#Less durability loss on gear in combat
23 messages · Page 1 of 1 (latest)
Only truly annoying thing i was mad about. all warriors stacked with 15+ weapons and armors just to clear a few POIs. one of the main downsides for mea and fellas for sure.
They can double dura on everything tbh and it would be more balanced
That or just mack later endgame skill give a much bigger cut to Dura loss. So this way you still have to work for it.
Yeah I or maybe an item that you could make to add to a recipe to increase durability so you can either have cheap weapons that break more used in PvP and more expensive weapons that break less for pve
@cerulean rune@wheat spruceI think both together would be the best splution
There is a skill tree for this of arts, you will need to find and requit specific warrior with those skill and level up art. You are suggesting to remove working system
Even with it maxed it still very fast for gear to loss Duar.
i mean i think its pretty fair. honestly with you can just store extra gear in all of the npc camps around the map plus any bases that you have plopped down if you were to increase durability you would need a similar increase in cost imo
i agree it is annoying, its not unrealistic at all tho, weapons clashing can cause breaks on initial contact, same with weak spots on armor
Maybe reduce the durability loss for PVE Encounters only ?
Why not add that in the skill tree as a perk
750+ => reduce durability lost on non player target by 50%
That was an exception not a rule to make it standard otherwise we would see soldiers carrying 4 swords and 2 halberds into battle in medieval illustrations.
Weapons did break yes hence suggestion was to reduce overall multiplier not to remove it completely.
I am all for minmaxing it but vets already dont care much about this. I opened this suggestion post having new players in mind more than us. And having a global durability boost will smooth noob curve a bit especially in february launch.
Actually I think it would be better if it was weapons and armor take 50% less durability damage on PvP servers.
most did have some type of sidearm like a dagger or short blade, or theyd be forced to rely on the man next to them to defend them while they fought over another weapon, i was adressing you saying its not fun or realistic when for me its both fun and realistic
they should add disarms
I'd agree on per parry basis the durability cost should be the same if they go for realisim. But other wise try hitting your knives onto meat 20 times and see if it breaks. Imagine if the weapon was crafted by a master craftsman at that time.
There are weapons that still are considerably sharp and intact today even if they had been used in multiple battles.
i mean i dont think youre going to get only 20 uses out of a high quality knife, using stone and branches to hit bones maybe, i know its all a game and suppose to be enjoyable, i never did more than i could i cleared what i could from camps and left or id have people with me plus npcs, idk if the title master craftsman make their gear unbreakable if theyre getting beat on by another master craftsmans piece of gear
the #1 issue you will run into is the structured battles all pretty much center around the concept of who's gear out last who in the weekly & monthly wars. so any adjustments will drastic affect the time those battles take, unless you adjust inventory sloting (was weight a factor I can't remember but I think it was?)
if it was weight you could double the resources to craft end tier weapons & armors then double the dura & double the weight. ez peezee. but if weight wasn't a factor, then you have to deal w like 10 diffrent aspects of hell in the game really have alot of balance as it is.
yes there are annoying aspects of having to lug 10 sets of weapons w u... IT REALLY SHOULD BE ADRESSED. but there are alot of interconnected peices all relying on eachother.
But I would LOVE TO SEE higher dura, if it was balanced so we didn't end up w ungodly long fights. idk, I feel like weapons should DEFINITELY have WAY more dura then armor... that's just a personal opinion though.
This is a good point but also a minor one. In instanced battles when two sides are equally strong the fight lasts until one side runs out of gear you are right.
But this is a balance that found its place not because devs designed it that way but its a result of multiple things like how instance battles work (you cant wipe attacker side even if you camp them outside their spawn, no option to win the fight preemptively) and how logistic department allow so many items in the first place in inventory.
I really find that aspect minor compared to the rest of the openworld game, also because it still could be remedied by simple tweaks to balance it out.
They could also make certain elements in combat like parries drain more durability than perfect hits etc. That way there could be new fighting incentives in combat to parry etc.
The point was that durability feels disappointing in overall fighting be it pve or pvp.
you say it's minor, but I disagree, and we can leave it there.
but the rest of your statement I do agree with over all in the 95% of the game it feels unrewarding, imersion breaking, over cumbersome and just draining.