Durablity?

Durablity?

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Posted by: lejean.9615

lejean.9615

So, as we all know, dungeons are expensive… because bosses can 1 hit kill you and you have to go to waypoint, attack boss again, maybe got killed once more…over and over, and our repair bill raises. So here’s my idea:
Add durablity to every armor piece. Helmets would have 50 durablity, coats 100 etc. After we’re killed, we lose some durablity, and after it’s on 0/50 we lose it’s effectiveness. We can repair our armor piece anytime. The more it’s damaged, the more we pay for repair.

Durablity?

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Posted by: Shandim.8694

Shandim.8694

There is a durability feature, just not with specific numbers (50/50, 100/100).. I believe it’s fully functional, semi-broken, and broken.

Durablity?

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Posted by: lejean.9615

lejean.9615

But:
defeated=broken armor part. Not defeated=non broken armor part.

Durablity?

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Posted by: nachtnebel.9168

nachtnebel.9168

But:
defeated=broken armor part. Not defeated=non broken armor part.

That’s not true, only the red armor parts are broken, the orange ones are just damaged.

Salix Babylonica (Necro), Tharnath (Guardian), N Faculty (Mesmer),
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)

Durablity?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Currently there’s only 3 stages:

  • Intact
  • Damaged
  • Broken.

Instead, damaged should be variable. Why? Because one might like to play with friends in low level areas, where you earn less from drops and events, but you gear will probably have high repair costs.
To compensate, lower level enemies would damage less you armor, so you can afford the repairs with drops around the area.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!