Durability loss occurs when you gain xp, not specific to battle. If you just discovered this wayshrine as a new one you would get XP for the discovery and there would be your loss right there. Now if both wayshrines were alrady discovered then it sounds like a bug.
On the off chance this info somehow helps:
I just took damage to equipment during the final conversation for the Mage Guild quest. This is long after any combat and after going outside to speak with the mage.
Then...
Immediately after, I went to Riften and used the Wayshrine to travel to Fallowstone and blam got hit with damage to gear again. No combat at all. No Experience granted at all. No falling, etc etc.
DewiMorgan wrote: »On the off chance this info somehow helps:
I just took damage to equipment during the final conversation for the Mage Guild quest. This is long after any combat and after going outside to speak with the mage.
Then...
Immediately after, I went to Riften and used the Wayshrine to travel to Fallowstone and blam got hit with damage to gear again. No combat at all. No Experience granted at all. No falling, etc etc.
@ZOS_GinaBruno tells us this has been "thoroughly tested", and that "everything is working as it was designed". Clearly, the wear and tear of everyday travel can take its toll on armor; and haven't we all found that speaking to mages can wear us down? With their tedious bookish ways and all?
So these as-designed effects are, I'm sure, just intended to deepen immersion and the verisimilitude of the environment. I applaud their designers for these amazing features.
And I shall continue to adventure naked. I just wish this underwear wasn't so ugly...
Disclaimer: This is ignoring the obscene repair costs a lot of people are reporting, we haven't been affected by that, just very inconsistent, extreme, and illogical durability hits.
aipex8_ESO wrote: »Since I've hit VR, my repair bills have gone down quite a bit (far less XP for killing mobs), 40-50 was the most expensive.
Right now there are no plans to change how armor is repaired. This might be something we look at in the future.To expand on this further (since I didn’t find anyone that asked about this directly), durability damage is a bit higher than we would like it to be in group situations like dungeons, the upcoming craglorn zone, and Trial content. In Patch 1.1, you’ll take significantly less damage in group situations (whether or not you have officially formed a party)
Blackwolfe5 wrote: »From the AMA:Right now there are no plans to change how armor is repaired. This might be something we look at in the future.To expand on this further (since I didn’t find anyone that asked about this directly), durability damage is a bit higher than we would like it to be in group situations like dungeons, the upcoming craglorn zone, and Trial content. In Patch 1.1, you’ll take significantly less damage in group situations (whether or not you have officially formed a party)
Does this mean that we are currently taking alot more durability damage if being in combat close to other players in PvE? Like going into a public dungeon together with people, but ungrouped, we take extra damage to our armor?
I'm confused as to what exactly they mean.
Until you die twice and it's not your fault..Here is the fix.... remove gear damage and bring back xp loss upon death, not an xp penalty but EQ1 style xp loss, then that will give death a "real bite" and force players to not be so careless or reckless in game. I mentioned this in beta as did many others. XP loss is still by far the best penalty hands down for dying.
Here is the fix.... remove gear damage and bring back xp loss upon death, not an xp penalty but EQ1 style xp loss, then that will give death a "real bite" and force players to not be so careless or reckless in game. I mentioned this in beta as did many others. XP loss is still by far the best penalty hands down for dying.
Maybe it's a byproduct of self selection on the forums, but it doesn't feel like a "small number of cases," to me. Either way, the entire excerpt sounds like they're fixing a few things that were causing even more gear decay, rather than addressing players losing half their armor in an hour. But, like I said, it's hard to tell, and everything we've gotten has been vague. Does "working as intended" mean, that there's supposed to be some damage from dealing combat XP, but not much, and the numbers we're seeing is the bug, or does "working as intended" mean that we're supposed to burn through our armor in a couple hours?Fairydragon3 wrote: »@ZeBlade there was more to the message
"However, we did find that there were a small number of cases that may be generating more decay than was originally intended, and we will continue to investigate those situations. We’ve also seen your feedback and do agree with you that the durability was too severe under some conditions, such as while you’re playing in a group, and are testing these changes on the PTS now."
My wife wants me to help her this evening because she is having a hard time progressing and is getting frustrated. She has no money, can't fix her armor because of that, so she is having a hard time defeating mobs to finish quests so she can earn some cash. Also she is having a hard time finding mats to restore her armor. So if that is your intention, to frustrate players almost to the point of quitting, you are doing an excellent job!
The problem there is, instead of running out of money, you'd end up with characters that couldn't get enough XP to advance without simply grinding mobs. The idea itself is sound, but given the current implementation, I'd be a little afraid you'd end up in a situation where players would actually lose more XP in combat than they'd gain.Xp loss upon death isnt so bad, at least u wouldnt have to worry about not having enough gold to repair your armor. and as in most games, the better your armor, it more expensive it is to repair. so it's either alot of money or some xp loss. If you reduced the repair cost penalty anymore guess what happens? Youll be playing wow under a different flavor!
(or just give me myself xp loss and no gear damage, since im the only one, and i enjoy the challenge and the immersion of a greater penalty)