I know monolith already has changed before to not fully reset on deaths (that was already a really nice touch).
But I can’t help myself to feel unmotivated to ‘go again’ when I die at a boss fight, go back 4 echoes and have to redo 5-10 echoes to face the boss again
Other ARPGs have more forgiving rules (like PoE portals or Wolcen revives) and I think it would be nice to loose that penalty, since the thrill of never dying feels like a hardcore or arena thing.
I honestly like that the game encourages staying alive. I feel like being able to “body throw” challenging/technical encounters starts to devalue the gameplay pretty quickly, and cheapens the expereince in the long run.
Having said that though, I can definitely relate to the lack of motivation to repeat those echoes and playing “catch up”. Maybe if there was something like a “Redemption Echo” where if you succeed you can return to the stage where you died, and if you fail then you end up 3 behind like the current system. That would add a Risk/Reward type challenge and make it more exciting to continue than to just punish deaths… or it might double down on the loss of motivation
I know you know that the death penalty has changed & is significantly less unforgiving than it was before (if it’s “unforgiving” now, what was it before?), but I don’t think being able to zerg a boss is a good idea (IMO).
I agree there should be a penalty, but going back 3-5 echoes on an already % chance to spawn boss feels bad man. Not to mention, that sometimes put you under the minimum echo req to even spawn it
Some brainstormed sugestions would be reducing your chance to find the quest in the next or 2 echoes or making your current monolith mods more dangerous for the next x echoes
The penalty is fine for me, and Shaazu explained it well.
One thing that bother me is when there is a bug (for instance the Stolen Lance boss not appearing), and you have to leave and get penalty.
We should have something like 2 times less penalty when we leave than the dying penalty
There could be a penalty score that increase when you die, and reduce each time you complete a timeline. When you get a penalty, it’s strength is proportionnal to the score.