Wyatt (If you should ever come across this post.),
Raising repair costs certainly is one way to deal with people zerging. However, it isn't necessarily the fairest way to combat the issue. There are just some deaths that are going to happen no matter how good a player is. Granted, fixing mob damage, elite affixes, and some other things will help to mitigate the problem. Seeing repair costs sky rocket is going to hurt the more casual players. Farming gold to have money for repairs isn't supposed to be a chore.
There will be players out there saying to get better gear or skills, but honestly there are a number of posts mentioning how there is no possible way to take down certain combinations of elite affixes, and again I understand this is being addressed.
Instead of simply raising the cost of repairs, how about applying a damage penalty to players over time, just like when the revive time increase. For example, after a player reaches the 30 second death time, there can be a percentage of damage decrease over a time period. Here are some made up numbers to further illustrate the point.
30 second revive time
Upon the next death 5% damage decrease dealt to all monsters for 30 seconds
This could stack up to 3 times and each time resetting the 30 second penalty and the timer does not run while you are dead.
Therefore, not only do you have a 30 second revive time but you have a damage decrease penalty as well. This is just one suggestion to throw out for consideration. The numbers could be adjusted either way as to make the penalty enough to deter the zerging.
This poster hit the nail on the head.
I'm a Barb patiently trying to progress by saving gold and selling most of my loot to vendors (many of the drops I find aren't even worth any gold on AH) and I don't possess extraordinary intuition and patience to be able to "flip" AH. Having increased repair costs will negatively impact the way I play because I'll have less gold to send on crafting better gems, and getting better items off AH thus making the whole game progression slower.
Inferno is supposed to be difficult and I completely understand that and I personally don't want Inferno to be watered down too much because it removes the grand sense of achievement once I conquer it. Deaths occur because it is difficult, and it's largely unavoidable especially when you're unlucky to have a bad match up with an elite mob, and even more so unfortunate if you run into another elite mob while you're trying to run away and survive. At this point, I'll still try and progress by continually trying to get past these mobs instead of leaving the game and making a new one. It's already extremely frustrating to constantly die when you don't want to, and increasing repair costs by 3 to 5 times the current pricing is an outrage.
Yes, you are making adjustments to the loot table so that better items drop but this is all by chance. Some people will go on for tens of hours before finding one item that will be equipped so what do we do? Go to AH and gear up to progress. Do I want to keep farming safely by constantly finding new gold spots rather than enjoy the homicidal rampage that this game embodies? !@#$ no.
I would rather wait patiently for a solution that will be an actual solution rather than create a new problem everyone will %^-*! about and I feel that the poster I quoted found something that the dev team could work on.