Skill Update Addendum - No More Breaking!
I've been reading all the comments closely, particulary those having to do with the durability rework that went along with this update. I was admittedly a little concerned about how these changes would go over, considering durability is already a controversial feature in most games. Although most sustainability issues can be mitigated through various skill choices, I get it, it can be stressful to keep checking on your durability in the middle of a hectic fight and the penalty is pretty harsh for ignoring it even for a few moments.
Here are some changes that I think will help a lot to make the overall experience smoother:
Now if your equipment is depleted, you atleast still have a functional weapon until you have a moment to drink a potion, and most importantly, won't lose it permanently. For the future, I want to consider some more non-durability drawbacks such as health draining effects, penalty for using certain types of items over others, etc. I've also heard suggestions to rebrand durability, which I think may be appropriate especially now since durability is essentially a mana bar for that item. For now though, I believe this will help with most issues people have mentioned.
Here are some other fixes and changes as well:
Here are some changes that I think will help a lot to make the overall experience smoother:
- Equipment that is reduced to zero durability will no longer break, and will still keep its stats. However, it's skills will be disabled until you drink a wizard oil
- Any weapons that are depleted will turn red and deal 50% damage until you repair it
- Any staves that are depleted will not be able to cast until you repair it
Now if your equipment is depleted, you atleast still have a functional weapon until you have a moment to drink a potion, and most importantly, won't lose it permanently. For the future, I want to consider some more non-durability drawbacks such as health draining effects, penalty for using certain types of items over others, etc. I've also heard suggestions to rebrand durability, which I think may be appropriate especially now since durability is essentially a mana bar for that item. For now though, I believe this will help with most issues people have mentioned.
Here are some other fixes and changes as well:
- Fixed unkillable enemy bug (Had to make an educated guess, please send a bug report in discord if you still get this issue)
- Fixed a bug where quests wouldn't load if you had a innate skill quest reward from an older version
- Cheat death drains 100% durability and also has a chance to break a random piece of equipment on use. The chance to break something goes down with each stack, all the way to 0% to make it more appealing to stack.