Feedback: Repair Button Should Also Reduce Max Durability

Reducing max durability is nothing more than annoying.
It is a feature against quality of life.
A weapon becomes unusable pretty fast if the durability drops too low, you need to replace it a lot sooner.

It is just a stupid idea.

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Repair Kits are RNG based afaik?
Not sure since I don’t use them :rofl:

On the subject of the RNG for repair kits. That shouldn’t be a IF, but a how much. So take the RNG away and make it a flat rate.

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No, they’re a guaranteed loss at a value proportional to their quality.

  • Grandmaster (T4): -2.5%
  • Master (Hardened Steel): -5%
  • Advanced (Steel): -10%
  • Repair Kit (Iron): -15%
  • Simple (Stone): -20%

The maximum durability of crafted gear should restored completely at a bench upon repair (i.e undoing the gradual decay of using kits), for the same cost of crafting it anew (so that we don’t actually have to craft it again and redo dyes, upgrades & illusions). Following this, reduce the cost of repair kits, then we’d actually be incentivised to carry them around because it’d be noticeably cheaper and the damage done won’t be permenant.

This’d keep the gameplay element of periodically maintaining your equipment without making it a complete pain in the a*se for no reason.

Also, given how RNG Legendaries are, make them dismantle into a new legendary component, which is then used to make repair kits specifically for legendaries.

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Right now most legendary weapons dismantle into fully processed Star Metal Bars (and to be fair that is my only source of star metal because I don’t bother with meteorites :rofl:)

If they changed that, it would give me a reason to actually go to the area between the mounds of the dead, temple of frost, and volcano, because that’s where you get meteors…

Right now, I have absolutely no reason to go there, I wonder about what was said in the dev letter by the lead designer…
When exploring the world, it felt like there was little reason to clear a point of interest after you had explored it once. The rewards for the effort you put into clearing the camp were not worth the time and cost to do so.
↳ Well, for me, there is little reason to go Star Metal hunting because I can get them from a damn spider or crocodile :rofl: Similarily, there is little reason to go get high-end materials like Obsidian because whatever can be done with it is purely trash at the moment… You don’t even need to go farm Feast on Flesh to get Black Blood Tools anymore, because you can buy them for Obolus that you get from Blood Crystal that you can get right next to the very first and easiest dungeon aka. The Dregs :skull:

Nah really, everything useful is accessible through lazy means, while more difficult to acquire resources are totally useless!

I think you’re still missing part of my point, but I’ll get to that when I reply to a different part of your message.

I can, and I agree that’s horribly unbalanced. What I disagree with is your followup conclusion:

It’s a false dichotomy: either repair everything for 1 oil or damage maximum durability. I see no reason why the decision has to be between those two.

Yes, they do. But again, the choices you offer in the rest of that paragraph show that you’re firmly committed to the dichotomy I mentioned above, and you’re basing everything else on that.

Either I’m misunderstanding what you wrote in this whole paragraph or you misunderstood what I said about leveling vs. end game.

Let me TL;DR it: for me, end game is the priority. Ideally, both the end game and leveling up to 60 should be well-balanced and enjoyable, but if they aren’t, I would rather have the end-game experience be good at the expense of the leveling experience than vice-versa.

That’s why I think you misunderstood me, because you said I’m “over-exaggerating the impact” on the “leveling experience”. I didn’t write anything about the impact on the leveling-experience because I just don’t care about that as much. If something I wrote came across that way, I apologize for not being clear.

Again, the game does not need more grind, because it has more than enough. Balance can be achieved in many ways – although I’ve already expressed my doubts that Funcom is capable of doing it – and it certainly does not have to be achieved through added grind.

But even if there was some irrefutable reason for why balance required additional grind, it still doesn’t mean that Funcom couldn’t make an effort to reduce the grind in other aspects.

I’m sorry you take offense to it, but it’s because you missed my point and are still missing it. Let me try to explain it now.

You’re still treating repair vs. grandmaster kit as a simple choice, where it’s anything but. And you’re blaming it on the fact that repair doesn’t damage maximum durability.

This is wrong for more than one reason.

First, if I had a steady supply of grandmaster kits for free, i.e. without ever having to craft them, the repair option would be a strictly dominated choice, because I would never opt for it. That, I agree, would be bad, but for a completely different reason from the one you insist on. It would make repair worthless, rather than making kits worthless.

But now let’s throw crafting the grandmaster kits into the mix. Now we suddenly have a lot more choices than what you’re talking about. Am I going to repair steel weapons with grandmaster kits? Hell no. I’ll save grandmaster kits for hardened-steel tier and above.

And here’s the thing about crafting them: you’re talking about how it’s costly, but that’s because you’re focusing on the balance of only one part of the game, without seeing the bigger picture. I don’t know about you, but I normally have alchemical base and oil coming out of my freaking ears in this game. If I wasn’t crafting kits from them, I would keep running out of space for them.

Among many bad things these durability changes do to this game is the fact that they throw the farming “economy” out of whack. Before the Age of Sorcery, it was extremely well balanced. With the Age of Sorcery, we got some changes that messed with it, but didn’t break it. Age of War looks like it’s going to keep going in the same direction. I don’t know enough about the history of the dev team changes, but I have a nagging suspicion that the existing balance was done before a big change and that people fiddling with this simply don’t understand it well enough.

At any rate, I’m veering off-topic with my little rant. Suffice it to say that barging in and changing the durability without paying attention to the material costs and “supply chain” of crafting and repair is the Bull in China Shop balancing approach. Who knows, maybe they’ll end up balancing it as well as it was before, but right now things are already looking creaky at best and when we get to feel the full extent of it, it’s going to feel ridiculously broken.

Yeah, alright, I think I finally see why you thought I was talking about the effect of the changes on the leveling experience.

Honestly, I’m not so opposed to this change because of the impact it will have on the leveling experience, but because it’s a step in the wrong direction – add more grind to the game for the sake of balance – and it’s all based on a false dichotomy.

But I’m getting the feeling that even though you and I understand each other better than before, we’re not going to agree on much, because of the fundamental differences. You’re don’t mind adding the grind and don’t want to optimize the way you use resources, and I’m exactly the opposite of that.

This is one thing we both can agree on. In my case, quite fervently :smiley:

I’ve been banging the anti-RNG drum for years now, praising every decision that mitigated it or moved the game away from it, criticizing the decisions that did the opposite, and throwing out suggestions how to reduce the RNG or at least use it in more fun ways.

Sadly, all of that keeps falling on deaf ears, because RNG is cheap.

I envy you :laughing:

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