<shrug> Its a gold sink. And losing durability from fighting regardless of whether you are getting hit or not makes it kinda fair for the tanks out there.
It may make no sense from a realism point of view, but it makes sense from a game balance point of view.
robertstollster wrote: »So I don't know how many people have noticed, You armor loses durability without Death Without being Hit just simply killing mobs will take your item durability to 0... So If lets say I go farming with a friend who's a tank... I never once get hit or take damage I never once Die... and yet 3k -4k repair bills without fail. I've always believed repair bills might be a little high at some levels but finding this information out makes the repair coast insane... I've tested this for some time with the same result.
Not arguing with *you*, WT:WilliamTee wrote: »
Morrowind and Oblivion used weapon and armor degradation; Skyrim did notIsn't this how durability has always been handled in TES games? I know one other MMO where this mechanic is used.
The fact that most mobs drop around 3 gold pieces and that long quests give around 300 gold and at level 10 my repair bill is just over 1000 gold I can safely say it's broken from a economic view.
So craft the whites and save the improvement mats.
Good.
Finally a game that keeps the farmers in the barn where they belong.
Morrowind and Oblivion used weapon and armor degradation; Skyrim did notIsn't this how durability has always been handled in TES games? I know one other MMO where this mechanic is used.
To be honest, I'm not against weapon & armor degradation in mmorpgs I think it is a must, however how fast they degrade can be game breaking.
Repairing is ridiculously overpriced. In the end I have to craft extra sets or I simply run with all the equipment broken.
I think the devs are missing the point here, repair prices affect the player behaviour, making improving and enchanting a waste of time.
This craze to make almost every useful feature a huge gold sink is ignore the human nature.