Players need fire invulnerability when reviving

As much as I’d like for people to learn to simply Not resurrect people in fire, that’s not going to happen and so I think we need to cave and make the game a little easier.

When revived, players should be immune to fire for about 3 or 4 seconds to give them time to get out of whatever puddle they’re in and hopefully reposition to a spot that doesn’t have fire. Non-immunity to other damage sources is fine because you can avoid those, but sometimes you physically cannot leave the fire and die entirely through someone else’s fault, which feels awful.

5 Likes

Absolutely not.
Players NEED to be punished for their mistakes. This is a team game, when someone makes F*cks up everyone pays for it including the brainless caveman that tried to revive you in the fire.
The game should not bow to the player or hold their hand.

8 Likes

I would be against this, but (it might already be the case as I haven’t been in this situation in a while) once revived the burning counter should be reset so you start taking the small damage ticks instead on going full on with the max damage as soon as you stand up.

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I agree with Orome…

Players will learn… before that, they will pay the price of the lesson(s)

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Honestly having more options to deal with fire in a smart way would just be nice overall.

Ogryns can already rank fire but even having it so psychic shriek can put out fires with snore or smoke grenades choke out fires would be nice.

8 Likes

Now that is an actually good idea. Maybe the psyker shield could just push back the flames for a limited time, if they’d do it maybe they could even extend it to push back bullets as well. So instead of the normal standing shield you could get a shield pulse with a very large AOE. Anything that touches the membrane of the pulse (fire from nades/flamethrowers and physical objects like bullets and nets) gets shot back the direction it came from (objects) or put out (flames, vomit/slug slime).
Like in here : https://youtu.be/O7hgjuFfn3A?si=pxJFK8SU5-qRox_Q&t=286
(timestamped)

Would also be nice if the Vet’s smoke nades could affect the fire. The smoke nade certainly needs more uses then just block line of sight in chokepoints.

Smoke grenade that put out fire I would love. This would give these grenade a nice bonus.

This, not so much the fire that’s stupid, it’s the fact the fire stays at max stacks for the person inside it. I die, fall over, darn that’s annoying. Flamer walks over to make sure I stay down or a bomber tosses a nade next to me, darn, I can literally do nothing about where I’m positioned since I fell over. Now, I’m perma dead unless the fire goes out before my health bar does, as if anyone revives me inside it most of the time you’ll just either fall over again or just full die if you didn’t have wounds.

This goes from ‘being punished for mistakes’ to ‘you might as well just not have had any wounds on your person ever’. While yes, if you’re on the edge sometimes you can barely get out if you’re revived in the fire and spam jump dodge to leave, but like, I feel the fire’s point is to keep my teammates from getting to me, not to keep me permanently down forever because one bomber didn’t get killed the moment it spawned on an Auric mission.

was gonna bring this up but will instead just do this and say ‘these too’, more ways to interact with fire would help leagues.

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Seeing fellow players get up and instantly ragdoll will never be not funny.

Too funny to nerf / 10

The thing is that people clearly don’t learn. I straight up told someone in a mission to not revive people in fire after they killed our psyker doing this, and then in the finale they did it again - made him ragequit.

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The fact that there are double digit IQ players doesn’t mean game difficulty should be scaled down to them. I would say it is reversed, game needs mechanics to gatekeep bad/casual players form higher diffciutlies.

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Are you saying I should be punished because my teammate is an idiot? I should be killed through absolutely no fault of my own?

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Is it really no fault of your own in a situation that requires you to have gone down in the first place to occur? How different is that really from just going down and nobody being able to get you up in time?

Also kinda yes, in a team game your team mate’s choices affect you, sometimes very negatively. Maybe like 1 second of invulnerability would be ok to at least reduce the likelihood of you immediately going down again if you respond quickly enough but more than that would be silly I feel.

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Being downed initially is my fault, of course, and doubly so if my team isn’t able to reach me in time. But if my team does have the capability to reach me, and they revive me, and then I die anyways because of a floor effect that they didn’t care about, and that I had no control over, perhaps because the bomber is throwing firebombs on my corpse, then that feels awful.

The issue isn’t “I died and my team sucks”, it’s “I died because I had no control over the situation”. I had control over going down initially - I could have positioned better, prioritized targets differently, dodged an attack at the right time. But I have no control over when my teammate decides to revive me, and if they revive me while I’m burning, then I will die through no fault of my own.

3 or 4 seconds may be a bit much, but one second would work fine I think.

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Kinda sounds like a skill issue. The fire is doing the job it’s designed to do.

A few people seem to be missing the actual issue.

When player A tries to revive player B inside a fire, it is completely fine for player A to get burned. Player A stepped into the fire and can step out of the fire. The player is being punished for a mistake.

But it is bad for player B to get revived and instantly die again, with no control over the situation and no way to do anything about it.

When someone else is stupid and revives you inside a fire, that is not your fault and you should not be punished for that.

Revives should come with 0.5-1 sec of invulnerability for the revived player.


You go down and i spawn kill you by reviving you in a fire…
Surely, that is a skill issue on your part and i am sure you learned a lot from it.
k lol

And if you really think that someone who is dumb enough to revive a teammate that is currently on fire, would learn from seeing the newly revived teammate burn to death…
Well…

2 Likes

Then player A should not revive player B in the fire. I get that it can be frustrating to be depended on dumb players, but it is a COOP game, it’s totaly fine when your life depends on others. Game is already personal skill-oriented way too much.

It just means devs should teach players better how to play their game - better tutorial, tips during loading screens, motivating players not to skip difficulty tiers.

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The best part is: sometimes you have no choice but to revive in a suboptimal situation.

In that case it’s fine for the reviver to take damage but if the revivee doesn’t have the HP to take the firedamage, they die for no reason.

The correct way to prevent that is to kill all fire enemies first and then try to res.

We all know that is not always possible.

Maybe the revivee should take full damage but have a 1 sec period in which they can’t go below 1 or 10 HP?

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This isn’t @flawless 's post, I’ve just borrowed his quote.

I laugh at this idea that while you are downed you’re taking barely any fire damage instead of just being burned to a crisp in seconds. And yet: having 90% fire immunity while on the floor isn’t the illogical thing here that’s considered the problem; it’s being revived in fire, having no fire immunity, and dying instantly.

“Don’t pick me up; I’m safer lying here on the floor surrounded by fire!” …
That’s the best solution.
?

Maybe the pick up should put you at 0 fire stacks / half toughness so you’ve time to dodge out. Does anyone know if you revive in fire whether old stacks carry - is that why you go back down so fast? Would a reset of fire stacks help solve the issue?

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It is in no way about it being logical or not.
It is about what makes for good game design.

Being downed and having hundreds of health while downed, is illogical.
Being downed at all, instead of just dying for the rest of the mission, is illogical (and unrealistic).
But it is good game design.

Being downed and then completely killed within 2 seconds, by a single elite gunner or a fire bomb, would make for a pretty bad experience.
Just like being revived and then instantly spawn killed, does.

This might be a viable solution.
I still might prefer having a 0.5sec invulnerability after getting revived, since that would also prevent you from getting insta gibbed by an overhead, while getting up.

2 Likes