Probably a very unusual opinion about durability

How it could work:

  • Weapons would have a chance to break during use—whether you’re attacking, parrying, or casting runes.
  • As a weapon’s level increases, so does its Quality, reducing the chance of breaking—but never completely eliminating it.
  • When a weapon breaks:
    • All attached runes and gems scatter around the area, allowing you to recover them.
    • You also receive weapon scraps, which can be used to reforge the weapon.

Unique Break Effects by Rarity:

  • Common (White) weapons: When broken mid-attack, it delivers a fatal finishing move that kills the enemy and pushes everyone—including the player—back.
  • Magic (Blue) weapons: Same effect as above, but with added magical flair.
  • Cursed (Purple) weapons: Add plague or cursed effects on break.
  • Legendary (Yellow) weapons: Trigger a cinematic, powerful moment—similar to the clash between Kratos and Thor in God of War: Ragnarok, where a shockwave lingers in the world until the next reset. Imagine revisitng the place where you broke the weapon. corpse is still there maybe shattered to pieces there is lightning above it stil striking or a pleague tentacle thing similar to Elden Rings Deathblight.

And for bosses, a weapon break could deal massive critical damage multipliers—double, triple, or even higher depending on the weapon and context.

What about Armor?

Armor could follow a similar system:

  • It has a chance to break when taking heavy damage or dying.
  • In hardcore runs, a last-minute armor break could actually save your life, giving players a second chance.

Why this is better:

  • It adds an element of surprise and drama to combat.
  • Losing a weapon or armor isn’t too punishing—you get your runes and gems back.
  • It encourages variety in builds and makes combat more dynamic.
  • Durability becomes something cool and meaningful, not just a background system to ignore or be annoyed by.

I get that it might be a bit intense for players who stick to one build, but I’d love to see a system where durability isn’t just a slow tax—it’s a core part of gameplay that’s exciting, rewarding, and even beneficial when things break.

Also in last wicked inside we saw there are weapons that is legandary and weapons that you make kind of legandary by adding 4 gems. I think that making your own legandary might have some upgrade and this system at least add some ideas to it. By breaking and remaking them, emphasis on echoes and whispers from the past…

Seline pls cleanse this heresy.

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oh so you are playing like normal and randomly your weapons explode, sounds as muchfun as slot machines.

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a good idea except you get the gems and other materials in inventory automatically. imagine gems falling off a ledge. also, this could be a form of cursing a weapon: get levels and boosts way above normal, but it has a chance to perma break

But how is that supposed to be balanced? Especially at the beginning of the game, what if I only have one weapon that scales with my chosen attribute?
Besides, I’m practically forced to spend Ichor on weapon slots so I can switch weapons more easily when I need to.
And won’t players have to skill even more equipment load if they’re never sure which armor or weapon they’ll have to play with if something breaks?
And you have even more stuff in your inventory to swap if necessary.

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Right now I can not say anything about attribute or balancing because it is about to be changed.

I get this idea because our characters using weapons way too harsh almost as if they want or don’t care if it is broken. It looks cool so really breaking it would be cooler. Also there is a personalized weapon attempt for making 4 gem socketed weapons shining orangeish which for me must be worked on. This is the main idea.

By the way shattering persentege is always lower than 10 or whatever it makes sense. It is rare and it gives you oppurtunities. For example there was 2 handed weapons made of other weapons. This can be done by only destroing some and putting it together.

Don’t get me wrong, I don’t mind the idea, but the first thing that comes to mind is taking off my armor, equipping two or three weapons, and throwing myself off a cliff until they’re about to break, and then intentionally letting them break on the boss to deal massive damage.

It’s just difficult. At least in the current system. I don’t know what’s coming next, of course.