To make it more hellish, I think. Its not like stygia is tough to collect though.
When the game was initially released, you did lose xp upon dying. I think it was changed to armor durability around 1.3. Which back then was a big thing, now itās easily ignored.
They also shouldnāt have tied rep to unlocking said sockets.
Or do like me and pretend the Maw is a myth.
No, but the Maw is supposed to be a punishing zone.
The only time I die in the maw is accidentally running off the ledges when Iām not paying attention. Itās pretty much impossible to die otherwise unless you have emergency afks.
That was never a thing in retail. Beta, maybe.
I mean, you had a 5-minute run across Tanaris from the only graveyard in the zone.
Itās because you donāt go into ghost form for lore reasons, so they wanted to prevent people dying to travel to the nearest graveyard.
I just looked, they changed it at 1.1. It was in for the initial release for 1.0.1
This makes sense. I remember experiencing it early on. Specific memory of trying to run up the mountains between Feralas and Darkshore and falling to my death and being incredibly frustrated at losing that XP
Patch 1.1 was released November 17, 2004. WoW itself was released 6 days later, on the 23rd.
Have you seen Revendreth? Blizz is blatantly copying dark souls.
Iām sorry, I just canāt get past the grammar in the thread title. It hurts to read.
Itās like the only zone in the whole of WoW that actually carries some risk. Risk = excitement.
You know the maw came out when no one was 200+ ilvl and I wasnāt dying that much in the maw. I think youāre doing it wrong.
Or, youāre not going to places that are as dangerous. Or some classes are weaker and more likely to be in danger. Lots of other possibilities than āLOL L2Pā
/sighs
/drinks ā¦ again ā¦
A failed attempt at a āchallengingā zone that in actuality is join annoying and not actually challenging.
Hereās to hoping 9.1 fixes it up!
Itās to add consequences to dying.
Not that you have to worry about dying in the Maw.