Originally Posted by
Eidolon
Oh yes, way more con's when you're incredibly bias. LEt's take a look at a more objective view.
"Loss of DoH Perk" is completrely inaccurate, take that one out. It's not a loss to their perk. They still get the perk of being able to do it anywhere, cheaper, at any time (Even in combat), and at a higher percentage than those without..
"Story Breaking" as I already pointed out, this isn't the case at all. There's plenty of cases where it could make plenty of sense. Using NPC's, it can be used to build lore, rather than take away from it.
"Requires as much walking as to a normal NPC", except for the fact that it's very possible to be out in the field questing when you get your duty pop. Or it might just be that you die too much in a duty (It happens, some of us don't give up on two deaths), or it might just be that you entered at 11% and didn't check. Happens when you're doing questing every day.
"Promotes Lazyness" I can counter this by saying that not adding it promotes underperforming if your gear breaks and you're performing at 50% of your potential.
"Promotes not checking gear" Probably the only point that holds weight, though it's moreso about giving a contingency in the case that someone forgets.
"Promotes more DoH killing ideas in the future" is just a simple slippery sloap arguement. I could argue that it promotes better QoL improvements in the future.