ArenaNet:Guild Wars 2 suggestions/Death penalty

Remove Death Penalty (Discussion)
Death penalty adds difficulty to the game due the player getting targeted by monsters and needing to take some care when playing the game. Monsters know in advance which character has DP and will target it without having faced the player group before.


 * Why this is a good idea
 * In PVP and single GVG, players after death can still fight on a equal level, not possible with DP.


 * Why it may not work out
 * This idea is poorly regarded by the community.
 * A game without risk becomes boring.
 * Guild Wars doesn't have any other penalties for death - removing DP means that other stronger penalties other games have; such as XP, money or item loss, might be introduced. These are all regarded as inferior by the community.
 * DP is used in PvP to give the winning team advantage over the loosing team.
 * Teams which repeatedly die would still achieve the same things as teams who can play the game. Teams should be discouraged from dying in some fashion.
 * No DP means no Morale too -.-

Reduce Death Penalty Effect (Discussion)
Reduce the penalties of DP. Some suggestions can be:
 * Reduce the normal loss from 15% to 5% per death.
 * Have severe death penalties reduce over time.


 * Why this is a good idea
 * Because it makes it easier to complete long quests that you can't go back to town in the middle of.
 * The idea about a 60% going to maybe 30% over time would be resonable. But 30% should stay because you need a DP that somewhat disables you.
 * A Death penalty removal over time is ok.


 * Why it may not work out
 * With a persistent world the current DP system may not work out perfectly.
 * Things like Hard Mode would have to be reworked if people can just 'wait away' their DP or get it done with killing a single mob.
 * Larger battles may last a long time if this is the case? (this 5% per death seems more reasonable toward GW1)

DP-sense parity (Discussion)
It's unfair that, in GW1, the AI seems to be able to detect death penalty, while the UI gives no indication of enemy DP. Either monsters should lose their DP-sense, only detecting health percentages like players, or players should be able to see enemy DP (perhaps by graying out part of their health bars in a darker shade than Deep Wound).


 * Why this is a good idea
 * Losing to a cheating AI isn't fun.
 * Makes fighting against reviving monsters less frustrating.


 * Why it may not work out

Objective-based DP removal and DP removal shrines (Discussion)
In Guild Wars, large amounts of Death Penalty can only be removed by returning to a town or outpost, completing a quest, gaining a morale boost from a flag stand in GvG, holding an Altar or killing the enemy Ghostly Hero in Heroes' Ascent, getting a morale boost every 25 kills from Dwarven Raider or using an appropriate consumable. In Guild Wars 2, large scale Death Penalty removal could be available in the following circumstances:

Removes all DP:
 * Returning to an outpost.
 * Standing near special resurrection shrines. These shrines would be located in non-instanced areas at in-zone camps and settlements, major crossroads and bottlenecks and outside the entrance of every instanced areas.

Removes some DP:
 * Killing bosses (more than GW1, at least enough to cancel out a third of the DP gained from one death).
 * Completing certain PvP objectives, such as holding capture points or killing key enemy NPCs.
 * Completing certain objectives in missions, dungeons and elite areas. Sample objectives include completing a phase of a mission, reaching the end of a dungeon level, obtaining a dungeon key, completing a mission's bonus objective or reaching a major boss fight at the end of a mission or dungeon.


 * Why this is a good idea:
 * Gives players more leeway in longer missions and dungeons, while having only a minimal effect in shorter missions and dungeons.
 * Objective-based DP removal can be tweaked for each mission and dungeon.


 * Why this may not work out: