I have full legendary armour and do not recieve the repair bills I used to get on lower levels, currently v3 I pay maybe 1.6k the highest after a long time of playing, not like most say here after a few clashes.
Maybe the quality of the armour matter, at lower levels I just replaced my armour as I found new pieces. And 1,6k at veteran rank is nothing.
As i understand wear outside of death is based on xp killing enemies something who explains why grinding in group wears out armor fast while you don't get much xp from monster kill if you quest.I have full legendary armour and do not recieve the repair bills I used to get on lower levels, currently v3 I pay maybe 1.6k the highest after a long time of playing, not like most say here after a few clashes.
Maybe the quality of the armour matter, at lower levels I just replaced my armour as I found new pieces. And 1,6k at veteran rank is nothing.
starkerealm wrote: »isengrimb16_ESO wrote: »Oh, I could see small, slow decay when you get hit (I mean small, less than 1 point) - wear and tear and stuff. But to be, say, sitting somewhere in peace, but there's bots around killing stuff, and have your gear start to decay is just silly.
BTW, do set bonuses stack? For instance, if I made all my gear at one set-crafting station, that only has a 3-set bonus, would 6 pieces give me a double buff or no?
No.
And, if you're in combat, and the bots are in combat, then it thinks your all working together and the group multiplier kicks in. Also sometimes if you're in combat and the bots are teleporting in your general vicinity and the game thinks they're in combat.
Hiddenbunny wrote: »I am not sure why we are still talking about this. The smart devs in ZOS already came out said "its intended", so obviously they don't give *** about this issue. make in game function to make more sense? nah, lets go catch some gold spammer and bots, so we can show people we are doing something.
Reduced the cost of all armor repairs. Reduced the amount of item durability loss while in group combat situations (such as dungeons.)
starkerealm wrote: »From the 1.1.2 patch notes... (and out of context, since I can't quote it...)Reduced the cost of all armor repairs. Reduced the amount of item durability loss while in group combat situations (such as dungeons.)
So, fingers crossed.
Zershar_Vemod wrote: »starkerealm wrote: »From the 1.1.2 patch notes... (and out of context, since I can't quote it...)Reduced the cost of all armor repairs. Reduced the amount of item durability loss while in group combat situations (such as dungeons.)
So, fingers crossed.
Don't give too much hope haha, instead of ~2k repair bills, we might get 1500 repair bills.. :P
That doesn't suggest a fix in rapid gear decay sadly.
Zershar_Vemod wrote: »starkerealm wrote: »From the 1.1.2 patch notes... (and out of context, since I can't quote it...)Reduced the cost of all armor repairs. Reduced the amount of item durability loss while in group combat situations (such as dungeons.)
So, fingers crossed.
Don't give too much hope haha, instead of ~2k repair bills, we might get 1500 repair bills.. :P
That doesn't suggest a fix in rapid gear decay sadly.
Actually it does, if you'd kept up with this thread. The vast majority of excessively fast armour damage has been shown time and again to be due to group combat situations (informal and formal). The only aspect we aren't sure about about is how people get decay while crafting/talking to vendors, although I think a lot of us believe it is linked to the same group buff effect causing the extra damage in clear combat situations.
C'mon guys - we argued, presented our case and, from those patch notes, it certainly appears that the devs listened and adjusted accordingly. No need to be ingrates before we are even playing the new patch.
Zershar_Vemod wrote: »starkerealm wrote: »From the 1.1.2 patch notes... (and out of context, since I can't quote it...)Reduced the cost of all armor repairs. Reduced the amount of item durability loss while in group combat situations (such as dungeons.)
So, fingers crossed.
Don't give too much hope haha, instead of ~2k repair bills, we might get 1500 repair bills.. :P
That doesn't suggest a fix in rapid gear decay sadly.
Actually it does, if you'd kept up with this thread. The vast majority of excessively fast armour damage has been shown time and again to be due to group combat situations (informal and formal). The only aspects we aren't sure about about are how people get decay while crafting/talking to vendors, although I think a lot of us believe it is linked to the same group buff effect causing the extra damage in clear combat situations, and the few reports of 'everything broke in 15 minutes' which I'm personally inclined to believe are impacted by a certain amount of hyperbole.
