Now I don't have a problem with reduced RPs for someone who has been killed recently if they can't fight back etc or they're at a huge disadvantage. (I also know it helps prevent RP farming... fine)
My problem lies here:
Player X is killed - Player X cures res sick with bot - Player X runs straight back out to RVR within less than 2 minutes.
This player will then be able to give as good a fight as if he wasn't res sick and will most likely make you blow alot of timers to kill him.
I'm sure enough of you can see and have experienced this frustration no doubt.
Suggested Fixes?
To be honest, you only need one.
Make Res Sick mean something!
It should hinder a players HP/Melee Dmg/Defence or something. It's a penalty for dying... therefore make it a penalty! The only people suffering from the penalty at the moment are the ones attacking them!
Currently the only downside of being res sick is moving a bit slower and it reduces your timers... What a major problem that is for people

If you Cure Res Sick - The player should be fully worth again. I can see the issues with RP farming here so I suggest putting Cure Res Sick on a 10 minute re-use timer to counter.
One of the main reasons I enjoyed the classic server was no cure res sick bots. People would have to wait out the timer in order to put their buffs up etc in order to be viable in RVR.
/rant
-----signature-----
Coreline 9l1 Ranger & Corlina 11l1 NS 
Currently ~ Corella ~ 3l3 Bard 
Ranger vid ~ http://tinyurl.com/Coreline
NS Vids ~ http://tinyurl.com/CorlinaVids



