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View Full Version : Defensive Tank Durability Hit Imbalance


Gizmo
02-15-2007, 03:25 PM
Greetings fellow Silky Venomites and Developers who peruse these forums!

What this thread is not:

1) A place to bash Item Decay
2) A place to discuss overall Item Decay rates

It is:

1) A place to discuss the possible reasons the below outlined bug exists.
2) To try and keep the Devs informed of the specific problem.
3) To give as much specific feedback concerning this bug as possible

I wanted to come by add my input to the Defensive Tank equipment durability issue. Let me start by saying that I play a Bard, not a defensive tank, but I am fortunate enough to have the pleasure of grouping consistently with a couple of guildmates who are Defensive tanks.

While the latest patch reduces overall Durability hits by 20% (and I’m grateful for it) I think it misses the main problem. Perhaps there has been a miscommunication to the Devs about the specifics, so I will try and word this as clearly as I can.

The primary problem for my tank friends is that their durability hits are greatly imbalanced when compared to the rest of the party members, putting them at a significant disadvantage in repair costs, and reducing the time we as a group can adventure together.

Case in point, last night (before patch) our group spent about 4 hours in the basement in Hilsbury. We had to stop, evac, and send our tank to Veksals to repair at about the 2 hour mark because his armor was getting around 50% and we knew that if we didn’t stop then, we would have to cut our time short later. At the end of the night, his armor was back down to about the same percentages and between the 2 repair trips, he spent about 12s.

Compare that to my (and on average the rest of the group’s) durability hit. I was at most down about 25% on my items. Doing the math, my tanking friend’s durability was going down at a 4 to 1 ratio compared to the rest of the group. That is not balanced, nor fair to the hardworking DT’s who stand out front taking a beating.

The 20% across the board Durabilty Hit reduction does NOT address this imbalance. There is a bug somewhere in how durability affects the tank as compared to the rest of the classes and it needs to be found and squashed. I do not inherently have a problem with Item Decay as long as I can group for 6-8hours non-stop without any member of my party having to stop and go find a repair vendor.

Respectfully,

Kinowin - Bard - Woefeather

Zikkar
02-15-2007, 03:38 PM
Greetings fellow Silky Venomites and Developers who peruse these forums!

What this thread is not:

1) A place to bash Item Decay
2) A place to discuss overall Item Decay rates

It is:

1) A place to discuss the possible reasons the below outlined bug exists.
2) To try and keep the Devs informed of the specific problem.
3) To give as much specific feedback concerning this bug as possible

I wanted to come by add my input to the Defensive Tank equipment durability issue. Let me start by saying that I play a Bard, not a defensive tank, but I am fortunate enough to have the pleasure of grouping consistently with a couple of guildmates who are Defensive tanks.

While the latest patch reduces overall Durability hits by 20% (and I’m grateful for it) I think it misses the main problem. Perhaps there has been a miscommunication to the Devs about the specifics, so I will try and word this as clearly as I can.

The primary problem for my tank friends is that their durability hits are greatly imbalanced when compared to the rest of the party members, putting them at a significant disadvantage in repair costs, and reducing the time we as a group can adventure together.

Case in point, last night (before patch) our group spent about 4 hours in the basement in Hilsbury. We had to stop, evac, and send our tank to Veksals to repair at about the 2 hour mark because his armor was getting around 50% and we knew that if we didn’t stop then, we would have to cut our time short later. At the end of the night, his armor was back down to about the same percentages and between the 2 repair trips, he spent about 12s.

Compare that to my (and on average the rest of the group’s) durability hit. I was at most down about 25% on my items. Doing the math, my tanking friend’s durability was going down at a 4 to 1 ratio compared to the rest of the group. That is not balanced, nor fair to the hardworking DT’s who stand out front taking a beating.

The 20% across the board Durabilty Hit reduction does NOT address this imbalance. There is a bug somewhere in how durability affects the tank as compared to the rest of the classes and it needs to be found and squashed. I do not inherently have a problem with Item Decay as long as I can group for 6-8hours non-stop without any member of my party having to stop and go find a repair vendor.

Respectfully,

Kinowin - Bard - Woefeather

Yep it is a huge propblem i had my items go down to like 60% after a half hour of fighting 4 dot spiders in KE. Seema bit harsh especilly when after a few hours your group has to start all over so the tank can repair. Plus with the very very very very little cash you make from loot it does not even come close to covering the repair cost.

Fluffycake
02-15-2007, 03:59 PM
Gear durability should decrease based on time spent in combat. This makes the money sink of repairing equal across the board instead of being completely unfair.

Lynxal
02-15-2007, 04:09 PM
Additionally, items decay at different rates....and not even the ones that make sense.

My belt will consistently be 20% below the next lowest item. Am I fighting short mobs that more consistently hit me in the waist?

I think it might be that item level is taken into consideration vs your level. The lowest level item I have is my belt and that seems to degrade faster than anything else. Unsure really I haven't played around with it.

Shawnara
02-15-2007, 10:26 PM
I'm going broke main tanking, I never come out of an adventure on a profit, or if I do it's because I got something I could sell on the vendor that someone actually wants (very seldom of late). I was one who fully wanted decay for the sake of the Merchants, but given the rate of income vs the rate of output for repairs it's just imbalanced to the point of being unplayable.

Shawnsan
02-16-2007, 12:46 AM
:cry: I'm going broke main tanking, I never come out of an adventure on a profit, or if I do it's because I got something I could sell on the vendor that someone actually wants (very seldom of late). I was one who fully wanted decay for the sake of the Merchants, but given the rate of income vs the rate of output for repairs it's just imbalanced to the point of being unplayable.

I have to agree with this. If I didn't have other means of income other than adventuring (which is still low but whatever), I would rarely have the money to repair all my items.

I guess I am under the misunderstanding that PLATE armor should be more durable than CLOTH.

I also do NOT understand how its possible for clothing in my backpack for diplomacy takes a durability hit while adventuring.

If you aren't an extremely lucky MT and aren't winning every greed roll you are losing money.

I can forsee in the near future MTs crying NEED on everything in an attempt to offset repair costs.

This can't be the intend gameplay result. Its simply too mean.

I personally will allow those clothies to get there stuff happily but it isn't my goal to be a poor hedge knight that can hardly afford to repair his stuff.

budershank
02-16-2007, 02:22 AM
http://www.silkyvenom.com/forums/showthread.php?t=10912

Tagad made a reply to there concerning this.

I've never not made a profit adventuring though lots of people complain about such.