Get rid of gear durability

No, they fixed my issues in under 24 hours. Loving this game. Have 3 characters with a str, dex, and magic build.

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When you die you lose durability, eventually leading to you doing a quick trip to repair your gear. After a few hours in Sacrament, the cost to repair is meaningless and the game mechanic is a minor annoyance and doesn’t serve the purpose it was added, to punish death.

This leads to a game loop where you make your way through a section, kill something, die, respawn, kill another something, die, respawn, quick trip to repair and repeat until the boss is reached. This greatly removes the challenge from the game, leaving only platforming/exploration and a boss to fight to accomplish.

I propose the removal of gear durability and instead on death the last foe you defeated is brought back to life. Multiple deaths without removing a foe, results in the area being re-populated in the reverse order in which you cleared it. Death after 1 kill returns you back into the same situation with regard to enemy numbers, death without a kill causes your progress to reverse, and death after two or more kills continues to move your progress forward.
This results in death having a more meaningful punishment, yet preserves the ability to slowly make progress, without encouraging you to run head first into enemies to try to slowly chip away.

I don’t think it needs to go. Especially in the start it is free to repair and in the first few levels all gear does is give you defensive stats. Later on when it helps you offensively or with stats like health regen it’s a nuissance.

There are also things to mitigate repairing costs somewhat, for example the repair skill, but also repair potions you find. I think the system is good the way it is.

Please no. I think possibilities to repair cheap earlier on should be implemented. For example have Tier 1 gear way cheaper to repair and so on.

But until the first boss you can repair for free and after that you can get the repair skill, repair pots and so forth. Durability is fine with some tweaks.

I DO think though, you should be able to repair for free in your home once you get the anvil.

It already was fixed. I believe this post was before the fix when gear durability was incredibly low. They fixed it within 2 days and it’s perfect now. Just something you do when in town, not something you have to think about while out exploring

The fact that I can completely negate the entire durability issue with a Repair rune just means the system shouldn’t exist in the first place.

To me that just seems like shallow thinking. Because even when using the rune you need to slot it. It’s costs gold and focus. If you want to use it asap you need to chug a potion. Else you’ll need to fight with the risk of dying to get focus to use the skill. There is still a cost, but not necessarily the money one.

The idea is you get punished for dying somehow. As with any game. The goal is to not die in every souls game. If you don’t die you get the chance to win.

Durability is only an issue during the beginning of the game and after that it’s fixed by a simple one time investment. You can just put the rune on a weapon you don’t use and repair outside of combat. I just periodically repair my gear and haven’t encountered any situation where it was at risk of breaking during a fight.

I understand that they want to have some kind of drawback to dying, but when it’s this easy to negate there is no point to the mechanic. There is already another punishment for dying, any consumables you’ve used are lost.

Durability serves the same purpose it did in DS1, you might have your gear break once but then you just buy a repairbox and fix it at a bonfire. There’s a reason Fromsoft moved away from using durability.
Also the goal isn’t to not die in a Souls game, the goal is to eventually win, but the game expects that you’ll die plenty of times. Which is why the punishment for dying is so low in the Souls games.

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Yep, agreed. I liked that it kept me on my toes. My only issue with it ever was that you lost your gear. I had no issue with the system in practice.

Part of the problem is that other systems are designed around it. Repair powders as drops, indestructable as an item property, halved durability as a cursed item property, the repair skill rune, etc. If other systems in the game have to interact with durability, it becomes more difficult to just toggle on and off as an option. PC players could potentially mod it out in the future, but then what of all the item properties like indestructable that are just taking up space?

I would rather see it just go, personally. Durability doesn’t really bother me after the first set of hotfixes. But I would still prefer harder bosses with fewer death penalties, overall.

Honestly it’s such a non-issue now, they might as well get rid of it. xD

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Precisely. It’s a redundant mechanics. That’s why it’s better to add a beneficial system that affect the gameplay in a good way.

There are players or newbie that find this game difficult, just add a weapon enhancing mechanics and it will make it easier for them. Sort of like training wheels.

And if season players think it’s too easy, just don’t “polish” the weapon for extra damage.

I agree, if the current system had any serious cost it would be oppressive (I fall to my death a lot). The current cost removes this issue but does make the system a meaningless button I have to remember to press every now and then.

They need to consider if they want a system that rewards staying on top like durability does. Do you want to use buffs and keep your gear in repair to win easily, but then should you start to make mistakes you can ‘fall’ and become more and more likely to fail and fall further? Is there any interesting result of such a system that makes the game more fun or meaningful?

Maybe there are interesting things in that design space. I don’t see any part of them yet, and it would be ok to just drop the system instead if it doesn’t fit the game.

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On Overall 40hrs of playtime, Crucible done multiple times with the boss and also dying while trying it I will say: Durability is not a issue.

Nothing ever broke on my character, only tools were once close but then: I used repair powder - problem was solved.

