Repair Costs: One of the more controversial changes in 1.0.3 is the increased repair costs. The design intent of these increased repair costs is to make death more meaningful. One of the top arguments we see against the increased repair costs is "I'm already dying dozens of times to make any progress in Inferno. Don't you see this is going to make this impossible?" This concern is most often brought up by ranged glass cannons. Many melee players respond "increased repair costs seem fine" because they haven't been using death-zerging as a tactic. Melee can't easily death-zerg an enemy down, but ranged can. I don't think the answer is to make death-zerging more attractive for melee; I'd rather make death-zerging a less profitable strategy for ranged.
How about for those of us with 200ms that aren't zerg dying, but dying because that extra 150ms over USA players means our skills don't work in time?
I for one notice a huge difference in how many times I die vs packs when I got 150ms and the excellent 300mswtfisthis I get during weekend/USA peaktimes.
Death is already meaningful to me when I die 4 times due to lag and lag bouncebacks. Before you guys add more death to ANZ stuff, how about you fix up the servers so we can actually play properly.
I swear, why doesn't blizz just release a statement saying you've got no intention to do anything even remotely helpful to ANZ players so we can just get rid of this forum.