Shorter Death Timer Coming Soon

A fan asked about being able to use the Banner to portal back to a location in the dungeon. Lylirra replied and pointed out some exploit issues with that, but brought good news of a related sort, for players who die frequently, or at least in bursts to individual nasty enemies.

Please allow us to place our banners on the ground while clearing dungeons and if we die we can respawn at our banner’s location.

I am so sick of getting killed toward the end of a dungeon and then getting respawned at the very beginning and having to run “forever” back to where I left off. There is already a timed respawn if we die a lot. We don’t need additional time put on based on how far we have progressed.

This would be a pretty cool feature for those of us who want to use it. If you don’t use it, things can just work how they are now. I cant think of anything that this would interrupt.
Lylirra: As some players have pointed out, allowing characters to revive at their banner’s location does create some complications and could lead to certain kinds of gameplay that we’d prefer to avoid in Diablo III (this is actually why we don’t allow players use Town Portals in the same way that you could in Diablo II). We definitely appreciate the feedback, though, and will continue to consider how we might be able to accommodate this suggestion — or at least something similar — in the future.

That said, we completely agree that banners in their current form are pretty boring and we’d love to make them more useful. If you have other ideas for banner uses, please share them!

(On a note that’s somewhat related to respawning, we also happen to agree that incremental resurrection timers are overkill — especially given the other penalties you incur when dying — and will be changing it so that players can always revive at the last checkpoint five seconds after death in an upcoming patch.)

The OP didn’t mention it, but I’ve occasionally wished D3 had the Torchlight style “revive where you died for X gold penalty or revive at the start of the dungeon for Y gold penalty.” It’s just annoying when you run into a really nasty boss right near the end of a dungeon, and then you have to run two minutes from the last checkpoint to return to the scene of the crime.

As for the promised fix… that’s cool. I guess. Of course I have *never* wiped repeatedly against the same boss, to the point that I got so pissed at the steadily-increasing resurrection time delays that I /ragequit and stabbed out the beady red eyes in my DiabloWikiBobby Kotick body pillow… but I hear that sort of thing happens to other people sometimes, and this should alleviate their anger.

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10 thoughts on “Shorter Death Timer Coming Soon

  1. I’m assuming they’re worried about players whittling down enemies by spawning, dying, repeat I don’t know what kind of other exploit there could be, but there’s a few ways to let us use banners as a respawn tool (although I’d prefer they just change how town portal works back to the old way) that wouldn’t interrupt gameplay.

    – Allow respawns on banners but infer some sort of additional penalty, like:
    – – allowing enemies off-screen to regenerate health, while enemies on-screen are given a damage boost for a short amount of time (20-30 seconds maybe?) and have these abilities stack everytime they choose to respawn at their banner, up to a 50% increase in damage for on-screen mobs, and instant full life recovery for all off-screen mobs.
    – – Respawning at your banner reduces your maximum hp and/or skill resource to a fraction of what it normally is for a period of time, and/or increase skill cooldowns. (This is how Final Fantasy XI does it, and I’m sure other MMO’s do something similar)
    – – Reduce the amount of damage you deal and/or increase the amount of damage you receive, possibly even stacking these effects as you continuously respawn.
    – – Penalize the player a percentage of their current level’s experience target when respawning at their banner (also from FFXI: characters were penalized 10% of the current level’s exp target when they died.)

    You guys get the idea; here’s some other limitation ideas for banner-respawning:

    – Don’t allow banners to be used in boss areas, or on boss floors.

    – Introduce a “lengthy” respawn animation (just a couple of seconds or so,) in which the player cannot move, but can still take damage.

    – Make enemies within x yards of the banner aware of its location, and send them racing towards it like a beacon as soon as a player dies.

    – Give the banner a health bar, allowing enemies to destroy it. To conincide with this, add a 1-2 minute cooldown on summoning a banner to prevent players from constantly dropping a new one everytime they respawn.

    – Only allow a certain number of banner respawns per a time restriction. Something like 1-3 banner respawns every 5 minutes.


    Personally, I’d like to just have them change Town Portal back to the way it used to be. I don’t even care if they increase the casting time, make it spawn directly on your location, make enemies regenerate to 100% hp when you die, AND make a lengthy “porting in” animation so that monsters can tear you apart if you try to drop a TP near a mob; I’d agree to ALL of that AND MORE if they would “fix” Town Portal. All I want, is a method to get back to where I was AS SOON AS POSSIBLE. I’d rather have to fight mobs for an additional 5 minutes after I had them down to 1% hp, than have to run through an empty map for 30-45 seconds to kill the weakened mob. It’s not about trying to “cheese” your way through it, it’s about having fun and actually DOING something instead of feeling like you’re wasting your time. There have been numerous occasions where I have died near the end of a lengthy area, and decided to quit playing or start over, rather than waste my time running alllllllllll the way back to where I was.


  2. So, that’s cool. People who are playing content that is out of their current range are rewarded with shorter respawns when they die 3-5 times per elite pack. But the people who died maybe 1-2 times per day are rewarded with a longer timer. Makes sense… I suppose the casuals will love it!

    • Eh, I think of myself as reasonably casual (at least compared to most people here) and I don’t usually die enough times in a row to hit more than 5 seconds to respawn. So I’m not so thrilled, either.

      Seems like making the respawn time 5 seconds max instead of 5 seconds all the time would have been a better move.

  3. I wouldn’t mind the “respawn at checkpoint” as much if there were more checkpoints. So perhaps in big dungeons there’s a respawn-checkpoint at a couple of spots midway through the dungeon.

    I have to say I wouldn’t mind more save point type checkpoints as well. There’s a couple of sections (in the hell section of Act 3 in particular) where you go for quite a while without a save point and it’s annoying when, say, you need to go to bed but don’t want to lose the progress you’ve made so far.

  4. I’ve been saying since the beginning. It should never take me longer to respawn than it does to quit the game. When there’s a jailer/descrator/vampiric/extra health pack right in the way of your progress, that s**t gets old.

  5. I read this post, then I got to the part about what happens when you die in TL and I thought to myself “huh? I don’t remember that, I always start in town, and I certainly don’t remember a gold penalty… was this in a new patch?” Then I started thinking hard about what exactly happens when I die in TL because it was seeming a bit fuzzy. Then I remembered *why* I always start in town and facepalmed.

    In D2/D3 it’s always very clear that I’m an HC player because there’s so many SC guys around to remind me.
    In WoW it’s always very clear that I’m not an HC player because I get annoyed with the lack of HC and contemplate how HC could be jammed in there every time I die.
    But in TL I just kind of never had any interaction with anything to do with SC… it completely slipped my mind that HC/SC is even a thing to the point that talk of death confused me for a moment.

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