06/20/2012 04:50 PMPosted by Ologhai
Oh... I guess me.
No one is going to like additional repair costs. I'm not sure how any feedback would be "Great, I really love paying more for repair costs." however, we have seen enough feedback and data to show that the ratio is pretty good as long as people aren't throwing their character's corpses against enemies. Death has meant nothing for a very long time now, and it's going to take some getting used to and just understanding that death is no longer something that just happens, it should be something you're really fighting to avoid, and potentially being smarter about tackling content you can actually tackle.
That said, we think the normal wear and tear is maybe too high. Just fighting is probably too expensive, and we're looking at potential adjustments there.
Well, at least you are looking into wear and tear, but I'll repost this for your connivance...The repair cost increase was to combat death zerging, but the problem is that it now interferes with general play in a negative manner. This is due to the simultaneous nerf to MF, object drops, gold drops, and mob drops.
The death zerging problem could have been addressed in a number of ways:
1. Increase durability loss via death but allow normal wear and tear to remain as it was. This punishes dying, but encourages ppl to actually play the game and not rely on the gah/rmah or other gold farming techniques
2. Have the mob packs reset upon death making zerging impossible. This solves the problem handily. Was it too complicated for blizz to figure out?
3. They could have had a limited number of deaths per zone/check point forcing a reset following several simultaneous deaths. Honestly, I wouldn't like this, but hey I'm just throwing out ideas here.
If they wanted more gold sinks there are also several more enticing ways to go about it.
Problem is, at current, unless you get right back to the boss, they do reset on death. Just a handy FYI if it hasn't been mentioned.