C'mon guys - we argued, presented our case and, from those patch notes, it certainly appears that the devs listened and adjusted accordingly. No need to be ingrates before we are even playing the new patch.
I wish they'd have lowered the gear decay rate rather than the cost to repair... I would much rather pay more to repair and have my gear last longer than to pay less and have it break every hour. My only problem is working hard on a sweet set of gear for it to just break in under an hour. The new patch won't keep it from breaking it under an hour, but maybe it will at least make it affordable to repair? Idk... I'm just saying I wish it was the other way around.
I have full legendary armour and do not recieve the repair bills I used to get on lower levels, currently v3 I pay maybe 1.6k the highest after a long time of playing, not like most say here after a few clashes.
Maybe the quality of the armour matter, at lower levels I just replaced my armour as I found new pieces. And 1,6k at veteran rank is nothing.
This is when MMO's start to suck, if players get listened to when it comes to obstacles being too hard. Im the opposite, if I see a trend develop and they start making the game easier, I know I'll be a couple of steps closer to quitting this game. The repair bill serves a valuable purpose as a gold sink. If you diminish this significantly, suddenly everyone is available to save large quantities of gold, and your economy goes to crap. Im already able to save plenty of cash to do whatever I want, now when not so savvy players are able to save, it only amplifies what the more industrious players are able to do, then you have a problem because now those players whinging about repair costs before cant afford the elevated prices due to inflation. So really, bad players are just bad, if you balance the game around them, your game will be bad. Dont do that.
No offense to anyone intended, Ive just seen this happen dozen of times in an MMO, this post is nothing if not right on cue. For once lets just try to play smarter instead of begging for things to be easier. Its better for everyone.
Why are you talking about repair bills as a "gold sink" when they're on a level where no one actually spend money on repairing? It's not a "gold sink" if no gold is sunk into it. And as it stands, with ridiculously fast loss of durability from regular asswhopping of mobs... No one pays the repair bills. Easier to just put on whatever whites drop from whatever mobs as the armour breaks.
One golden rule of gold sinks - they need to be something people will actually sink gold into. This isn't it.
I have full legendary armour and do not recieve the repair bills I used to get on lower levels, currently v3 I pay maybe 1.6k the highest after a long time of playing, not like most say here after a few clashes.
Maybe the quality of the armour matter, at lower levels I just replaced my armour as I found new pieces. And 1,6k at veteran rank is nothing.
Because you're not grinding mobs anymore because it's pointless to do so in VR levels. Repair is strictly based on number of monsters killed.
Zershar_Vemod wrote: »Well there is a fast decay still, but ~164 gold every 10 min (from what I've been testing in Stonefalls - VR 1) isn't as bad as ~2,000 gold every 30min. They still need to make it so a tad more gold is given per quest reward to balance out the repair costs still.
starkerealm wrote: »Zershar_Vemod wrote: »Well there is a fast decay still, but ~164 gold every 10 min (from what I've been testing in Stonefalls - VR 1) isn't as bad as ~2,000 gold every 30min. They still need to make it so a tad more gold is given per quest reward to balance out the repair costs still.
Or slow down the loss from XP a bit... Still, that does sound a lot more manageable.
starkerealm wrote: »It looks like, right now, gear decays in about 4 - 8 hours. Which, honestly sounds fine, at least on paper. Gear still feels squishy. But, it was really nice to be able to play the game again; stagger up to a merchant, and not have to completely cough up all my earnings just to get my armor passives back online.
starkerealm wrote: »@SootyTX Good to know. I wish I'd thought that far ahead, but I actually cleared my inventory and repaired up before logging off the other night. It's a bad OCD induced habit.
ryanbraninub17_ESO wrote: »i think the most recent patch broke the decay rate. yesterday, i could go 3-4 deaths and still have my max armor rating, today, if i die once, my armor goes down to about half durability, costing me about 200 armor points, and armor losses increase exponentially from there. so one death is costing me about 800 gold in repairs.