
Originally Posted by
MrSmiley
The thing is mostly not the gil issue (unless your repair spamming at the npc for more expensive less useful repairs) but the hassle involved in repairing. If your equipment drops to low durability, you may have to leave entirely and treck back or blow precious anima to fix it to go back again in order to continue, which can inconvenience the entire party. You could always repair before you go out, but repairing A) is a hassle, you have to find people to do it, if you want it done right, also very tiresome to do before every excursion and B) costs the same, whether you repair 1% or 100%. You shouldn't have to rely on hoping someone around happens to have the right classes to repair your stuff (or that you do, but its unlikely you have all the professions up)
In the current game content, its not hard enough for this to really crop up easily, but when harder content comes out, it will become an issue. XI's penalties were harsher, but I simply don't think XIV's durability system combined with the new death penalty one mix well (Also, XI's was worse doesn't make this good, even if it is "better"). To put it simply, death isn't bad as much as it is an irritating hassle that plays on the other already hassling mechanics, travel and anima. Those should not be mixed.
Death penalty shouldn't make your entire party potentially be held up waiting for you/them to fix it to continue it. Whether or not it was my fault I died, I'd feel pretty crabby that I am holding my entire party back while they wait for me to port around to look for people to fix my stuff. Not to mention the anima.
Put in simplest terms I can think, I feel it is stacking two elements of the game together that do not mesh.
I should be trying not to die, not going "I might die? screw that I'm gonna go do something easy so I don't have to run around even more"