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Armour degradation too high on normal fighting

Bell
Bell
Hi,
so, here's my problem: I'm fine with armour degrading upon death. Such a penalty I'm used to and the cost attached to it is quite high, but acceptable.
What is not acceptable for me, however, is that as a melee character your gear degrades so quickly just by fighting (without dying).

e.g. Yesterday I found a new blue shield and after playing with it for ~ an hour in public dungeons and normal questing it was down to ~75% effectiveness without any death on my side. As a tank in a group dungeon this is even more frustrating. I feel that there is just way too much item degradation through getting hit.

Please, alter that in a way where the main degradation comes from dying and drastically decrease the way just getting hit by mobs destroys your armour. Because as it stands now, this is not only a massive annoyance, it is also quite unfair, since people who play a ranged character save a lot of money in the long run, since they usually don't get hit as often and thus their armour remains useful much longer.

How do others feel about the way items degrade in ESO? Are you fine with it or do you also think that it's too much punishment for just successful playing without deaths?
Edited by Bell on April 14, 2014 7:35AM
  • Censorious
    Censorious
    ✭✭✭✭
    Ever buy a car?
    'Clever' sigs get old real fast - just like this one.
  • Bell
    Bell
    Censorious wrote: »
    Ever buy a car?

    What has that to do with item degradation in a video game?
  • mark2472
    mark2472
    ✭✭✭
    Censorious wrote: »
    Ever buy a car?

    I agree, what does that have to do with this?

    I mean, if you want to go that route it wouldn't really be compared to simply buying a car for personal use.

    More like... buying a car for yourself that everyone in your apartment complex uses but only you pay for gas/maintenance.

    As a tank, I have outrageous repair bills sometimes without even dying. My groupmates don't seem to have near the repair bills I have. I see this as a problem.

    So because I take the damage for the whole group, I end up footing the repair bill for the whole group. I get the same loot as everyone else, I just end up spending what I gain and more just to pay the repair bill. Dungeon runs seem to cost more than what I gain in return. Plus, after that first run for the quest they don't give experience. So... as a tank, there doesn't seem to be much any reason to do dungeons beyond completing the quest.
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