BruhItsOver9000 wrote: »It's a gold sink, chill.
puffytheslayer wrote: »weapons may not be effected by durability, but your weapon's enchant does deplete and poisons are consumed.
So since weapons don't have to be repaired it is not realistic for armor to be repaired?
And the enchantment or poisons are weapons equivalent of being repaired
You should always join dungeons prepared, and I suggest carrying extra repair kits and selling them to your group members of they need them. At cost of course no need in trying to make a profit on repair kits.
GrumpyDuckling wrote: »puffytheslayer wrote: »weapons may not be effected by durability, but your weapon's enchant does deplete and poisons are consumed.
Both of those effects, enchants and poisons, are additive to your weapon. If they run out your weapon still does damage and you're not significantly hampered.
puffytheslayer wrote: »GrumpyDuckling wrote: »puffytheslayer wrote: »weapons may not be effected by durability, but your weapon's enchant does deplete and poisons are consumed.
Both of those effects, enchants and poisons, are additive to your weapon. If they run out your weapon still does damage and you're not significantly hampered.
my enchantments increase my weapon & spell damage, my enchantment running out can made a world of difference in vMA
You say weapons need repairing?
If I shoot a guy wearing Kevlar armor with an AK-47, which would need repairing, the gun or the armor?
But, having to repair or tend to your armour is realistic. The fact that weapons don't need attention in the same way is mildly disappointing and I agree that they should function, deteriorate or 'weaken' in some way, assuming that was the goal.GrumpyDuckling wrote: »1) Armor breaking does not provide a "realistic" experience for players. If that was the goal, then weapons would break too.
I completely agree, this doesn't make sense.GrumpyDuckling wrote: »2) Armor becomes damaged even if a player doesn't get touched by enemies - it becomes damaged when a player gains experience.
Yes, and I for one like the inconvenience. And yes, I know i'm probably in the minority here! As with many crafting features of the game that touch on historical and/or practical matters, spending time looking for and travelling to, say, a blacksmith workshop in a town, settlement or camp is part and parcel of owning and using such gear (in my mind, anyway). Repair kits are a cute and convenient in-game alternative (or even a necessity in some situations).GrumpyDuckling wrote: »3) Armor breaking inconveniences players. Not many players get excited about having to stock armor repair kits or frequently visit vendors to repair amor.
I can understand how this can be annoying, despite my nod of appreciation towards historical accuracy elsewhere, and I have had a couple of slightly embarrassing scenarios as a result. It must be extremely difficult, if not impossible, to find a fair balance between factual, fantastical and practical. Maybe some of the difference lies with what works with solo content and group content? Maybe it also depends on whether, like me, you crave the little details that lend themselves to role-play? I guess i'm trying to say that I much prefer to see things improved, developed and function better rather than done away with.GrumpyDuckling wrote: »4) Broken armor slows group content. When groups (especially random groups) are struggling in a dungeon, armor starts breaking and if a player doesn't have repair kits, then things get uglier and it hurts the group.
5) Broken armor only detracts from a player's build and experience. Drinking potions, keeping weapons enchanted, and consuming food and drink all offer boosts to a character without negative consequence - making them justifiably useful elements in the game. Broken armor only serves to harm.
Yeah, #2 is total BS. If you start actually grinding something (zombies for instance), in a few minutes your armor is completely broken, even if nothing touched you. That's just stupid. Incredibly stupid.
GrumpyDuckling wrote: »1) Armor breaking does not provide a "realistic" experience for players. If that was the goal, then weapons would break too.
2) Armor becomes damaged even if a player doesn't get touched by enemies - it becomes damaged when a player gains experience.
3) Armor breaking inconveniences players. Not many players get excited about having to stock armor repair kits or frequently visit vendors to repair armor.
4) Broken armor slows group content. When groups (especially random groups) are struggling in a dungeon, armor starts breaking and if a player doesn't have repair kits, then things get uglier and it hurts the group.
5) Broken armor only detracts from a player's build and experience. Drinking potions, keeping weapons enchanted, and consuming food and drink all offer boosts to a character without negative consequence - making them justifiably useful elements in the game. Broken armor only serves to harm.
Note: If anyone wants to argue in favor of armor breaking as a necessary and contributing gold sink to balance the game's economy, then I'd like to offer the preemptive counterargument that there are better ways to balance the game's economy (such as offering less gold rewards, for example).
I agree fully.
The way the system works now is quite dumb. I wouldn't mind armors and weapons breaking, even to the point of actually breaking completely and have to be reforged.
Let us repair our own gear with materials, make it meaningful.
How come an alchemist or a generic cook can repair my leather and plate armor when I, a master crafter, cannot?
Enchants should be drained and have to be refilled, this makes complete sense. Armor breaking from nothing and you by yourelf can't do anything about it doesn't make any sense.
For me, causal-serious player, there are absolutely no needs whatsoever for any kind of gold sink in this game except for the bag merchants (which is also stupid). I spend all time online grinding gold and selling stuff so that I can experiment with gear - gold sinks only kill the fun.
But then again grinding gold to craft gear is what ESO is all about, and nothing else, so I might be the wrong person entirely to speak about this.
BruhItsOver9000 wrote: »It's a gold sink, chill.