I might be alone on this but I like having the extra penalty for dying. I can think of a couple reasons they added the gear damage to WvW, one would be just to have an additional gold sink, another would be if you managed to push a server back to their spawn point they would be forced to organize and come up with a strategy to fight there way out rather than going on kamikaze attacks to whittle you down.
This isn't sPvP its WvW....I believe there should be consequences when you die, otherwise why have any strategy at all...just run out, die, run back out, die, rinse and repeat. Lay down siege to take a keep (close to their side) they'll just suicide run it until the siege is down; you take that keep, fortify it and defend it...they'll just keep assaulting it until they get it back because deatha are meaningless....if there was no death penalty half of strategy would be lost. Siege and attacking/holding certain keeps would be impossible and gameplay would become too unrealistic (with one side not caring about deaths)...if they did away with the death penalty I would be down with WvW and I immagine after a few days/weeks when the consequences of that change would play out, so would many others.
But seems like AN gets this so there has been no talk about doing away with repair costs. And rightfully so imo.
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Also, I've never had more than 20-30s in repairs in a day and if I've played that long in a day...I've made so much more money, karma and ex its not even funny.
WvW is my endgame and without the risk/reward it would not be nearly as entertaining. It'd be like Rift where everyone just ran in faceless zergs and spammed AOEs on the enemy teams. (Except unlike in Rift I can't just take my Sabo out solo and trash entire zergs in one shot :P)
The system wouldn't work if you could level from 1-80 in WvW and come out with a crapload of money and no repercussions.
I think the win-win solution here is to let the gear breaks because it is a penalty for dying. The more you die, the more your gear breaks, and the weaker your character will become. But you need to go out and repair them for free. That way, your pocket doesn't take a huge hit. But you still get that penalty for dying, and that is temporary. Repair costs are a permanent penalty, since you can't get the money back.
WvW gives MONEY, xp and karma for dong stuff...if there was zero risk it would be unlike any other part of the game. Why would any player do anything else other than WvW when it's guaranteed profit, 100% with no chance of a loss. Pve isn't like that with way points and death penalties. PvP doesn't give any benefit outside of PvP, no karma, no money no xp. BUt somehow magically WvW should have no risk associated with it?
So from a purely logistical standpoint, it can never happen.
Then all the other things I already said about strategy etc. That idea is bad and it should feel bad.
Besides, every profession has at least one ranged weapon option. It's not like you're forced to jump in and melee.
Fey, do you realize that Badges are gained by doing a certain amount of damage to an individual target?
I think incurring repair costs for PvP deaths detracts from the PvP experience. If you folks want your PvP to be long range pew pew fests then why don't you all just hide in your Keeps?
I come to PvP not hide behind a zerg/keep wall and pew pew.
So stop punishing me (and those like me) for wanting "up close and personal" PvP.
Seriously, by doing away with PvP repair damage costs, what part of the game is negatively affected? None.
Farming/griefing/fightclubbing will occur regardless of PvP repair costs. Anyone who with but rudimentary knowledge of MMO PvP knows this.
In Articulo Mortis, Sunt Omnes Unum