So I've learned that taking the zone offerings can kill you if you can't shoulder the full burden of the toll. This may not be intentional judging by an administrative response given, but the end result is still possible.
So if possible, I'd just like to suggest 3 things to add or change for the zones so it alerts unknowing players to the risks:
- The Zone Offering costs dynamically update when a player gets near them to show the current cost of health, depending on how many Damage Taken curios are in play for them.
If it will still force a run end, it would be helpful to at least know that the burden is not static, so anyone who tries to pick up a modifier worth a cost of 80, while having 21 or more max health will at least have a reference point, but also work in reverse for tankier builds knowing how much to prepare to lose, even if it's single digits.
- The Zone Offering, no matter what has a safeguard effect in play that leaves you with 1 hp if you can shoulder the normal cost, but not the damage modifier applied on hit.
This will at least give a feedback warning if the cost will or cannot be dynamically changed without giving you a shock and without making the player feel like they just got robbed of a run (external hits notwithstanding like elite snake's [snacks? i still don't get the enemy naming] exploding orbs).
- The Zone Offering purchase is disabled if the exchange would KO you.
Just like running up to it with 20 or less hp normally, this just flat out removes the option to buy anything if the exchange isn't possible until your max health is increased or you pick up Damage Taken - curios.