Except that it is. Immediately after exiting a dungeon, you can make an intentional, conscious choice to repair your gear. If you make this choice, then your gear will be at 100% next time you enter a dungeon. If you make the choice to do anything else, perhaps because you think you have anything better to do than repair your gear, you're choosing not to repair your gear. If you make this choice several times in a row, and your gear breaks in the middle of a dungeon, there is a more than adequate system in place to handle it: you leave the dungeon and take the well-deserved thirty minute penalty for making the wrong choice too many times.
There are more than enough opportunities to make the right choice outside of the dungeon, and based on the rest of this thread, it's clear that broken gear is not a result of people not understanding which choice is correct, or even that a choice has to be made. The devs shouldn't add an accommodation for people who understand what's expected of them but choose not to do it.



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