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| {{Quotation|[[The Hidden King]]|During the ritual, death is temporary. You will return, but know this: the more powerful you become, the longer you stay out of action when you die. Perhaps use that time to go shopping for when you return to the mortal coil.
| | <!--this page will need the formula on how death timer increases, and it needs more pictures. Find the 2 second jingle that plays right before respawning-->[[File:Music stinger player death.mp3|thumb|Music stinger for the player's death.]] |
| }}[[File:Music stinger player death.mp3|thumb|Music stinger for the player's death.]]
| | '''Death''' occurs when a [[hero]] takes sufficient damage to be reduced to zero health. Upon dying, the player's screen is shaded gray, a death replay is available to watch, a death timer is displayed over their hero's icon, [[souls]] are rewarded to heroes who earned a kill or an assist, and other hero or situation-specific events may occur, as detailed below. |
| '''Death''' occurs when a [[hero]] takes sufficient damage to be reduced to zero health. Upon dying, the player's screen is shaded gray, a death timer is displayed over their hero's icon, [[souls]] are rewarded to heroes who earned a kill or an assist, and other hero or situation-specific events may occur, as detailed below. | |
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| == Overview == | | == Overview == |
| Upon dying, heroes will drop any of their unsecured souls in a spherical container that can then be picked up by other heroes. | | Upon dying, heroes will drop any of their unsecured souls in a spherical container that can then be picked up by other heroes. |
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| While dead, players can browse the [[shop]], spectate their teammates, use pings and talk in chat. If all allies are dead, only the [[Patron]]'s perspective can be seen. Clicking an objective on the [[Minimap]] allows the player to view the perspective of that objective. | | While dead, players can browser the [[shop]], spectate their teammates, use pings and talk in chat. If all allies are dead, only the [[Patron]]'s perspective can be seen. Clicking an objective on the [[Minimap]] allows the player to view the perspective of that objective. |
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| Once the countdown reaches zero, heroes will respawn back in base. | | Once the countdown reaches zero, heroes will respawn back in base. |
| | [[File:Music stinger player respawn countdown.mp3|thumb|Music stinger played before the end of respawn countdown.]] |
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| == Respawn Time == | | == Respawn Time == |
| [[File:Respawn timer.png|thumb|Example of a respawn timer]]
| | As the game progresses, the player will take longer to respawn. The respawn time is measured by three distinct curves: |
| [[File:Music stinger player respawn countdown.mp3|thumb|Music stinger played before the end of respawn countdown.]]
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| [[File:Music stinger player respawn.mp3|thumb|Music stinger played when the player respawns]]
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| As the game progresses, the players will take longer to respawn. The respawn time increases linearly based on the following times: | |
| {| class="wikitable"
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| |+Respawn time curves
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| !Match duration
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| !Respawn time
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| |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_min_ramp_1_time}}/60}} min
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| |{{DataProp|Convar|citadel_player_spawn_time_min_ramp_1}}s
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| |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_1_time}}/60}} min
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| |{{DataProp|Convar|citadel_player_spawn_time_max_ramp_1}}s
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| |-
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| |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_2_time}}/60}} min
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| |{{DataProp|Convar|citadel_player_spawn_time_max_ramp_2}}s
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| |-
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| |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_3_time}}/60}} min
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| |{{DataProp|Convar|citadel_player_spawn_time_max_ramp_3}}s
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| |}
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| The respawn time is capped at {{DataProp|Convar|citadel_player_spawn_time_max_respawn_time}}s. | |
| Dying to a non-player [[Unit]] (when there is no bounty/assist from an enemy Hero) will increase the respawn time by {{DataProp|Convar|citadel_player_spawn_time_in_base_penalty}}s.
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| === Comeback kill ===
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| After {{#expr:{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_gametime}}/60}} minutes in a match, killing a player whose net worth is above {{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_pct}}% higher than the killer team's average net worth increases that player's respawn time. The increase varies based on the net worth difference and match duration, from +{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_extratime}}s for {{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_pct}}% net worth at {{#expr:{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_min_ramp_gametime}}/60}} minutes to +{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_max_ramp_extratime}}s for {{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_max_ramp_pct}}% net worth at {{#expr:{{DataProp|Convar|citadel_player_spawn_time_rich_nw_penalty_max_ramp_gametime}}/60}} minutes.
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| === Last Stand Buff ===
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| Killing the first stage of a [[Patron]] shortens the remaining respawn time of any dead player in the defending team, as follows:
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| * If the remaining time is 30s or above, it is shortened by 20s (e.g. 45s shortened to 25s);
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| * If it's between 10s and 30s, it is shortened to 10s;
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| * At 10s and below, the respawn time is unchanged.
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| This effect is only applied once, at the moment the Patron is killed. Subsequent deaths will have the regular respawn time.
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| === [[Rejuvenator]] Crystal Revive Tokens ===
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| Revive Tokens are obtained from the Crystal that drops upon killing the [[Mid-Boss]]. The Crystal contains a total of 3 Revive Tokens.
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| Revive Tokens can only be claimed by a [[Melee Damage|Heavy Melee]], and only 1 is granted per punch.
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| Revive Tokens are consumed upon a players death, and any further deaths from that player will not consume more. Once all the Tokens are consumed, the entire team will lose access to the mid-boss buff.
| | * 8s at the start of the game to 40s at 19 mins |
| | * 40s at 19 mins to 70s at 30 mins |
| | * 70s at 30 mins to 80s at 45 mins |
| | The respawn time is capped at 80s. |
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| Killing a player with a Rejuvenator credit does not appear as a kill in the HUD and does not grant any [[souls]], but it does trigger "on hero kill" effects such as the cooldown reset of {{HeroIcon|Shiv}}'s {{AbilityIcon|Killing Blow}} or the [[stack]] buildup of {{HeroIcon|Grey Talon}}'s, {{HeroIcon|Mo & Krill}}'s and {{HeroIcon|Vindicta}}'s ultimates. The same happens when triggering {{HeroIcon|Victor}}'s {{AbilityIcon|Shocking Reanimation}}. | | Killing the first stage of a [[Patron]] shortens the respawn time of any dead player in the defending team by 20s. However, the time cannot be shortened to less than 10s. Subsequent deaths will have the regular respawn time. |
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| == Update history ==
| | The [[Rejuvenator]] buff reduces the next respawn time of every player on the team by 60% (first drop), 50% (second drop) and 40% (third and subsequent drops). Players with the Rejuvenator buff are marked with the [[Mid-Boss]] symbol under their portrait, and their respawn stinger is replaced by the "Rejuvenator secured" sound. They lose the buff after their first death and respawn, or 3 minutes after the buff is activated. |
| {{Update history}}
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| == Trivia == | | == Trivia == |
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| * {{ItemIcon|Soul Rebirth}} was an item that made the player respawn 4s after their death, in the location where they died. It also increased the regular respawn time, when the player died while Soul Rebirth was on cooldown. This item has been removed from the game. | | * [[Soul Rebirth]] was an item that made the player respawn 4s after their death, in the location where they died. It also increased the regular respawn time, when the player died while Soul Rebirth was on cooldown. This item has been removed from the game. |
| {{Navbox gameplay}} | | {{Navbox gameplay}} |