Currently reincarnation simply adds too much variance that the player has absolutely no control over in shard dungeons. It does not feel good gameplay wise because unlike other mutations (even unstable, which still should be tuned as the mechanic is ), you can’t do anything about it period.
People have complained about whether it was working properly and have suggested it needs re-balancing. I think it should be removed entirely because its simply a stop gap to prevent the highest tier dungeons from being completed on time, through a RNG mechanic that is set at decently high chance (20%).
See threads: Reincarnation working as intended?
And: Reincarnation needs rebalancing
Every single pull now has the potential to become much more than what is expected. And even with the expectation of 20% revival rate, there are plenty of reports where a single enemy is being revived several times in a row. RNG is RNG right? Well mathematically that happening is quite low yet there are multiple reports, and probably many more that just aren’t voiced on the forums.
Please replace Reincarnation, a RNG mutation, with something that can strategically challenge players without adding pure RNG elements that cannot be dealt with at all.