Maybe a slightly more ambivalent take:
Dying in chaos wastes is more punishing than dying in adventure maps.
Good or bad, it’s inconsistent.
Here are the game design issues as I see them:
Mistakes should be punishing. They should make it harder to win. That’s like, a basic feature of all skill based challenges. Losing a piece in chess gives you fewer options. Running out of oxygen in subnautica resets progress a little. Dying in overwatch gives you a 5v6 and reduced ult generation ability. Etc.
Ideally punishment for mistakes should be part of the gameplay. This is where you get a spectrum.
2.1 Chess/subnautica: the game just continues, but you suffer consequences. Progress reset is a little boring in subnautica’s case but not egregiously so.
2.2 overwatch: you’re pulled out of action for like 10 seconds before you can start running back to the fight. Your teammates suffer your loss in continued play.
2.3 vermintide adventures: you’re 3/4 effective for at least 30 seconds and must face that challenge until rescue.
In team games like this the good consequence design happens for your teammates. 0.5 → 2.5 minutes of no teammate. It’s harder! But for the downed player the game becomes trivial. Just wait. Eat a slice of pizza, check your phone, Then, back to normal difficulty.
In overwatch the game is so fast paced that I actually relish the break sometimes, but it’s only like 10-15 seconds anyway and there’s a constantly evolving battlefield situation that I need to be analyzing.
So! Vermintide. In chaos wastes the consequence for failure is higher. In this there is good and ill:
Good: missing boons. Yes, it’s sad, but it’s good consequence design IMO. Is it too much consequence? Well, debatable.
Bad: mandatory timeout. Zero challenge for the affected player. The timeout can be ages in game time. 5 minutes? I’ve never measured. It feels like forever. 30+ seconds is at the threshold. Just enough for one horde wave and some specials . Two if the team is slow.
Basically seems impossible to reconcile these without discarding both. The timeout is how you lose boons. Maybe a coin penalty would be appropriate if the rescue points were made closer. Technical limitations of the map system aside.
Ideal - my pipe dream: player is shunted to hell and has to fight their way out before rescue.
But yeah the long downtime is very un-fun. Especially when it depends highly on where you go down. You can be waiting anywhere from 40 seconds to like a full map rotation. I accept the missed boons, though.