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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.
They should have left it as it was, but if they really wanted to punish death, the death should have meant a complete loss of durability forcing an immediate full repair rather than just 10%.
This would have only then punished those who got killed.
Of course there is another argument about the possibility of survival in any reasonable gear for an act with certain stupid affix combos that also needed sorting out if it hasnt been for 1.0.3 (Im EU, so not played this patch yet).
I officially can't play inferno because my gear isn't good enough anytime I run into elites. (Was playing Act 1). The cost to attempt to progress in inferno is just far too great to keep trying. When it costs me 10k gold everytime I need to pass an elite mob, how am I supposed to actually get enough gold to get better gear?
50 gold per hit adds up in a hurry for a barb and I would assume a monk as well. I agree with the OP aside from the percentage of gold thing, that would be over kill for those with a decent bank roll saving up for that expensive item they want
How much gold do you get each time you kill a monster?
The game is setting a ratio now of how good you have to be for this difficulty level to be economical. If you can't beat that ratio, you're not yet ready for this level of difficulty.
The problem is there's too many players trying to jump difficulties too fast and blaming Blizzard when that turns out to be challenging.
There are less challenging zones, use them.
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