

No, it won't if its not a rare item and easily synthable by everyone, which probably will be the case.Aside from the obvious change it makes in reducing the number of materials one would have to carry around to repair an array of items, it also changes the value of those individual items.
Such as all those repair items gil value as well as intrinsic value would drop like a rock now since they are no longer required for repairs. Instead their value now is just pooled into one single generic item that repairs everything for a certain rank range.
So what does this mean? (making up numbers now) Instead of maybe paying 2k for a plank of wood to repair your shield, you might be paying 5k instead. Why can I make this assumption already? It is simply because this generic item is a lot more valuable than a specialized item that is focused on repairing only a small set of items.
In my opinion I rather have them leave in the current repair system, and add this on top as a "premium" option for people who do not want to hold on to all those items to repair all their equipments. Why? Because if you're crafter, you already know that all those items you use to repair, you already use to craft. So it is really no sweat off your brow holding those items anyways. I see it as a change for the adventurers of DoW and DoM who need to have an empty inventory so they can stock on loot.
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