Get rid of gear durability

Ive yet to play a single game that has a durability feature I dont dislike. I understand why they want to punish death. But I would much rather loose xp or currency and have enemies respawn then to take the hit on my equipment. Not only discourages it exploration, it also makes you want to use your good gear less because you dont want to break it. And its like in botw where your weapon is down the shitter once that thing combusts, so technically even your best gear can be lost.

yes once you understand the mechanic its not too hard to play around and its not the end of the world but its just not a fun way to design systems. having to micromanage the health of gear feels just as tedious as those hunger mechanics in survival games.

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I love the durability mechanic overall. It makes me approach fights much more cautiously, whereas in other Souls-type games, you can typically just bash your head into a wall over and over until you succeed. I’ve already had to return to town to regroup, re-strategize, and re-evaluate my approach because of the durability mechanic, and I love it! I’ve never played a game quite like this, and I don’t want it to turn into something that I’ve played a dozen times already by removing this mechanic.

Hell, if anything, I’d want durability loss to be substantially reduced from combat itself but increased by death. I love that this game is punishing, and I know this isn’t for everyone, but not every mechanic needs to be for everyone. I see the purpose of the durability mechanic, and I wholeheartedly approve.

I am going to agree with what is being said in a lot of these posts. For me personally durability is more of a annoyance to gameplay flow, what it does is interrupt my learning of a boss or an encounter just to go open a menu and press a button. It pointlessly interrupts the flow of where the game really shines, the combat.

The costs don’t matter much to me, but I would rather have an alternate system to balancing economy that lets me stay in the meat of the action where the game matters.

I totally agree. The fun of a souls game is getting wrecked by a boss, running right back in there over and over until you learn his moves. Not swapping out for backup weapons, or running off to get them repaired. Gear durability is and has always been a shit mechanic.

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Agree 100%. Please remove. There is no added value from durability. This is the only thing I wish to be changed about this game. Hopefully the devs change this quick!

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I love durability. I DO NOT want to see some other mechanism take its place. Just make it so the destroyed weapon, armor, or ring can be repaired, and leave it be. Let tools continue to break too.

There’s always going to be some who like something and some who don’t. I’m one of the ones who like the durability system.

Actually, let there be a softcore mode where durability doesn’t happen, then a hardcore mode for us who like the game as is. Then the guys who don’t want durability don’t have to play with it and I can.

Yes. please get rid of durability.. preferably all together but at the VERY least don’t punish people for playing the game by losing durability from things that don’t kill you.

Also durability for gathering tools… really? Tedium isn’t the same thing as fun or quality

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It’s not tedium to me.

I’m happy for you that running back to town to repair is riveting content that fills you with endorphins and amazes you to no end..

For most of us this probably isn’t the case, though I’d love to be you as well.

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I mean, if they have a mode that accommodates you, and one for me, that’s the best thing to me. Then we can both have what we want. Diablo and PoE both have various modes like this.

Do you think that durability and weapon breaking mechanics in games, particularly when a player dies, add an engaging challenge, or do they simply create frustrating ā€˜it sucks’ moments? For comparison, consider how souls-like games usually handle risk and reward—where dying results in dropped souls that you can attempt to retrieve, adding a layer of challenge without directly penalizing your equipment. This seems to me to be a more dynamic way to introduce consequences for death.

This isn’t really a PoE/Diablo type of game. They brand it like a souls like game.

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I think it keeps me thinking in the background while playing the game. ā€œHave I checked my gear? Watch out for those damage icons down there in the corner. Man, I need a new axe for these trees - they chew through my axe!ā€

Of course there are ā€œThat suckedā€ moments, but nothing remotely coming close to causing me to really care. I lost my 1-handed sword and pants the first time it happened. I had to make do with a claymore for like 10 minutes. Found a club, got back to shield and board, then a sword maybe half an hour later.

That was an adventure. And I know it’s not a real ARPG, and that’s why I like it. It requires clever thinking to defeat enemies, and as far as the durability, I’d only make it so that you don’t lose it at 0 durability. I like tools breaking because that gives a reason for you to go visit a vendor.

BUT … if softcore mode let folks not have durability, and hardcore lets me have it, that seems perfectly fine to me. It’s still a souls-like in either case, and this devisive issue gets solved.

Well looks like they fixed weapon durability. Gear doesn’t break as quick and it’s cheaper. Performance seemed better as well, but i don’t know if they actually fixed anything performance wise.

Get gear with affix Indestructible and keep dying like a noob… But for free… :slight_smile:

The durability of the equipment is ok, but the durability of the crafting tools should be removed. It is very frustrating when it breaks in the middle of the craft and just disappears

Spot on! It is ridiculous to find myself left naked with only my fists as weapons after dying to a boss 10 or so times.

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It’s almost as though smashing a piece of steel against another piece of steel will wear it out or break it.

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Its not a matter of reality, its a matter of fun gameplay flow. Durability doesn’t keep a player moving forward, into combat, instead it makes them retreat back just to go into a menu and fork over some measly coins while being annoyed at the time wasted. I would rather my risks and consequences feel more interactive while still focusing on the meat of the game systems that matter most.

I don’t think I’ve found anything at zero durability and I don’t think I’ve ever paid more than 20 or 30 coppers to repair all.

Non-issue in my playthrough.

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