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What would be the point of defensive stats for those that play SC if you could just die and continue? You'd just build full glass cannon and throw your body at everything because it doesn't matter if you die? That would be extremely shallow and make half of skills and affixes useless.
Dying even once in this game takes so much effort anyway, it's not like you're dying that much.
And yeah...you lose rewards if you die once.
But monoliths are mostly pretty small and only take a few minutes - just launch another one.
Dungeons are a bit longer but still not super long, but keys are super common in monoliths and a penalty for dying is normal design. It's a MUCH lighter penalty than PoE or something, no XP loss.
Just because you want it to be tough as nails and punishing doesnt make it bad design though.
But in dungeons it's very annoying, since the game is so "one shotty" there are a lot of mechanics in the dungeons that cut your try short when getting into them, and if you don't have the keys saved up the effort to "trial and error" some of the mechanics feels quite bad.
The worst offender being the bats in Lightless Arbor, nothing in the map comes even close to being as deadly despite looking a lot more lethal.
also id love to see a similar exp penalty like in path of exile on death
Nice logic mate.