just more up-front about this expectation. Maybe the entire issue is one of unclear expectations from a roguelike mode, or of the social contract between the people entering the Crucible together.
The failure-first difficulty assumption works in Wicked, at least up to the point that you roll up to Cyvion in godmode durability armour after a five-minute run to farm him with the reset glitch.
I consider the Echo Knight a good benchmark for what is cheese. From what I have seen, most people defeat him with one-shot rune setups, godmode, or stacking enough damage echoes, rather than slugging it out. He may be slightly overtuned for the latter; but that is far off-topic now. ↩︎
I think the spirit of coop is to play with your friends. Crucible either allows for reviving somehow, maybe after the area is cleared, or kills both players when one dies if the intent is for everyone to succeed together. Echo knight works like the former, so is definitely possible. I found it counter to the spirit if I need to yeet myself off a cliff so I can keep playing with my friends who perished.
Yep, fishypixels nailed it. I’ll play solo if I want to grind a challenge myself. I’m not making friends wait in a lobby if someone dies at level 8 but the others still want to finish the run.
Just make the crucible difficulty higher if you want a tough coop challenge described by Konrad - hard enough that you can’t actually beat it without multiple players.
I agree that there should be a way or ways to continue running the crucible in coop (be it with echo, automatic revival at the end of each level or at certain levels only, or even with the Seneschal) but I also think a spectator mode would be kinda cool. Let me switch point of view between the remaining players.
The only way I can see revives not completely invalidating the Crucible experience is if we can only revive other players by spending a certain amount of traces, that would otherwise give us a big power boost.
I agree, it would be better to make revival a sacrifice/compromise on ressources. It shouldn’t break the trial because now everyone can respawn at anytime.
This as an Alternative^ (Possibly for Hardcore or if you run as a Group of 4)
I would especially like to be able to Spectate if i die as its a format in which enable us players to Silently Learn and Improve our skills together ^^