20% EXP loss on death.
20% EXP loss on death.

I do miss meaningful agro, as leashing mobs usually does not make a ton of sense. The beastmen/empire mobs leashing can be rationalized a bit more, but wildlife is a bit different. Now if the leashing was based on distance between player and mob would make sense, not some invisible wall the mob won't pass. So long as avoid recreating the infamous gobbie trains when they go back to where they need to be, all for more aggressive mob chasing.
One thing I would like to see added back in, are the "curious" mobs. For those that don't know what they are, they start following your character for a bit but don't attack you. Which are a type of mob I can actually get behind a leashing mechanic for.

I was actually only half sarcastic. I loved the terror of the whole thing, I just hated the level down. I reached level 15 so many times in that game.
I think it would be better if these mobs happened, just in certain areas though. I think there has to be some sort of invisible curtain to prevent them from being too much of a burden on the casual player. I have a life and a job, so wasting an hour isn't my favorite thing to do, despite playing this video game for a few hours a week. The idea of running for 10 minutes just to get slaughtered is not one I like, but the sheer terror of accidentally aggroing an NM was awesome.
And some mobs I've noticed do occasionally start getting closer to your area if you are on DoL.

I loved it too, just so long as did not run into someone else train of 30 gobbies going back to their home. Would be nice to see more mob behavior variety. As totally oblivious outside of self preservation, or hyper-territorial being about the only ones used anymore gets old.
I'm one of those people who liked having a death penalty. Added a real sense of danger to adventuring. If for some reason there was enough support for a death penalty to be added I'd really rather they didn't let you de-level. That was an awful experience.
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