I'm writing this topic because of community concern over the death penalty. Many are concerned that there should be a means to promote party play, strategy, and avoid death. My suggestion is based on the pioneering work of B.F. Skinner in psychology and human behavior.

-When a player kills an enemy a value based on the comparative rank of the enemy is added to the player's death bonus.
-As subsequent enemies are defeated the death bonus chain increases.
-When player death occurs this bonus is reset to 0.
-While under the effects of a death bonus chain, damage and healing is increased according to the value of the death bonus.

This will change player battle choices as players will act more cautiously to stay alive and weaken enemies to ensure survival. In instanced PvE content it will bring a new level of meaning to non-boss battles as a party will try to build their death bonus chain in preparation for the difficult boss battle at the conclusion.

-Additional thoughts come to mind about related party situations but I can make note of that later as this is just the beginning of this suggestion.
-The name could be death bonus chains, victory bonus chains, prosperity bonus, or something similar.