Had to bail on a group as my gear reached 0% and I couldnt keep threat to save my life .... what happened to that gear takes less wear in a dungeon and wont reach 0%????
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Had to bail on a group as my gear reached 0% and I couldnt keep threat to save my life .... what happened to that gear takes less wear in a dungeon and wont reach 0%????
I had repaired before entering, it was a new dungeon and we wiped a lot learning mechanics
Trolls aside, in 1.0 This was more or less my own real incentive to level a crafter. I could make and repair my won gear. Looking at the Example Story they provided, to provide an example of the armoury system: ~ A new Fisher rests beside a pond laying back against the grass. His Linkshell Echoes and his friends cry out requesting help to fight some monster nearby. Quickly, he grabs his Wizard Staff and hops on his Chocobo and rides to battle! After the Battle he pulls out a needle and thread and stitches back his clothing.
Anyway, repairing your gear from the vendor is so cheap, and doing it yourself is sooo time consuming, that repairing your own gear is a huge waste in my opinion. Maybe if it cost us nothing to do it, and we could just select a category and click repair all, then I'd do it. but now, with having to have items on me to do it, and click on each individual item. It is significantly faster to just stop in @ a mender (which is only located, oh right, everywhere!) and click on the category and the glorious 'repair all' and pay the miniscule cost.
If we could repair inside a dungeon, that would be a real incentive to have those Classes. bringing along people who could repair gear in dungeon etc. If necessary.
Durability won't reach 0 percent in a dungeon
Assuming it isn't a bug and gear can break in dungeons, which I coulda swore happened before, I'd prefer a solution where you don't need to be that specific crafting job to repair. As long as you're of level, you can repair your own gear while any class/job. I don't really think that's too disruptive of anything, unless they just don't like the idea of having more people level crafts.
You went from 100% to 0 in one run? Were you dying to trash mobs or something cause I don't think a party can die 50 times on bosses without running out of time.
Killing the monsters themselves would reduce durability, too. Honestly wasn't uncommon for me to lose 15% or so per WP without a death. Wound up maybe losing 55% or so in my first PS run as our PUG figured out the fights.
Either way, manual repairs would benefit greatly from not needing to to job change. Just fixing up my BLM I have to hop between GSM, WVR, and LTW while navigating the AC and remembering which gear pieces require what. Would certainly be simpler if I could just right-click/repair from my BLM's character sheet. Unfortunately, I suspect the snag here is the animations tied to repairing, as a combat class wouldn't have the appropriate tools to draw from. Not that a generic default couldn't be called, but... eh, whatever.
This thread is horribly stupid. Gear durability drops at such a slow rate already, if you forget to repair, that's on you.
There's absolutely zero reason to add a repair NPC within the dungeon...that's retarded.