OK so I understand the need to limit the ability to corpse run a boss. It encourages some people to run back to an encounter and zerg the boss until it’s dead, with the giant repair bill at the end. It’s a frustrating experience for the players and it doesn’t encourage them to play skillfully and learn how to dodge or deal with boss mechanics. Keep in mind I am thinking of Twilight Arbor as I write this post, although it’s not the only dungeon which has this issue (some other dungeons, such as Ascalonian Catacombs, are a lot better).
I’m sick of there being few or no waypoints in a dungeon aside from the first or maybe the second which spawned a good 2 minutes run away from the encounter which spawned it. If I die or my group wipes, I don’t enjoy running for 2 minutes. It’s a pain and I don’t feel more incentive to play better, I feel like I’m wasting my time compared to a situation where a closer waypoint could have been given. I don’t feel like corpse running is a more desirable strategy, just wiping isn’t as an unnecessary waste of my time as before. I understand that if they are implemented incorrectly, waypoints can trivialise boss fights (such as Lupicus in Arah) by rewarding corpse running but I think the cost (my time wasted) is more than the benefit.
Why doesn’t the game use a boss gate system? Close the gate in the boss room once the encounter begins and anyone who is defeated either has to be resurrected or can’t get back in until the encounter is over (either a wipe or a win). This allows for more convenient placement of waypoints (right before the boss room) while preventing the corpse running issues. It has the side bonus of bosses having to be fought in their rooms where the boss mechanics take place rather than allowing players to pull them to locations which make them easier (such as taking Fyonna in TA away from her spider egg sacks). Some encounters don’t take place in rooms (such as Leurent, although once you jump down the platform before him you can’t get out, so you could stop players from going down that) and would be hard to create boundaries, but in general the game could do a much better job of placing waypoints throughout the dungeon. There are several locations in dungeons where a trade off like this can be made.
I can see the potential for something like this to destroy the success of many PuG groups, so with the current difficulty of dungeons and the frequency at which I PuG I would be scared of something which had the potential to eliminate the only route some of my co-players have to finishing dungeon paths (many groups will have two people who can handle the encounter fine while the other three can only contribute by corpse running), so it’s worth considering whether the trade off is worth the potential cost.
A final sacrifice would be the ability to reset an encounter without wiping. Currently if my group fails the Nightmare Tree in TA I can disengage and res the close ones and wait for the others. If we get a bad start and get a lot of early defeated or downed players we can back off and res or wait for others to run back. A gate would prevent this, although a waypoint right before the boss would alleviate the problem of removing the ability to res (by allowing people to res in a safe and close location while preventing them from rejoining the fight).
Are you all happy with the location of waypoints in dungeons? Do you think corpse running should be a viable strategy? Should it be a viable strategy to move a boss out of their room? Would boss gates make some encounters too punishing for people who don’t corpse run but do need a few people to be allowed to corpse run to finish some events? Is there another solution to this subjective problem?