Disconnecting during a Dungeon run can be a frustrating experience. All of your time and buffs are essentially wasted as your character is teleported to the start of the zone.
However, dying upon disconnect wasn't always how the system worked.
Years ago, when a player disconnected during combat, they would enter the game in the same area when they reconnected. However, due to players abusing this system, changes were made so that players who disconnected during combat were killed and sent to the start of the zone.
I suggest that we revert to the old system specifically for dungeons. So, when a player in combat disconnects mid-dungeon, they will appear in the same spot when they log back in. This will enable them to catch up to their group and finish the run. In other zones that aren't dungeons, the current system of dying upon disconnect can remain as is. I don't foresee players abusing this in dungeons as the timer limits the extent of that.
However, dying upon disconnect wasn't always how the system worked.
Years ago, when a player disconnected during combat, they would enter the game in the same area when they reconnected. However, due to players abusing this system, changes were made so that players who disconnected during combat were killed and sent to the start of the zone.
I suggest that we revert to the old system specifically for dungeons. So, when a player in combat disconnects mid-dungeon, they will appear in the same spot when they log back in. This will enable them to catch up to their group and finish the run. In other zones that aren't dungeons, the current system of dying upon disconnect can remain as is. I don't foresee players abusing this in dungeons as the timer limits the extent of that.
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IrishElf