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You are not simply imagining issues: Elden Ring Nightreign participant confirms it is 6x tougher to revive somebody at 3 bars when in comparison with 1, as a result of FromSoftware’s UI is mainly mendacity to you

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June 18, 2025
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You are not simply imagining issues: Elden Ring Nightreign participant confirms it is 6x tougher to revive somebody at 3 bars when in comparison with 1, as a result of FromSoftware’s UI is mainly mendacity to you
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When you’ve performed Elden Ring Nightreign, you’ve got doubtless had this expertise. Your folks are each down and at three bars. It is to the wire. A Nightlord is bearing down upon you. You rush to convey them again up, begin to swing, and mutter to your self: “Why is that this so exhausting?” you then’re flattened into paste since you had the digital camera pointing the unsuitable approach.

This has occurred to me so typically that I not trouble making an attempt. I am extra prone to clutch a run enjoying defensively and saving my ult to revive my teammates—which, in equity, feels just like the supposed design. However why, you would possibly ask, does it take so lengthy? Seems, FromSoftware’s UI is mainly mendacity to you.

Nightreign – Making an attempt to know Revives – YouTube

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Ever-reliable FromSoftware scientist Zullie the Witch, whose good work and video is linked above, has finished a deep-dive into the revive system. Every weapon has a hidden ‘revive harm’ stat—for instance, a dagger does 10 revive harm, whereas a colossal weapon does 25.


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On the first bar, a participant must be hit with 40 revive harm to be introduced again from the brink. You would possibly see this and suppose ‘oh, so at three bars, you should take 120 harm, proper?’ Incorrect. That could be a choice made by a recreation developer that speaks in easy sentences, as an alternative of FromSoftware’s heretical tongues.

At two bars, the HP per bar is 45—for a complete of 90 harm. At three bars, the HP per bar is 80, requiring you to dish out a complete of 240 revive harm. Which means that it is six occasions tougher to revive somebody at three bars than it’s at one. Why, then, did FromSoftware signify this improve as linear with its UI factor, suggesting {that a} thrice-downed teammate is merely 3 times tougher to revive?

That is an excellent query. Anyway, transferring on.

Zullie’s discovered {that a} thrice-downed ally’s bar additionally refills quicker, too. Depart a one-bar pal down for 3.5 seconds, and stated bar refills at a price of two per second. At two bars, this will increase to 9 per second. Three bars? Screw you, your complete household, and your complete bloodline—as a result of that bar’s refilling at 40 factors per second.

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In relation to weapons, the whole lot follows regular logic. Zullie calls out the Revenant’s claws as a very good revive weapon, which apparently do as a lot revive harm as a greatsword regardless of having multi-attacks. Spells, then again, are extra sophisticated—all of them have the identical base harm, however completely different modifiers.

The Cannon of Haima, for instance, has a 469% modifier—upping the usual spell harm of 14 to a whopping 65 x 2 (as soon as for the bottom hit, as soon as for the explosion). This implies it will immediately revive anybody at two bars, and might two-tap somebody at three.

Bless FromSoftware, however this entire factor fills me with rage. I have been very a lot having fun with Nightreign, however the coy and mischievous mechanical obfuscation that works in different Souls video games—incentivising exploration and experimentation at your individual tempo—appears extra capricious, than something, in Nightreign. Particularly when each session is a strain cooker. You are not preventing towards the storm or the monsters of Limveld, you are preventing towards fibbing UI components, too.



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