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Durability
#12
"Neus" Wrote:Well, I don't think durability should have that much impact in the terms of 1v1 battles. If we were to make it any more of an exhaustive resource it would probably really hurt the PvE experience more.

This is my concern as well. As it stands, trying to level up a NEW, non LE'd basic attacker without relying on grindmage friends can really get out of hand; some fights can take well beyond the number of hits that Maintenance repairs, and Divine doesn't grow on trees. Making enough Repair Powder to use after every battle uses up resources you won't have a whole lot of to spare (Unless you sell the raremetal from the Rare Hunter quests to other players, leaving you without any once you get your own 10* items.) As for Ether weapons, there's no guarantee you can get the item you need in that material as a lowbie without the resources of having LE'd. There's also no ether paper for tomes. Point being, autohits not consuming durability in PVE is a godsend, and one the game needs.


If people want durability to be consumed by autohits in PVP, I understand completely. But if this is implemented, I again bring up an old idea of a "PVP Mode" to work the change into. Basically, things that are deemed too strong for PVP but would become too weak in PVE if changed could be handled as being PVP exclusive mechanics. See: Reducing PVP healing so fights don't last forever, while having dedicated PVE healers still being valuable and not nerfed to the point that there's no reason to not just attack, etc.

(I realize PVP Mode would require another topic in and of itself. I'm simply mentioning it here to see if anyone would WANT to see a topic about it.)
*loud burp*
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