@Melinder said:
The maximum cooldown is 8 seconds.It’s going to be awkward when there is only one downed player infront of you and you’ll have to judge whether you think 2 or more of your teammates are going to go down within the next 8 seconds, and if so, you’ll have to leave the one player to die/respawn.
Prepare to be yelled at in voice chat.
Not sure if somebody else said it in this thread, but I think a better way to balance it would be if you revive one player, receive no cooldown. Revive 2, X second cooldown. Revive 3, Y second cooldown. Revive 4, Z second cooldown, where X>Y>Z.
Having any cooldown on a revive ability just encourages bad habits tbh.
On phoenix, holding down his health pulse gives a greater cooldown, but the thing is, his ability is more “selfish” than guardian’s. Getting a greater cooldown means you get healed more. So for a new player, holding the button down seems great, but holding it down on guardian just implies that it’s better to tap it. And charging just in case a teammate goes down? Forget that. The last thing we need is to punish players for playing a medic the way they should be played.
It’s not up to the player where your teammates die, and you shouldn’t be rewarded/punished with different cooldowns depending on where they do. There’s nothing I can see that would ever justify a cooldown on a revive ability in DB.