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{{Quotation| | {{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. | ||
}}[[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 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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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. | ||
While dead, players can | 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. | ||
Once the countdown reaches zero, heroes will respawn back in base. | Once the countdown reaches zero, heroes will respawn back in base. | ||
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!Respawn time | !Respawn time | ||
|- | |- | ||
| | |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_min_ramp_1_time}}/60}} min | ||
| | |{{DataProp|Convar|citadel_player_spawn_time_min_ramp_1}}s | ||
|- | |- | ||
| | |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_1_time}}/60}} min | ||
| | |{{DataProp|Convar|citadel_player_spawn_time_max_ramp_1}}s | ||
|- | |- | ||
| | |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_2_time}}/60}} min | ||
| | |{{DataProp|Convar|citadel_player_spawn_time_max_ramp_2}}s | ||
|- | |- | ||
| | |{{#expr:{{DataProp|Convar|citadel_player_spawn_time_max_ramp_3_time}}/60}} min | ||
| | |{{DataProp|Convar|citadel_player_spawn_time_max_ramp_3}}s | ||
|} | |} | ||
The respawn time is capped at | 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. | |||
Dying to a non-player [[Unit]] (when there is no bounty/assist from an enemy Hero) will increase the respawn time by | |||
=== Comeback kill === | === Comeback kill === | ||
After | 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. | ||
=== Last Stand Buff === | === Last Stand Buff === | ||
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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. | 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. | ||
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}}. | |||
== Update history == | == Update history == | ||