I still think the repair cost is too high, but the above slightly changes my outlook below, though I still feel similar overall. I think there could be a better way to discourage death.
Just for fun, I decided to see how much getting hit cost with the new repair costs.
I restarted Act 1 Fields of Misery until a vendor was spawned. I chose this for "lowest" possible cost in inferno. I went out and got hit on purpose by various mobs, and immediately went in and repaired my gear.
The average cost per hit was nearly 500 gold, and I don't even have that great of gear (30k/30k post nerf).
I understand raising the repair cost for death, but punishing players for playing? NEVER getting hit is not a reasonable expectation of the dev intention to "force players to use more efficient tactics".
I am fairly decent at not getting hit considering I play a ranged class and have played past A1 inferno, but this is just absurd.
I can't even IMAGINE the amount of money this is going to cost melee classes. I'm a ranged class and it's still ridiculous.
Blizzard isn't punishing players for dying, they're punishing them for playing.
I can live with the increased repair cost for death, but what would make much more sense is this:
Leave the old repair costs the same. Every time the player dies, they are taxed a percentage of their gold. This would be equally painful for all players, not only very poor players.
Right now the additional repair cost excessively punishes the players that can least afford it, those that are trying to gear up new characters to progress, and don't have very much gold. The players that can easily keep from dying, typically already have so much gold that they don't care about an extra 30k even if they did die.
This is truly the most poorly thought out patch I've ever seen in a video game, in the entire 20 years that I've been actively PC gaming (not counting childhood).