The Death Effect as we know it, is basically a debuff that is forced upon you when you die and you're suddenly 15% weaker which will gradually lower over the time of five minutes.
Games today generally try to convey the message, "Dying a lot is bad." by having something negative happen to your character every time you die. Although, MxO is actually one of the first ones I've known besides Runescape, where dying in PvP results in a negative debuff. Why is this even needed? Even in Runescape you don't get a debuff for PvPing, you just get robbed of all your stuff. What I'm trying to say is, the death effect as it is now is basically an annoyance. Why do we even need this? In PvP this is just more of an excuse than a penalty, and no one wants to just take a break every five minutes after they die, so what do they do?
They PvP with the DE, die, blame the DE or one of ten other lame excuses and then recon with a refresh DE timer. Which brings me to my next point, which is the most annoying thing about the debuff is that it does gradually reduce over time, which means when you apply your buffs/title buff immediately out the hardline, they are all reduced by 15%. Then of course you have the choice to rebuff immediately to get higher stats then, or wait with the 15% reduced stats until the DE timer is up then reapply your buffs. Hell, half of the time I forget to reapply my buffs when the timer is up.
Perhaps if you were PvP Flagged and took damage (as if you died a CQ would be rewarded to whomever) you wouldn't receive DE?
I'm not out to just ruin the entire game, I just wanted to make PvP a little less consequential (even though to normal PvPers this really doesn't phase them) and in the long run more viable and fun.


