Please just get rid of durability

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.