I would like to see ZOS revert to how it used to be:
10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".
Emma_Overload wrote: »I would like to see ZOS revert to how it used to be:
10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".
It was never like that. It was 90% to enemy players and 10% to mobs at IC launch, then it was later changed to 50/50.
Emma_Overload wrote: »I would like to see ZOS revert to how it used to be:
10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".
It was never like that. It was 90% to enemy players and 10% to mobs at IC launch, then it was later changed to 50/50.
I would like to see ZOS revert to how it used to be:
10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".
Ilithyania wrote: »Hate losing my stones
I would like to see ZOS revert to how it used to be:
10% loss on death to mobs and 50% loss on death to another player. Being able to "deny" yourself to a mob is a nice "feature".
paulsimonps wrote: »Risk vs Reward. It creates tension and makes things more exciting. The system is fine as is, it was a good chance when they made it like this, you can't cheat your way out of loosing Tel-var stones anymore. Monster or Player, you lose half your stones.
paulsimonps wrote: »you can't cheat your way out of losing Tel-var stones anymore. Monster or Player, you lose half your stones.
I don't say this very often, but it's fine the way it is.
Of course you hate losing your stones, everyone does. And we all like gaining stones from killing others. If you want to die without consequences, the entire rest of the game awaits you. IC is the only zone with a risk/reward factor. Leave it alone.