Weapons break too often
Posted: Sat Mar 02, 2024 9:48 pm
Do you know, this is my first ever suggestion? Be kind.
Does anyone use non-innate weapons past T2? (I count fists as an innate weapon). I get the impression that it's pretty uncommon, and from my own perspective I think it's because they are amazingly unreliable in combat and a pain to maintain. Going from pristine to worn in a single combat of maybe 20-30 blows is common - that's a 15% penalty which costs 18 AP to remedy even if you have the full repair tree, an investment of 60 CP. Yes, you can enchant them, but the damage doesn't stack, so that's often temporary +1 damage for an investment of 30 AP, 60 MP plus the potions to create it, and the 3 AP and 9 MP to activate it, and the enchantments also decay unless you're the enchanter. And if you want a durability enchant to stop weapon breakage, it precludes any other enchantment and only affects that one weapon. Innate weapons do more damage, don't decay and often have other goodies attached to them as well, and often cost less CP than the repair tree.
I realise it keeps repair grinders in business (and gives some XP at lower levels), but is this intended - that after T3 you put away childish things, sell back the repair trees and just use innates? If not, I suggest a downward nudge to how often weapons degrade in combat.
Does anyone use non-innate weapons past T2? (I count fists as an innate weapon). I get the impression that it's pretty uncommon, and from my own perspective I think it's because they are amazingly unreliable in combat and a pain to maintain. Going from pristine to worn in a single combat of maybe 20-30 blows is common - that's a 15% penalty which costs 18 AP to remedy even if you have the full repair tree, an investment of 60 CP. Yes, you can enchant them, but the damage doesn't stack, so that's often temporary +1 damage for an investment of 30 AP, 60 MP plus the potions to create it, and the 3 AP and 9 MP to activate it, and the enchantments also decay unless you're the enchanter. And if you want a durability enchant to stop weapon breakage, it precludes any other enchantment and only affects that one weapon. Innate weapons do more damage, don't decay and often have other goodies attached to them as well, and often cost less CP than the repair tree.
I realise it keeps repair grinders in business (and gives some XP at lower levels), but is this intended - that after T3 you put away childish things, sell back the repair trees and just use innates? If not, I suggest a downward nudge to how often weapons degrade in combat.