Revitalizing Heartbeat in its current implementation is ruining the game for anyone who does not orb their rituals. It's simply overpowered right now and only getting worse as people chip away at the upgrades.
The problem is caused by the 7-death trap disable. Before 2.10, traps of level 26 or higher would bring any attacker (current king of kings excluded) down to 1 star before the 7-death trap disable happened. As a dungeon designer, you could craft a dungeon so that if any one trap is disabled by a potion the other two could still offer a reasonable defense for your totem. As a raider, if you wanted more than a 5% chance at a gem, you had to earn it by beating at least 2 traps after disabling one. This was balanced.
With the addition of Revitalizing Heartbeat, the balance is now broken. Even if Revitalizing Heartbeat kicks in just one time, you cannot prevent an attacker from going one-on-one with a single trap in your dungeon for a shot at 2 stars. This is not fair and no longer balanced, and is happening more and more often as people level up the skill.
As a raider, these 2-star gems are less meaningful. There might as well be a spinner as soon as you open the locks that gives you a chance at stealing the gem without even raiding. The game is no fun without a challenge, and going up against just one trap is not a challenge.
As a dungeon designer, it's infuriating. Unless you're lucky enough to have one of the few gravity / pit / platform bases out there you're most likely going to lose a lot more gems to 7-deaths and 2 stars. The 5% steals have always frustrated people, but these 2-star raids are just maddening, and it's happening more and more often. It's arguably more cost effective to simply orb rituals now, and that's bad for the game.
The fix is simple. Every time the Revitalizing Heartbeat kicks in, the 7-death trap disable should have one death added to it. So if it kicks in once, a trap is not disabled until your 8th death. Twice? 9th death. And so on. Balance restored.
Keep in mind this does not make Heartbeat a useless skill. It would still be a very powerful and a worthwhile skill to upgrade. It will turn many 2 star raids into 3 star raids, and a few 1 star raids into 2 star raids simply because it gives raiders extra chances to get the timing down for a dungeon.
Perhaps to avoid confusion, the name should be changed from Revitalizing Heartbeat to something like do-over, mulligan, time machine, or something like that. It really doesn't matter. The key is that if you get another chance at the dungeon without losing health, you didn't earn a death towards the 7-death disable for that run either.
The new 2.10 upgrades are overall great for the game. And actually, in contrast to Revitalizing Heartbeat, it should be noted that Master Lockpicker actually brings much needed balance to the 66 vs 72 lock system. However Revitalizing Heartbeat is ruining the game and a fix is becoming more and more important. As a community we need to make our voices heard, which is why I'm starting this thread. But discussions are also happening on facebook and telegram. Hopefully with enough of a buzz Zeptolab will consider a change to the 7-death rule to restore balance to the game.