I see this mechanic as completely not punishing.
I’m very suprised that people have issues with it…

Love the idea of a Monster Hunter style sharpness mechanic in place of durability. If balanced right it adds a layer to combat - considering if/when it’s worth taking a knee to sharpen up. It shouldn’t affect just roaming the world much - sharpen every few encounters - but could be effective in longer (boss) fights. Could introduce some encounters that are balanced around sharpness management as much as hit/don’t get hit.

As it is now, durability isn’t an issue for me, but that just makes it a mindless chore. Sharpness is something to at least engage with outside of running to the blacksmith.

But Sharpness mechanic in Monster Hunter IS a durability system, but other way around. It’s not about breaking your weapon but making it worthless the longer you use it without sharpening.

If people are annoyed by weapons breaking in this game I don’t want to know what they will feel if their damage start to drop mid fight XD.

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MH is about considering when/if to sharpen to keep you at peak output, just another layer. And it adds to weapon diversity - some stay sharper longer, or have shorter but higher highs, etc.

I haven’t played Monster Hunter but if that is the way it is in the game, Wicked don’t have to copy it. Just use the same concept but fine tune it to fit Wicked.

For example, Blood rusted sword does 7 dmg. A newbie starts playing and gets stuck at Warrick the Torn. Now he can put on a ‘sharpening’ tool and the same weapon does 21 dmg now. This can be an ‘Easy’ difficulty without going into settings and choosing ‘Easy’ difficulty.

Still too tough? How about we give Warrick an elemental weakness, then now said Newbie player can put on ‘sharpening’ tool and an elemental oil.

And since it will run out eventually, as Newbie player get better and have higher level, Newbie player can choose not to put on any more enhancements and just fight with the Dmg 7 Blood Rusted Sword.

Same goes to Hardcore player too. Want some challenge? go in fighting without armor and only using base Tier 1 weapon like “LetMeSoloHer” from Elden Ring. Or even better, go fight without armor and weapon.

I get it if Durability enhances the game, but right now, as i hit higher level and have access to gold and Repair Rune, the Durability mechanics is nothing but a nuisance. It doesn’t add any beneficial mechanics to the game.

You can argue that it’s punishment for not learning the enemies fighting pattern, but i can easily use a Repair Rune thus bypassing those punishments. and if i run out of Gold, i can just start a new Realm, go save Fillmore and get free repairs.

The point is to implement mechanics that enhances QoL of the game. Not a redundant mechanic.

Also No Rest For The Wicked is a good game, let’s make it accessible to as many players as possible.

I also think that when the Devs describe the game as Souls-like i don’t think they meant the Souls-like difficulty. I think they meant having to learn the enemies move set like in a Souls game and not rely on having higher number stats like Diablo series.

Cool so the Durability issue can be easily solve by using Repair Powder. Also this mechanic as completely not punishing.

Ok so then how does it benefit the game?

Right now, it’s just a nuisance because it just add an extra step to remember and waste of inventory space as i have to carry and extra item. Or a Rune Slot for my Repair Rune.

Okay. Durability in gaming, yes, it’s been there for a long time. We can do better. Moon Studio could change durability as we know it, I know they can! Let’s start from the beginning.

  1. Durability for the sake of durability is not good game design. We should ask the question; How do I make a durability system that players WANT to take advantage of and help improve there game play and player growth?

Now I’m not a game developer, but I have been playing games like, forever. I’ve only ever seen durability done right 1 single time in my life, and I can’t even remember the game, but I remember the durability system, and how awesome it was, I’m not saying ‘Steal this System!’ but I’ll explain how a ‘Fun’ durability system might look in my eyes.

We open on a player who now has low durability, using his Runes and getting hit a lot has lowered his total durability, Instead of using the Repair Rune, or Blacksmith to repair his equipment, we see a smile creep across there face as he thinks about the repair bench in his house he can use to try to upgrade his gear while at the same time repairing it. Ofc, there would be limits, some invisible hard caps on how he can improve this item or items. So, for the sake of this scenario, Let’s say the player has a level 2 repair bench, and at level two, they have a slight chance to slightly improve the item’s non enchantment qualities, for example the lower the durability, the higher chance he might lower the item’s weight, or stamina cost, damage, focus gain on hit, ect. I would say there would be an invisible cap to this, say, each item could only be ‘enhanced’ by a system like this randomly a set number of times, generated when the item is spawned, as a hidden stat. So now, there happy there durability is low, excited for the chance to get a critical success repairing there item! Now we move to a tier 3 repair bench, let’s say this one is an Enchanted repair bench, now you may re-roll an enchantment value on a successful repair attempt. This ofc is an example, I don’t think the game needs to add this to a repair mechanic, but as you can see, you can start to run with the idea of having repairing being a really engaging game play mechanic the player looks forward to using. This follows the ‘All Roads Lead to Rome’ approach of game play design, where the player can gain power even when they are being punished by other mechanics, so for a change like this, you would need to let the player’s durability drop from more things, getting hit, using Runes, attacking with power attacks, ect. Just because repair has only ever been done right in a hand full of games, doesn’t mean that No Rest for the Wicked Can’t be in that handful. Moon studio is fantastic at game play design, I think if you really thought about it for a day or so, you guys could easily break new ground in a durability system!

Thank you for your time! Love the game!