
Originally Posted by
Kaedan
That is another good argument for not enforcing an overly strict death penalty.
I tend to play a mage in most games I play. In group play, it's very easy for mages to die. Especially when people in the party are stupid. For example... I'm a Conjurer, and right before a fight in Behest, I buff up the whole party with Prot, Shell, Shock Spikes and SS. However, it's inevitable that some moron will rush in and aggro before I'm finished. In case you didn't know, AoE party buffs are a HUGE hate spike for mobs. So when that moron goes rushing in, all the mobs rush for me and I die.
The point is, quite often by no fault of your own, you can die in group play. This was also a problem in FFXI. You get one idiot in your party and he ruins the whole experience for everyone else. So that is an argument against severe death penalties.
I'm not saying there shouldn't be a significant death penalty, but some of the suggestions here are far too severe. At the moment, the death penalty is fairly decent but could use a little "umph". The "zombie attack" cycle that Yoshi-P mentions doesn't really happen all that much... the weakness is enough to pretty much prevent you from rejoining a significant group fight, since if you grab aggro you're assured to die again.
But I don't have a problem with the gear damage. However, I would actually prefer an SP loss, with buyback. Treat it much like Aion does. Every time you die, you lose SP... say 5%. However, you could go to an Aetheryte crystal and pay to get back a portion, or even all of it. As for how to pay... if you don't want to use Gil, you could use Anima.
Alternatively, you could make it so you lose Anima upon death.
The key is finding a balance... too harsh of penalties will turn off casual players. Too lax of penalties will turn off hardcore players.