D1 had a problem with punitive respawns for public events like the Fallen Walker. If you died, you respawned
1) occasionally facing away from the fight,
2a) ever-farther with sequential respawns, or
2b) REALLY far away off one death.
It's probably not new in D2, but I recently started paying attention to this where dying in Strikes can cause you to respawn sections backward from your death location and at a completely different checkpoint.
Hypothetical example: If you die to the lasers in the Lunar submind while your team is still alive, you respawn JUST before the lasers -- you shouldn't respawn at the top of the shaft that you slide down.
Two recent notables I can recall that were attention-grabbing:
- In the Europa submind Strike, I died outside the boss room (after the shaft) and respawned at the broken glass floor above the Deathtongue's location. (It's also where I discovered that "back up the shaft" is censored for some reason.)
- In the Nessus Strike with the Cabal excavation and Vex boss, after using the single catapult in the the section where the Cabal "want their drill back", I died after the drop down and got respawned just above where you get the Drake tank, WELL before where "they want their drill back".
Also, spawning into a Strike-in-progress at the VERY start of the mission when the team is already deep into the mission -- basically not even in the same map section -- sometimes occurs.
If it hasn't been already, please fix this.
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