#Tool Power Curve & Repair System Suggestion

1 messages · Page 1 of 1 (latest)

whole apex
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Right now, the way Power scales for tools tends to make players feel like Common-tier gear is basically not worth using, especially in higher Tiers. If you craft a T5 Common tool and it ends up being weaker than a T3 Rare, it creates the impression that only higher rarity items are truly usable, and anything Common is seen as junk or temporary.

What I’d love to see is a rebalanced Power curve where Common items in each Tier still feel worth using as a baseline. I’ve put together a rough draft of a new Power table as an example. The exact numbers might not be perfectly balanced, but the idea is to make Power increase in a way that feels steady and meaningful across Tiers. Rarity should feel like a bonus — something that adds value — but not the gatekeeper to whether an item is usable or not.

Separately I’d also like to suggest a repair system that acts as a resource sink while adding value to crafted gear, regardless of rarity:

Tools could be repaired using their core crafting material (such as ingots for metal gear or hides for leather armor).

Repairs would require more materials for higher-rarity items.

No profession locking. As long as any profession on the character has reached a certain level (e.g. level 30 to repair T3 gear), the player can repair items at a repair station.

Additionally, equipment could have durability-based stat scaling that affects performance as the item wears down. For example:

Durability 100% to 76%: item performs at 100% stats

Durability 75% to 51%: item performs at 75% stats

Durability 50% to 26%: item performs at 50% stats

Durability 25% to 1%: item performs at 25% stats

This system rewards keeping your gear maintained and gives more purpose to repairs while naturally cycling items through use, repair, and eventual replacement. It also helps make Common-tier gear feel functional rather than disposable.

P.S. I let AI translate all of this from my language to English.

Edit: in pic suggest T9 and T10 Mythic should be 35 and 37

snow cipher
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dunno about durability tbh

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Imagine rolling a mythic and it mf breaks

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💀

whole apex
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Durability is simply an indicator of an item's lifespan it reaches 0%, the item becomes unusable. However, repairing it would restore it to normal functionality.

If the item were to disappear entirely at 0%, I think that would be far too harsh.

torn karma
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Love the idea of the power values

swift arch
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The Tool rarity suggestions are a good idea, but durability is not needed

hexed egret
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Really we just need a salvage option for low quality tools but i agree common tools need a rebalance. I'd like to see common rarity to equal uncommon rarity of the tier before because in general tier upgrades feels extremely weak compared to rarity procs