Hi. As always, I will preface this by saying that I am a main crafter, with some DoL thrown in. As such, I would like to open discussion about changes to the Repair system to make it a viable aspect of the game that goes beyond occasionally needing to see an NPC.
The idea of a repair system for this game, I believe is essential. As long as crafters are viable as a main class, repairing gear must remain an important part of the game (which could be a whole different topic in and of itself.)
Also, I believe that the recent changes to durability loss were in fact a step in the right direction. I believe it is at a good balance between casual needs and hardcore needs, although it does need a little bit of tweaking (again, that is another discussion.)
However, the new durability has severely neutered the importance of repairing. This does not need to be addressed by "nerfing" gear again. I think addressing the issue form the perspective of the repair process would make the game more enjoyable for crafters, without completely ruining it for DoM/DoW.
As it stands right now, there is absolutely no difference between repairing gear at 10% as there is at 90%. Also, the repair NPC can only repair up to 75%, which is nice, but also fairly meaningless considering the new rate at which gear reduces.
I would propose a tiered system for repair. And it would look something like this:
1.) Gear may continue to be repaired up to 75% at the NPC.
2.) Gear that is "white" and suffering no status effect is repaired at the current costs.
3.) Gear that is "yellow" is repaired up to 75% at double the cost.
4.) Gear that is "red" is repaired up to 75% at tripple the cost.
5.) Gear that is at 0 durability is repaired up to 75% at quadruple the cost.
Obviously the actual cost of repairs will need to be rebalanced (though given the lack of gil sinks, I don't see the need for it at this point in time.) Also, these steps impact the DoW/DoM who don't craft. But what about the crafters?
Crafters also should have some stake in this, since we can repair our own gear more often, we must be affected, too. I would suggest that in addition to the NPC costs above, that we also have the following.
6.) Repairing "white" gear to 100% remains the same.
7.) Repairing "yellow" gear to 100% requires double mats OR a single +1 mat
8.) Repairing "red" gear to 100% requires triple mats OR a single +2 mat
9.) Repairing 0 durability gear to 100% requires quadruple mats OR a single +3 mat.
Now we have a system in place that encourages people to maintain their gear at a higher level, but definitely skews it towards crafters in the economical sense. That is, more mats means we charge more, as does using HQ mats. This can be balanced out to some degree by adding one more feature:
10.) Allow "Seeking Repairs" and "Seeking Repairs, Mats Provided".
Now DoW/DoM, have the ability to use the drops off the mob without having to put them into the market if they don't want (great for casual players), but those rarer mats that require crafting are still important.
As I mentioned before, I am a crafter. I understand that this skews the repair system in my favor. But I would like to hear from DoW/DoM - especially those that don't craft at all - what you guys think of this? Personally I think adding this little bit of depth to repairs would greatly improve the system, without making it too hard on any one person.