Just what the title says, the only time it’s useful is when you have allies down AND you can get them back up, and even then it’s only useful for 10 seconds. I suggest ONE of the 3 improvements to make it more balanced, only one, not all 3, that would make it OP lol:
1. Shorter revive time like the old Alpha Lupis exotics
2. Reviving grants a small amount of super energy (like the D1 trials armor perks)
3. When your teammates are within close proximity (the same proximity as the shielded radius after you revive someone) you and your allies gain +3 or +5 to their resilience stat, this would make it so in trials or higher end content sticking together would make you a little tougher to take down. And the helmet has use when your teammates are alive
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1 Reply[quote]Just what the title says, the only time it’s useful is when you have allies down AND you can get them back up, and even then it’s only useful for 10 seconds. I suggest ONE of the 3 improvements to make it more balanced, only one, not all 3, that would make it OP lol: 1. Shorter revive time like the old Alpha Lupis exotics 2. Reviving grants a small amount of super energy (like the D1 trials armor perks) 3. When your teammates are within close proximity (the same proximity as the shielded radius after you revive someone) you and your allies gain +3 or +5 to their resilience stat, this would make it so in trials or higher end content sticking together would make you a little tougher to take down. And the helmet has use when your teammates are alive[/quote] For me, it’s never going to be worth it as long as it needs a teammate to be dead.