Don't reset the zone on death
It's perfectly fine.
If you're dying to mobs, you could use more XP/drops from respawned mobs so instead of running into even more harder mobs later you'd level up and gear up instead. It's intentional AND it's working as intended. |
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I agree. It kills immersion and the sense of the world being coherent and real, something outside of zone resetting this game is good at. It just feels wrong too. You can't redo bosses and farm loot or xp, why do we have to slog through trash mobs? Especially considering how easy it is to die now with the horrible dodge mechanic and strict collision.
Side note: People who just have some version of "lol get good" to feedback legit need to be suspended from the forums. It's impossible to have productive discussion when a pile of chuds roll up to spam that in response to EVERYTHING we have to say about the game. |
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I think the reason is:
- This way you don't run through an empty map to the place you died. - You have the option to gain experiance and loot in the same place (and it's probably the highest level place you have) without opening new instance etc. so you may improve the character |
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Resetting the zone on death is a pretty trivbial death penalty. You dont lose gold or even experience until late game. This is minor and makes a bit of consequence.
"Consequences, John" - The Manager |
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Losing loot on death no matter the reason (outside of hardcore for obvious reasons) is pointlessly punitive. Mobs respawning on death is unnecessary when you can already reset instances.
Standard exists for a reason. If they actually intend to keep it this way, then killing a boss should insta cleanse, auto-kill adds, and restore full health/ES. And then, reduce map sizes about 10-20% nearly across the board and bump up exp gain because some of these make Durance of Hate feel like a closet by comparison and are already filled with far too much backtracking. |
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The game is putting you into a different server when you die. I've noticed this because sometimes, the lag is unbearable after a death. Monitoring network activity validates this assumption as the IP the game is connecting to changes when you revive from death. It's literally a whole new instance on a whole new server every time you zone in and out of an area. Awful design but probably allows them to scale up and down to minimize server costs.
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" The problem with this mentality is that you can't easily make yourself better by "just doing it again". They halted character progression behind quest progress, so If you get stuck on a boss, and it's not necessarily the mechanics being a problem, then you don't have an avenue of grinding for more levels to overcome it, since it's all fed to you super slow piecemeal. |
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" It's not even a penalty. It's precisely the opposite. |
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+1
Solution: A midground would be more checkpoints. Resetting all the mobs in the map after you die don't add anything meaningful to the experience. Lets say it takes 30 min to finish a act map, and I die close to the end, now I need to put 30~40min again killing the same-ish white mobs. If player want gear up better just go and kill the previous map bosses, instead of a bunch of white trash mob. |
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I disagree. I want everything with difficulty and barriers kept as-is. They removed the experience death penalty and this appears to be a tradeoff although I want the experience death penalty put back into the game.
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