Spellweaving's Gift of Life should really work like the Sacrifice Virtue....
What is the difference ?
With the Sacrifice Virtue, one's own character's Ghost can walk to a place they want, and THEN select the Virtue to self-resurrect....
With Gift of Life, instead, the Ghost remains "stuck", pretty much where the character died incapable of moving elsewhere....
Now, if one's own character died somewhere, chances are, that this happened because the spawn there was overwhelming.... how much sense does it thus make, to provide to players a self-resurrecting mechanics like Gift of Life which was to force one's own Ghost to only be able to get resurrected where that spawn which cause the death of that character still is ?
Obviously, the Ghost, resurrecting in the middle of the very spawn which caused the death o that character the very 1st time, would end up rez-killed again.... and loose the Gift of Life charge all for nothing....
Of course that, to my opinion, any self-resurrecting mechanics, thus Spellweaving's Gift of Life included, should permit to a character's Ghost to walk where wanted, and THEN be able to use that Gift of Life ability and self-resurrect.... in a safe spot, not in the middle of that spawn which caused that character's death in the very first place....
As I said, like it is possible to do using the Sacrifice Virtue to self-resurrect....
With the Sacrifice Virtue, one's own character's Ghost can walk to a place they want, and THEN select the Virtue to self-resurrect....
With Gift of Life, instead, the Ghost remains "stuck", pretty much where the character died incapable of moving elsewhere....
Now, if one's own character died somewhere, chances are, that this happened because the spawn there was overwhelming.... how much sense does it thus make, to provide to players a self-resurrecting mechanics like Gift of Life which was to force one's own Ghost to only be able to get resurrected where that spawn which cause the death of that character still is ?
Obviously, the Ghost, resurrecting in the middle of the very spawn which caused the death o that character the very 1st time, would end up rez-killed again.... and loose the Gift of Life charge all for nothing....
Of course that, to my opinion, any self-resurrecting mechanics, thus Spellweaving's Gift of Life included, should permit to a character's Ghost to walk where wanted, and THEN be able to use that Gift of Life ability and self-resurrect.... in a safe spot, not in the middle of that spawn which caused that character's death in the very first place....
As I said, like it is possible to do using the Sacrifice Virtue to self-resurrect....
Comments
I would, however, put some kind of limit on how far you can go from your body before using the spell/item.
Too many people want to make the game solo style based on how they play the game; forgetting that it's meant to be group play.
It is simple, because as it is, Gift of Life and the Gem of Salvation ponted out by Petra Fyde, are pretty much useless....
Self-Resurrecting in the exact one spot where one's own character died, with all of the Spawn that caused that death still around, makes ZERO sense to me, none, nada...
It is necessary to provide to Ghosts the ability to move to a safer spot, and only THEN utilize that charge from the Gift of Life or the Gem of Salvation... otherwise, the Spawn still around would just Rez-kill that character and that ability would basically show its uselessness to work as it works now....
Finally, I agree 100% on this one! @popps
There should be a popup button that we can press to resurrect AFTER we moved to a SAFE place.
If killed at a spot, that spot has to be dangerous, why force a resurrect immediately.... say in a room filled with 10 paragons because they were already there when we recalled in.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Next step is just to removing dying from the game all together; if you "die" you can just not move or attack for 30 seconds but then can get right back in it. *eye roll*
Or invest in an undertakers staff and none of this matters.
I'm sure this is a rerun thread.
Never be afraid to challenge the status quo
Whatever is insured is still on the ghost. Whatever is cursed lies with the corpse and lootable by monsters or others in Fel.
Not asking for rez on the spot with immunity to damage which could be too much to ask.
In principle, OP just asking for space and time to be decided by player like Sacrifice. It's not a completely new function.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
All my fighting characters also have Sacrifice virtue, but in the 'treasures of' events, they die often enough for them to run out of it, even though they start the event at 'knight'.
You can use the spell though (and gem). I've used them on many occasions without any issue (don't mistake that for 100% success but that's part of the risk). This doesn't mean you can just go Leroy Jenkins into a mob; you have to have a strategy (which likely should be stay on the fringe if you can't handle the spawn).
If you are talking specifically about the treasures of mobs then you are correct, I also ran low on sacrifice. I also built it back up during the event when I become low to ensure I had it when needed. That being said, every single event like this has a healer outside so the furthest you are running is to the front of the dungeon for a rez at the stationary healer (or get rezzed by a player before that). If you listen to other players, you would mark runes in various "safe" spots of the dungeon beforehand to recall close to your body and claim your corpse. Let's be honest, the people asking for this don't play Fel so that isn't an issue... and if you do play Fel that is part of the risk.
I do not say this as an insult but more as an observation; this just seems like another request by people who do not want to learn to play the game (strategy wise) and be inconvenienced when they die.
I'm not asking to be invincible, I'm not asking not to die, and I do take myself off to the nearest healer when needed. I'm no stranger to running all the way from Shame level 5 and out to find a wandering healer. I just think the item and spell could function a little better than they currently do.
(incidentally, I'm also not a stranger to being followed to said wandering healer by a particularly hostile PK and finding myself rez-killed when in Fel. I play ALL facets)
I built the SW only in recent years and soon found out the flaws as described above.
Maybe it should be tagged to the arcane level, say
Level 0, same as current.
Level 3, window pop-up but we can still run and the window stays. We can click gem anytime to rez but after 2mins if we don't rez the window disappears.
Level 6, as above but up to 5 mins.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Gift of Life and Gem of Salvation should, to my opinion, work in a way that "helps" a player, not in a way that are useless most of the times, especially if playing alone, not in a group....
My opinion is that the self-res function should allow a short timer (say 30 seconds) to find a more suitable spot to res than the exact spot that just killed you. Otherwise, as pointed out by several posters, the spell or gem have virtually no use in the majority of cases.
Add a mob repellent mist that sprays when you use those methods.
Apply what Kyronix has said before by "simply" adding recipe scrolls to make things; essentially it's more involved than you think. If it's a chore to create a recipe scroll (and ensuing changes to game mechanics of the screens etc), don't you think it's just as much of a chore to change the coding/logic on how gift of life works... especially when there is already the sacrifice virtue in place to give you exactly what you are asking for?
Should we add that when someone cast rez on us and there is spawn around that we should also be able to pick where we get to rez?
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
So we should never expect the devs to make any changes to anything ever because it might be a "chore"? Instead of the players trying to, how about we let the devs speak for the devs.
With an abundance of ways to heal, why only have one way to self-resurrect that works and two that only kind of works? It´s not gonna make the game any easier or less risky by tweaking the two to be more on par with Sacrifice. Because as you said yourself, players can just use Sacrifice anyway.
I do however agree with you that we shouldn´t make this game any easier or less risky. This just isn´t one of those scenarios since Sacrifice already exist ingame.
Gift of Life has multiple ways it can be used successfully. Sometimes it's not as useful. That's the risk of dying.
Magery and Chivalry are both magics, both skill systems. Magics that are targeted towards different templates.
The Virtues are a different and independent system from the skill system. One that any player (other than murderers) can get and achieve regardless of template (even crafters could work up and use Sacrifice, it just may be really slow). An independent ability that requires time gated upkeep and limits to how often/much the ability can be used. The self rez wherever you want is the only thing the Sacrifice Virtue has.
And if the OP got the change then .... insert my post here.
I use undertakers staff so I do not need to get my body.