#Change Magic Masterwork back to repair with gold

8 messages · Page 1 of 1 (latest)

hoary stump
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Since Monday, magic masterwork armour has crashed due to the change requiring it to be repaired via items. In my opinion (and due to the crash seemingly that of others), repair via items is far less desirable than repair via gold.

It creates an additional barrier where players need to either store or obtain an additional item to repair their armour which can cause delays between combat encounters as well as added complexity of needing to know which high level armours are restored with which items.

The only reasons I can imagine for repair via items are "consistency" for which the melee armour should've been updated to be repair via gold as this is also how all the masterwork weapons are repaired (also I believe that it was said consistency isn't a good reason to remove nox which shouldn't have been on the masterwork bow due to the already inflated price and item sink) or item sinks which it doesn't seem masterwork cloth required (partially because it is mostly made from starbloom cloth which already has a sink in the form of the crafting training).

On release of 110 crafting I loved the update as starbloom and masterwork armours did everything they needed to and immediately sold my armour due to the inflated cost at the time and was planning to buy back after Amascut's release but repair via items is so offputting for what was intended to be more accessible armour. Please change this back to repair via gold.

kindred quest
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It's one cloth per piece, per like 50 hours if not more of active combat. Should be glad they didn't do the consistent thing taking it from TMW needing a fully crafted extra piece of gear, in this case likely SB+5, to repair.
Is it seriously too much effort for you to grab 5 pieces of cloth and use one on each piece like once a week and that's assuming you afk for like 10 hours a day in constant combat using exclusively magic? Please.

Arguing this under the guise of "accessibility" is also weird to me. For most players, repairing it this way should literally be cheaper than just using raw GP, and as far as I am aware you don't need 110 crafting to repair the item either...

hoary stump
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I'm not going to be glad about something being made worse because it could've been even worse still. Yes requiring 5 pieces of cloth is too much because that's not a material I would usually have.

I find it interesting you've not suggested any reason why repair with items would be better than repair with gold here?

I'm not claiming repairing with a white cloth per piece is a huge ask, but I think it's a bigger hassle and more complex/clunky than with gold making is strictly worse for a player to deal with than what the item already was

kindred quest
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Repairing with items allows for the repair material to be a consistent method of relatively reliable GP through skilling in a way that is entirely removed from the market when repaired through coins at an NPC.

"It's not a material I would usually have", well, the GE exists, simply buy it.
If like me, you play an ironman, the whole idea of the gear is that it is a masterfully crafted piece of gear requiring incredible skill to make - and maintain.
I doubt Bob the humble axe merchant in Lumbridge would be quite that skilled...

That said, I wouldn't be against coin-based repair of the armours as an alternative - assuming that you had to visit and pay the masters to repair them for you.

Master crafter in the crafting guild, Thurgo at his anvil for melee masterwork, in the future for ranged masterwork.. well, likely the master crafter in the guild as well, unless they somehow involve fletching very heavily in the process of making that armour.

Some complexity is required to give purpose to the world and the NPCs in it. It isn't a huge ask, in fact it is a tiny ask, to have players take a slight extra step for this craftable power armour that already lasts 5x longer than the usual norm of item-charges - especially so when a custom fit version entirely removes charge cost when doing slayer tasks using it, reaper tasks and, at all times, elite dungeons.

hoary stump
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So first point of the item sink, it already had that with starbloom cloth being sank through the starbloom armour for crafting training and white masterwork cloth is only starbloom cloth + croesus flakes. An item sink wasn't needed here and starbloom cloth (and white masterwork cloth) were already reliable GP from skilling

Sure I could buy it, which would need me to go to the G.E and hope someone is selling at the time, it's additional time upkeeping items (which did not need this prior to Monday). I'm not an ironman but if I were and had forgot to prepare in advance (or had been caught out by the change on Monday) it's going to take at least 4 hours to be able to get back into being able to do combat

I didn't remember Bob was still an option as I've always repaired items myself in my POH, although repair via coins at a specific NPC (eg. a master crafter) I'd still be very happy with

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For years I stuck with achto bc it was repair with coins and I kinda hated any other high level armours being repair with items (even if those items make sense), since necro I've just used that constantly because there's no repairs at all but was looking forward to switching to masterwork magic sometime and even if it's not a big change to some, it's one that puts me off quite a bit

Starbloom cloth already has a sink so I don't see the benefit, but I do see multiple downsides

kindred quest
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It's less about the item sink in my book, and more about the reliability of the items' demand and price staying up.
Armour repair items are a good way of making sure these items/components remain in higher demand than they otherwise would.

Yes, MW cloth would still have a item sink with just being needed for crafting, but giving it another purpose like for repairs, means further increase in demand for a longer period of time, which in turn helps keep the item value up.
Keeping that value up for as long as possible means skillers/skilling has a decent option of making GP, something that is already extremely front loaded into PvMing (inevitably so, but still).

Granted that this is a rather extreme example in contrast, but look at the way the armor items from Nex exploded in demand, and therefore also price, as a result of being required as sub-materials for the creation process of MW armours, and similarly weapons required for MW weaponry later down the line.

Extending the use and relevance of the cloth means shifting, however little it may be in comparison to the example, some profitability back to skilling for a longer period of time at the cost of a genuinely at worst minor inconvenience to people using the items.

Skilling has for a seriously long time struggled extremely to keep up with PvMing with regards to making GP, and yet there is a large amount of players that prefer skilling. These players would still want to make money for their desired items, cosmetic tokens or bonds. The more options they have to achieve this the better, quite frankly. They too deserve reliable opportunities for making respectable money from their invested time.
(Mind you, I say this as an ironman player that predominantly does PvM)

severe river
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Repairing the magic set is so easy compared to the melee set. I think what they need to do is fix the repair cost for the melee set to be something similar but cheaper to make than a glorious bar.

As a white masterwork cloth is so easy and cheap to make, why not do the same to the melee set instead of a full masterwork armour set to repair it